TzeentchVortemis the All-seeing
6"
5
5+
7
WARSCROLL

Vortemis the All-seeing

Vortemis has been instrumental in twisting the strands of fate to serve the will of Tzeentch. His Arcanite Cult had spies in the city of Shadespire for centuries, and he has plotted to undermine Nagash for just as long.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tzeentchian Runestaff
Tzeentchian Runestaff18"13+4+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tzeentchian Runestaff
Tzeentchian Runestaff1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader
Notes: Unique. Vortemis the All-seeing and The Eyes of the Nine must be taken as a set for a total of 140 points. Although taken as a set, each is a separate unit.

DESCRIPTION

Vortemis the All-seeing is a named character that is a single model. He is armed with a Tzeentchian Runestaff.

ABILITIES

Magic-touched: Magisters are attuned to magical energy like no other, but there are those that delve too deep into this source of power.
If the casting roll for this model is a double and the casting attempt is successful and not unbound, this model can attempt to cast 1 extra spell this turn. If it does so and the extra casting roll is a double, the spell automatically fails and this model is slain. If a friendly MAGISTER is slain by this effect, roll a dice before removing the model. On a 2+, 1 TZEENTCH CHAOS SPAWN is added to your army. Set up the TZEENTCH CHAOS SPAWN anywhere on the battlefield within 1" of the slain MAGISTER and more than 3" from any enemy units.

MAGIC

Vortemis the All-seeing is a WIZARD. He can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Sorcerous Insight spells.

Sorcerous Insight: Memory becomes echo, echo becomes resonance, resonance becomes reality wrought anew.
Sorcerous Insight has a casting value of 5. If successfully cast, you receive 1 extra command point. This extra command point can only be spent by picking this model to use the At the Double, Forward to Victory or Inspiring Presence command ability.

KEYWORDS
CHAOS, MORTAL, TZEENTCH, ARCANITE, CULT OF THE TRANSIENT FORM, HERO, WIZARD, MAGISTER, VORTEMIS THE ALL-SEEING
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.
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.

The MAGISTER keyword is used in following Tzeentch warscrolls:

Leader

The TZEENTCH and CHAOS SPAWN keywords are used in following Tzeentch warscrolls:

None
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.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
At the Double
You can use this command ability after you make a run roll for a friendly unit that is within 6" of a friendly HERO, or 12" of a friendly HERO that is a general. If you do so, the run roll is treated as being a 6.
Forward to Victory
You can use this command ability after you make a charge roll for a friendly unit that is within 6" of a friendly HERO, or 12" of a friendly HERO that is a general. If you do so, re-roll the charge roll.
Inspiring Presence
You can use this command ability at the start of the battleshock phase. If you do so, pick a friendly unit that is within 6" of friendly HERO, or 12" of a friendly HERO that is a general. That unit does not have to take battleshock tests in that phase.

The MORTAL keyword is used in following Tzeentch warscrolls:

None
Battleline
Leader
© Vyacheslav Maltsev 2013-2020