Disciples of Tzeentch – Jade Obelisk
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5"
1
4+
6
WARSCROLL

Jade Obelisk

Cursed artificers skilled in stonecraft, the Jade Obelisk are acutely aware of their finite time as living flesh. They are singleminded in their purpose to desecrate the idols of false gods before their mortal bodies succumb to an inevitable petrification.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Antithete Bow
Antithete Bow18"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Mason’s Tools
Mason’s Tools1"24+3+-11
Jade Dagger
Jade Dagger1"14+3+-1
Stone-like Beak and Serpentine Tail
Stone-like Beak and Serpentine Tail1"13+3+-11
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 140
Battlefield Role: Battleline

Each model in a Jade Obelisk unit is armed with Mason’s Tools. 4 in every 10 models can replace their Mason’s Tools with an Antithete Bow and a Jade Dagger.

NEPHRITE PRIESTESS: 1 in every 10 models in this unit must be a Nephrite Priestess. A Nephrite Priestess can issue commands to their own unit.

OBELISK BEARER: 1 in every 10 models in this unit must be an Obelisk Bearer. While this unit includes any Obelisk Bearers, you can return 1 slain model to this unit at the end of the combat phase.

IDOLARC: 1 in every 10 models in this unit must be an Idolarc. An Idolarc is armed with a Stone-like Beak and Serpentine Tail instead of any other weapons.

Stone-cursed Resolve: These rockskinned warriors are virtually impossible to move against their will.
Ignore modifiers (positive and negative) when making save rolls for attacks that target this unit.

Cast Down the Idol: Tools of construction are turned upon blasphemous effigies, swiftly rendering them to rubble and ruin.
At the end of the charge phase, this unit can be picked to carry out the Smash To Rubble monstrous rampage as if it were a MONSTER.

KEYWORDS
CHAOS, DISCIPLES OF TZEENTCH, MORTAL, CULTISTS, TZEENTCH, JADE OBELISK
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

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The MORTAL keyword is used in the following Disciples of Tzeentch warscrolls:

Leader, Behemoth
Leader
Battleline
Behemoth
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.
© Vyacheslav Maltsev 2013-2023