Disciples of Tzeentch – Vortemis the All-seeing

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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

Unit Size: 1      Points: 160
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique. Vortemis the All-seeing and The Eyes of the Nine must be taken as a set. Although taken as a set, each is a separate unit.

Vortemis the All-seeing is armed with a Tzeentchian Runestaff.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Magic-touched: Magisters are attuned to magical energy and can harness the raw essence of Chaos. There are those, however, that delve too deep into this source of power.
If the first casting attempt made by this unit in your hero phase is successful and the spell is not unbound, this unit can attempt to cast 1 extra spell in that phase. If it does so and the casting roll for that extra spell is a double, the casting attempt automatically fails and this unit is slain. If this happens, you can choose for this unit to be transformed into a Spawn instead of being slain.

Sorcerous Insight: Memory becomes echo, echo becomes resonance, resonance becomes reality wrought anew.
Sorcerous Insight is a spell that has a casting value of 5. If successfully cast, you receive 1 command point that can only be spent to allow the caster to issue a command.

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19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

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

Leader, Behemoth
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).
© Vyacheslav Maltsev 2013-2024