Chaos Daemons – The Blue Scribes
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5

The Blue Scribes

NoNAME  M WS BS S T W A Ld DSv Base
90
The Blue Scribes (base: 60mm flying base)
1
90
The Blue Scribes
12" 4+ 4+ 3 4 5 2 8 5+/3+ 60mm flying base
The Blue Scribes are equipped with: disc blades; sharp quills. Your army can only include one THE BLUE SCRIBES model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Disc blades
Disc blades
Melee
Melee
4
0
1
Malefic 1
Malefic 1
Sharp quills
Sharp quills
Melee
Melee
User
0
1
-
ABILITIES
ABILITIES
Daemonic
P’tarix's Sorcerous Syphon (Aura): While an enemy PSYKER unit is within 12" of this model:
  • Subtract 1 from Psychic tests taken for that unit.
  • Each time a Psychic test is failed for that unit, that psychic power is syphoned, and until the end of the battle, that unit cannot attempt to manifest that psychic power. Psychic actions are unaffected.
Xirat’p's Sorcerous Barrage: At the start of your Psychic phase, you can resolve each of the following effects once, in any order:
  • Roll two D6 and select one result. This model can automatically manifest the psychic power from the Pandaemoniac discipline that corresponds with that number.
  • If this model successfully syphoned any psychic powers in the previous enemy Psychic phase (see P’tarix’s Sorcerous Syphon), it can automatically manifest the Smite psychic power.
These powers are considered to have been manifested with a roll equal to their warp charge value (do not make a Psychic test), and they cannot be denied.
WARLORD TRAIT!
WARLORD TRAIT!
Incorporeal Form: Each time an attack is made against this WARLORD, subtract 1 from that attack’s wound roll.
FACTION KEYWORDS: CHAOS, LEGIONES DAEMONICA, TZEENTCH
KEYWORDS: CAVALRY, CHARACTER, DAEMON, FLY, HORRORS, THE BLUE SCRIBES

Datasheet-related Stratagems

WAVE OF UNNATURAL FLAMES1CP
Legiones Daemonica – Boarding Actions – Battle Tactic Stratagem

When Horrors of Tzeentch uneleash waves of overlapping flames, few are the foes who can escape them.

Use this Stratagem in your Shooting phase, when a HORRORS unit from your army is selected to shoot. Until the end of the phase, each time a ranged attack is made by a model in that unit (excluding Brimstone Horror models), an unmodified successful hit roll of 5+ scores one additional hit.
MUTABLE FORM1CP
Legiones Daemonica – Boarding Actions – Strategic Ploy Stratagem

Many daemons can shift their forms at will, drawing on the powers of the warp to manifest new weapons, powers and otherworldly abilities in the blink of an eye.

Use this Stratagem in your Command phase. Select one LEGIONES DAEMONICA model from your army that has any Enhancements. You can replace one of that model’s Enhancements with another. Select an Enhancement as normal and replace one of this model’s existing Enhancements with it. If that new Enhancement has an effect which takes place at a specific point in the battle which has already passed, that Enhancement has no effect.
INSUBSTANTIAL ENTITIES2CP
Legiones Daemonica – Boarding Actions – Strategic Ploy Stratagem

Daemons are not mortal creatures, their forms shifting between the warp and realspace, passing through solid barriers with ease.

Use this Stratagem in your Movement phase, when a LEGIONES DAEMONICA unit from your army is selected to make a Normal Move. When making that move, models in that unit can move within Engagement Range of enemy models, and can move through models, walls and closed Hatchways, but cannot move more than 6" and cannot end their move within any of these, nor within Engagement Range of any enemy models. You can only use this Stratagem once.
WARP PORTAL1CP/2CP
Legions of Tzeentch – Strategic Ploy Stratagem

This daemon prises open an unnatural shortcut through the warp.

Use this Stratagem in your Movement phase, when you select a LEGIONES DAEMONICA TZEENTCH CHARACTER model from your army to make a Normal Move. Instead of moving it as normal, remove that unit from the battlefield and set it up anywhere on the battlefield that is more than 9" from any enemy models. If that CHARACTER model has the HERALD keyword, this Stratagem costs 1CP, otherwise, it costs 2CP.
FLAMES OF MUTATION1CP
Legions of Tzeentch – Strategic Ploy Stratagem

Tzeentchian daemons advance wreathed in kaleidoscopic flame.

Use this Stratagem at the end of the Fight phase. Select one HORRORS unit from your army that had any models destroyed during this phase. Select one enemy unit within Engagement Range of that unit, and roll one D6 for each model in that HORRORS unit that was destroyed during this phase. For each 6, that enemy unit suffers 1 mortal wound. A unit can only suffer a maximum of 6 mortal wounds per phase as a result of this Stratagem.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Daemonic Invulnerability

Daemons are madness given form. Their very bodies are fashioned from the stuff of the warp, and are difficult to destroy through conventional means. By far the surest way to banish them, short of ritual witchery, is to fight them at close quarters where a warrior’s conviction and faith may strike as surely as their blade.

Instead of a normal Save characteristic as described in the Warhammer 40,000 Core Book, each LEGIONES DAEMONICA datasheet has a Daemonic Save characteristic (abbreviated to DSv on that datasheet’s profile line). This characteristic has two values. The first characteristic is used when a melee attack is allocated to that model, while the second characteristic is used when a ranged attack is allocated to that model. In either case, this saving throw cannot be modified in any way.
Allegiance Keywords
Most of the datasheets in this book have an Allegiance keyword. The following are Allegiance keywords:
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH
If a unit instead has the Faction keyword, then when you add that unit to your army, you must select one of the listed Allegiance keywords above and replace the keyword in all instances on that Datasheet with the selected Allegiance keyword.

Example: If you include a Daemon Prince in your army, and you decide it is a Daemon Prince of Khorne, its keyword becomes KHORNE and its Prince of Chaos ability reads, ‘While a friendly LEGIONES DAEMONICA KHORNE CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.’
Manifestation

Daemonic legions tear through the fabric of realspace, malevolent entities flickering into being like phantasms from a nightmare. Worse still, as terror and panic take hold of their victims, so their mortal souls become ever easier prey for the entities pouring through from the warp.

During deployment, you can set up this unit in the warp instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models, or more than 6" away from any enemy models and wholly within 6" of a friendly WARP LOCUS model that was on the battlefield at the start of your turn. If that WARP LOCUS model has an Allegiance keyword, the unit being set up can only use this ability if it has the same Allegiance keyword.

If every unit from your army has the LEGIONES DAEMONICA keyword, then in the Reinforcements step of one of your Movement phases you can instead set up this unit anywhere on the battlefield with one of the following restrictions:
  • Wholly within your deployment zone and more than 3" away from any enemy models.
  • Neither wholly within your deployment zone nor within your opponent’s deployment zone, and more than a number of inches away from each enemy unit, equal to the current Leadership characteristic of that enemy unit (to a minimum of 3" and a maximum of 9").
Daemonic Terror (Aura)

To encounter a creature of the warp is to face a being utterly anathema to the fundamental laws of reality. Even the most emotionless warrior feels an unnatural primal terror while in their presence.

While an enemy unit is within 6" of this unit, subtract 1 from that enemy unit’s Leadership characteristic and subtract 1 from any Combat Attrition tests taken for that enemy unit.
Warp Storm

When daemons pour into realspace, maelstroms of warp energy spill through in their wake. Manifest emotion and unbridled, nightmarish energies twist all that they touch, reshaping the landscape into bizarre forms and tormenting mortal beings.

This ability can be used to apply Warp Storm effects to eligible units from your army.
Daemonic
This unit has the following abilities: Daemonic Invulnerability; Manifestation; Daemonic Terror; Warp Storm.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Manifesting Psychic Powers
When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Smite

Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.

The HORRORS keyword is used in the following Chaos Daemons datasheets:

Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.

The LEGIONES DAEMONICA, TZEENTCH and CHARACTER keywords are used in the following Chaos Daemons datasheets:

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The THE BLUE SCRIBES keyword is used in the following Chaos Daemons datasheets:

Disc blades used in the following datasheets:

Malefic Weapons

Many daemons fashion forms for themselves that exhibit strange and esoteric weapons, with which they give vent to their spiteful natures. While most fight with blade or claws, often they can also lash out with spiked tails, envenomed pseudopods or other bizarre appendages. Daemons may also ride to battle atop other daemonic creatures that make attacks with weapons of their own, or may be attended by daemonic minions who swipe at those who draw near their masters.

Many Chaos Daemons weapons are malefic weapons. Such a weapon will have an ability that reads ‘Malefic’ and then a value, such as 2 or 4. Each time the bearer fights, it makes a number of additional attacks with that weapon equal to that value, and no more than that number of attacks can be made with that weapon while resolving that fight. If a model is equipped with more than one malefic weapon, it can make additional attacks with each one it is equipped with.

Unless otherwise specified, malefic weapons are never affected by effects or abilities that allow models to make additional attacks, or abilities that would add to, subtract from, or improve their characteristics in any way.

Example: A Skullmaster is equipped with a blade of blood and its Juggernaut’s bladed horn, which has the ‘Malefic 4’ ability. Each time this model fights, it makes a number of attacks equal to its Attacks characteristic with its blade of blood, then an additional 4 attacks with the bladed horn profile.

The CAVALRY keyword is used in the following Chaos Daemons datasheets:

The FLY keyword is used in the following Chaos Daemons datasheets:


– if equipped with the Wings this unit gains the FLY keyword.
© Vyacheslav Maltsev 2013-2023