
Health
3,520
Armour
20
Leadership
70
Speed
95
Melee attack
35
Melee defence
25
Weapon strength
115 base + 265 armour-piercing
380
Charge bonus
22
Ranged
Range
130 m
Ammunition
30
Missile damage
225 base + 75 AP
300
Reload time
8 s
Damage per 10 s
375
Attributes

Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Daemonic
Daemonic units cannot be routed, but take damage when their Leadership is low. Daemonic units also have: Physical Resistance Fear and Terror Immunity

Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.

Can Fly
This unit can fly.

Fire Whilst Moving
This unit can fire while on the move.

Scrolls of Sorcery
When this unit casts a spell, all of their spells will be randomly replaced by another spell.
Abilities
Spell SyphonAugment · +60% Spell Mastery, Effect intensity increases when nearby allies or enemies cast spells.passiveSpell SyphonAugment+60% Spell MasteryEffect intensity increases when nearby allies or enemies cast spells.PassiveAny small morsel of magic is a feast for the mind, for Tzeentch leeches power from nearby spells to gift upon his Sorcerers.
Daemonic InstabilityDirect Damage · Causes damage to selfpassiveDaemonic InstabilityDirect DamageCauses damage to selfPassiveAs the Daemon's courage falters, their mortal form crumbles and fades from this reality.
Banished!Direct Damage · Causes severe damage to selfpassiveBanished!Direct DamageCauses severe damage to selfPassiveOnce the Daemon's courage has failed them, they will fall back through the portal to the Chaos Realm whence they belong.
WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
The Blue Scribes skill tree
30 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
The Power of TwoThe Power of Two
Ammunition: +100%
Missile strength: +50%
Invulnerable Through ChangeInvulnerable Through Change
Missile resistance: 10%
Blueflame BombardmentBlueflame Bombardment
Adds Blue-flame explosions to the Blue Scribe's attacks
Cacophony of HorrorsCacophony of Horrors
Attribute: Causes Terror for Horror units (Hero's army)
Barrier: +600 for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Hero's army)
Enemy leadership: -5 (enemy armies in local province)
Wandering WizardsWandering Wizards
Campaign movement range: +40% (when not embedded)
Campaign movement range: +10% (own army)
Tzeentch's QuaestorsTzeentch's Quaestors
Assassinate action: Additional 10% success chance
Steal Technology action: Research rate is increased by an additional 25
Funnel Magic action: Winds of Magic power reserve is increased by an additional 5
Siphon Winds action: Winds of Magic power reserve is modified by an additional -10
Hero action cost: -60%
Squabble ProsSquabble Pros
Armour-piercing weapon damage: +100
Melee attack: +15
Melee defence: +25
The Changer's ToolsThe Changer's Tools
All spells from the Lore of Tzeentch are added to the Scrolls of Sorcery
AqshyAqshy
Winds of Magic cost: -4% for all spells
All spells from the Lore of Fire are added to the Scrolls of Sorcery
AzyrAzyr
Winds of Magic cost: -4% for all spells
All spells from the Lore of Heavens are added to the Scrolls of Sorcery
ChamonChamon
Winds of Magic cost: -4% for all spells
All spells from the Lore of Metal are added to the Scrolls of Sorcery
GhurGhur
Winds of Magic cost: -4% for all spells
All spells from the Lore of Beasts are added to the Scrolls of Sorcery
GhyranGhyran
Winds of Magic cost: -4% for all spells
All spells from the Lore of Life are added to the Scrolls of Sorcery
HyshHysh
Winds of Magic cost: -4% for all spells
All spells from the Lore of Light are added to the Scrolls of Sorcery
ShyishShyish
Winds of Magic cost: -4% for all spells
All spells from the Lore of Death are added to the Scrolls of Sorcery
UlguUlgu
Winds of Magic cost: -4% for all spells
All spells from the Lore of Shadows are added to the Scrolls of Sorcery
Rat MagicRat Magic
Winds of Magic cost: -4% for all spells
All spells from the Skaven Spells of Plague are added to the Scrolls of Sorcery
All spells from the Skaven Spells of Ruin are added to the Scrolls of Sorcery
All spells from the Skaven Spells of Stealth are added to the Scrolls of Sorcery
Primal MagicPrimal Magic
Winds of Magic cost: -4% for all spells
All spells of the Big Waaagh! are added to the Scrolls of Sorcery
All spells of the Little Waaagh! are added to the Scrolls of Sorcery
All spells from the Lore of the Great Maw are added to the Scrolls of Sorcery
All spells from the Lore of the Wild are added to the Scrolls of Sorcery
Dead MagicDead Magic
Winds of Magic cost: -4% for all spells
All spells from the Lore of Nehekhara are added to the Scrolls of Sorcery
All spells from the Lore of the Deep are added to the Scrolls of Sorcery
All spells from the Lore of Vampires are added to the Scrolls of Sorcery
All spells from the Lore of Undeath are added to the Scrolls of Sorcery
Harmonious MagicHarmonious Magic
Winds of Magic cost: -4% for all spells
All spells from the Lore of Yang are added to the Scrolls of Sorcery
All spells from the Lore of Yin are added to the Scrolls of Sorcery
Elf MagicElf Magic
Winds of Magic cost: -4% for all spells
All spells from the Lore of Dark Magic are added to the Scrolls of Sorcery
All spells from the Lore of High Magic are added to the Scrolls of Sorcery
All spells from the Lore of Mists are added to the Scrolls of Sorcery
Daemon MagicDaemon Magic
Winds of Magic cost: -4% for all spells
All spells from the Lore of Hashut are added to the Scrolls of Sorcery
All spells from the Lore of Nurgle are added to the Scrolls of Sorcery
All spells from the Lore of Slaanesh are added to the Scrolls of Sorcery
Ice MagicIce Magic
Winds of Magic cost: -4% for all spells
All spells from the Lore of Ice are added to the Scrolls of Sorcery
All spells from the Lore of Tempest are added to the Scrolls of Sorcery
All spells from the Lore of the Hag are added to the Scrolls of Sorcery
Scrolls of the ApocalypseScrolls of the Apocalypse
Each turn, the army will have access to a randomly chosen Cataclysm Spell (accompanying Lord)
Funnel MagicFunnel Magic3 levelsLevel 1
Funnel Magic action: Winds of Magic power reserve is increased by an additional 5
Funnel Magic action: Winds of Magic power reserve is increased by an additional 10
Funnel Magic action: Winds of Magic power reserve is increased by an additional 15
Spread CorruptionSpread Corruption3 levelsLevel 1
Spread Corruption action: Tzeentch corruption is increased by an additional 1
Tzeentch corruption: +1 (local province)
Spread Corruption action: Tzeentch corruption is increased by an additional 2
Tzeentch corruption: +2 (local province)
Spread Corruption action: Tzeentch corruption is increased by an additional 3
Tzeentch corruption: +3 (local province)
Steal TechnologySteal Technology3 levelsLevel 1
Steal Technology action: Research rate is increased by an additional 3
Steal Technology action: Research rate is increased by an additional 6
Steal Technology action: Research rate is increased by an additional 10
AssassinateAssassinate3 levelsLevel 1
Assassinate action: Additional 3% success chance
Assassinate action: Additional 8% success chance
Assassinate action: Additional 15% success chance
Siphon WindsSiphon Winds3 levelsLevel 1
Siphon Winds action: Winds of Magic power reserve is modified by an additional -5
Siphon Winds action: Winds of Magic power reserve is modified by an additional -10
Siphon Winds action: Winds of Magic power reserve is modified by an additional -15
SpecialistSpecialist3 levelsLevel 1
Hero action cost: -10%
Hero action success chance: +1%
Hero action cost: -20%
Hero action success chance: +3%
Hero action cost: -40%
Hero action success chance: +6%
Who can field it
- Legion of Chaos
- Oracles of Tzeentch
Where these numbers come from
Read from the game's database tables for patch 9.0 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 8a4f7e64). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.