To be clear: the days of fate-crusher and other build that relied on Fateweaver are GONE. Forget them. He isn't what he once was. Bye bye.
Instead, he now allows us to re-roll one 1d6 every turn. Of course, its unclear (because its not spelt out) if that is every player turn or every game turn. I suspect the latter.
Hence he is still a factor to be reckoned with. But he re-rolling shenanigan days are totally obliterated.
What he does give is a "Lord of Unreality" warlord trait. This gives re-rolls on the Warp Storm chart. Now that's an interesting result! Consider this facet alone: you combine this warlord trait with his re-rolling 1d6 every turn in order to get some of the best results (+1 invulnerable save; creating a herald out of an enemy psyker; creating a new unit of lesser daemons) and I think we're on to a winner. You should certainly think about doing this every turn you roll a 5 or 6 for ONE of the 2d6 on the Warp Storm Table (before or after the warlord trait re-roll). You can't really go too wrong. (except by rolling Nurgle's Glorious Rot result of course -- but you got chaos instruments in your army? Right?).
On top of this, Fateweaver is a psychic monster. He is level 4 mastery and has all the Tzeentch powers plus (one telepathy + one biomancy) or (one pyromancy + one divination) per turn. (because only one head is dominant at a time). And a 4+ invulnerable save.
But he has drawbacks. With T=5, a vindicator shot can take him down. And he's not an independent character. Look out, because he's going to be taking a lot of incoming shots. And he's a shooty kind of character. So I'd be looking to play him in flying mode as much as possible. I'm a little torn on whether he's actually worth it or not. Of course a well placed bolt of change (skyfired) is nothing to be sneezed at. So in the meta of infantry heavy with flyers, he's probably looking good for Tzeench armies.
Instead, he now allows us to re-roll one 1d6 every turn. Of course, its unclear (because its not spelt out) if that is every player turn or every game turn. I suspect the latter.
Hence he is still a factor to be reckoned with. But he re-rolling shenanigan days are totally obliterated.
What he does give is a "Lord of Unreality" warlord trait. This gives re-rolls on the Warp Storm chart. Now that's an interesting result! Consider this facet alone: you combine this warlord trait with his re-rolling 1d6 every turn in order to get some of the best results (+1 invulnerable save; creating a herald out of an enemy psyker; creating a new unit of lesser daemons) and I think we're on to a winner. You should certainly think about doing this every turn you roll a 5 or 6 for ONE of the 2d6 on the Warp Storm Table (before or after the warlord trait re-roll). You can't really go too wrong. (except by rolling Nurgle's Glorious Rot result of course -- but you got chaos instruments in your army? Right?).
On top of this, Fateweaver is a psychic monster. He is level 4 mastery and has all the Tzeentch powers plus (one telepathy + one biomancy) or (one pyromancy + one divination) per turn. (because only one head is dominant at a time). And a 4+ invulnerable save.
But he has drawbacks. With T=5, a vindicator shot can take him down. And he's not an independent character. Look out, because he's going to be taking a lot of incoming shots. And he's a shooty kind of character. So I'd be looking to play him in flying mode as much as possible. I'm a little torn on whether he's actually worth it or not. Of course a well placed bolt of change (skyfired) is nothing to be sneezed at. So in the meta of infantry heavy with flyers, he's probably looking good for Tzeench armies.
it isn't unclear at all if he can use the 1d6 re-roll. the BRB says that "turn" = "player turn" if nothing is specified. it might get FAQed, but as of now, there is absolutely now RAW confusion.
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