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TzeentchThe Blue Scribes
16"
5
5+
10
WARSCROLL

The Blue Scribes

Tzeentch created two daemons, P’tarix and Xirat’p, for the sole purpose of learning every spell in existence. The Blue Scribes, as they are known, ride their Disc of Tzeentch through the realms seeking every fragment of arcana.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Sharpened Quills1"25+5+-1
Teeth and Horns1"D34+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

The Blue Scribes is a named character that is a single model. It is armed with Sharpened Quills.

MOUNT: This model’s Disc of Tzeentch attacks with its Teeth and Horns.

FLY: This model can fly.

ABILITIES

Frantic Scribbling: The Blue Scribes seek any unknown incantations that might be used against them.
Each time a WIZARD wholly within 18" of this model successfully casts a spell that is not unbound and that is possible for this model to cast, you can roll a dice. On a 4+, this model knows that spell for the rest of the battle.

Scrolls of Sorcery: The unlimited arcane knowledge held on these scrolls can conjure sorceries of perfect structure.
Once in each of your hero phases, when this model attempts to cast a spell, instead of making a casting roll, you can say that it will read from its scrolls of sorcery. If you do so, roll a dice. On a 2+, that spell is automatically cast and cannot be unbound.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Boon of Tzeentch spells.

Boon of Tzeentch: The Blue Scribes reach forth, tapping into an unseen hoard of arcane power.
Boon of Tzeentch has a casting value of 4. If successfully cast, you can re-roll casting rolls for friendly TZEENTCH WIZARDS wholly within 18" of the caster for the rest of that phase.

KEYWORDS
CHAOS, DAEMON, HORROR, TZEENTCH, HERO, WIZARD, THE BLUE SCRIBES
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
© Vyacheslav Maltsev 2013-2020