The Blue Scribes

(Entry)
Type: unit
EntryId: c270-6b6c-f9b2-e072
Hidden: false
Costs: 130 Points

Constraints:

max(force): 1
Options (1)
Daemon:

Profiles:

Abilities
Watch This!:

The endless arguments of the Blue Scribes often result in petty squabbles about the best way to cast a spell, making them somehow unreliable… In their Shooting phase, before using their second ranged attack, roll a dice. On a 4-6 they proceed as normal. On a 1-3 they will use once again the same power they have just used.

Independent Character:

Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in.

Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit!

Unit WSBSSTWIALdSv
The Blue Scribes

2

4

3

3

2

4

3

10

4+ Invulnerable

Daemonic Gift
Master of Sorcery:

The model can use one extra ranged weapon in its Shooting phase (but not the same one twice, as normal)

We are Legion:

During the Shooting phase, the Daemon does not have to target all its ranged weapons against the same target. Instead, it may fire any of its weapons at a different target (declare all targets before rolling to hit). It can then choose to assault any of the enemies it has fired against.

If the Daemon is an Independent Character and joins a unit, it can choose different targets from its unit's. Note that the unit is not affected by the shooting of the character in regards to which enemy they can assault in the ensuing Assault phase.

Boon of Mutation:

Boon of Mutation is a ranged weapon, but the Daemon may be in close combat at the time it uses it, as may the target. Pick any one enemy model (no line of sight required) and roll to hit. If a hit is scored and the target is found to be within 6" of the Daemon, the target must immediately take a Toughness test. If the test is failed, the target is transformed into a shapeless blob of flesh and is removed as a casualty. Note that, as no wounds are taken, no saves apply! Models without a Toughness characteristic cannot be affected.

If the player using this Gift has a Chaos Spawn model available, he may replace the victim with a Spawn. If the model was in base contact with any models, move it so that it is 1" away from them. The Spawn is not a Daemon, but is a normal unit under the control of the player that used the Gift. The new Spawn may do nothing for the rest of the turn when it is created. If killed, it is worth 40 Victory points.

Breath of Chaos:

Breath of Chaos is a template weapon. Any models fully or partially under the template suffer one wound on a D6 roll of 4+, with no Armour or Cover saves allowed! Vehicles touched by the template suffer a glancing hit on a D6 roll of 4+.

Pavane of Slaanesh:

The Pavane of Slaanesh is a ranged weapon with a range of 18". Roll to hit as normal. If the target unit is hit, it will immediately begin to dance to the tune of the Lord of Excess - the firer can immediately move the target unit up to D6". This movement follows the same rules as a normal move, except that it is not slowed by difficult terrain. So, for example, Dangerous Terrain tests are taken as normal, victims may not be moved off the table, out of conbat, into impassable terrain or to within 1" of enemy models, and so on. An enemy unit may only be moved by this Gift once per turn, successive hits have no effect. The Pavane has no effect on vehicles other than walkers, which are effected as normal (as they can dance!).

Aura of Decay:

Aura of Decay is a ranged weapon, but the Daemon may be in close combat at the time it uses it, as may the targets. When used, all enemy models within 6" of the Daemon automatically suffer a Strength 2 hit with AP- (roll to wound as normal).

Weapons RangeStr.APTypeNotes
Warpfire

18"

4

4

Assault 3

Bolt of Tzeentch

24"

8

1

Assault 1

Daemonic Gaze

24"

5

3

Assault 3

Used By (1)