Disciples of Tzeentch – The Blue Scribes

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16"
5
4+
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 WoundTo WndRendDamageDmg
Sharpened Quills
Sharpened Quills1"25+5+-1
Teeth and Horns
Teeth and Horns1"D34+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Leader
Base size: 60mm
Notes: Single, Unique

The Blue Scribes are armed with Sharpened Quills.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Aether-eater Host
 • Change Host
 • Overseer’s Fate-twisters

FLY: This unit can fly.

MOUNT: This unit’s Disc of Tzeentch is armed with Teeth and Horns.

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

Frantic Scribbling: The Blue Scribes seek to learn all of the spells in existence.
If this unit is part of a Disciples of Tzeentch army, each time an enemy WIZARD within 9" of this unit successfully casts a spell, and that spell is not unbound, you can roll a dice. On a 3+, you receive 1 Fate Point.

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 unit 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 successfully cast and cannot be unbound.

If this unit is part of a Disciples of Tzeentch army, it knows all of the spells from the Lore of Fate and Lore of Change.

KEYWORDS
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, TZEENTCH, HERO, WIZARD, THE BLUE SCRIBES
Army List
Warscrolls collated

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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.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2024