Slaves to DarknessChaos Lord on Manticore
12
4+
8
WARSCROLL

Chaos Lord on Manticore

With raw strength and force of will, the greatest Chaos Lords seek to claim a ferocious Manticore as a mount. Those who succeed find their killing power greatly amplified, and are amongst the deadliest champions of the Ruinous Powers.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Daemon Blade
Daemon Blade1"33+3+-1D3
Chaos Lance
Chaos Lance2"33+3+-2
Chaos Flail
Chaos Flail2"63+3+-1
Honed Fangs and Claws
Honed Fangs and Claws1"53+-12
Shredding Tail
Shredding Tail3"4+4+-1
DAMAGE
Wounds SufferedMoveHoned Fangs and ClawsShredding Tail
0-212"1+5
3-410"2+4
5-78"3+3
8-96"4+2
10+6"5+1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 280
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Chaos Lord on Manticore is a single model armed with one of the following weapon options: Daemon Blade and Chaos Lance; Chaos Flail and Chaos Lance; Daemon Blade and Chaos Runeshield; Chaos Flail and Chaos Runeshield; Daemon Blade and Daggerfist; or Chaos Flail and Daggerfist.

MOUNT: This model’s Manticore attacks with its Honed Fangs and Claws, and Shredding Tail.

FLY: This model can fly.

MARK OF CHAOS: When you select this model to be part of your army, you must give it one of the following Mark of Chaos keywords: KHORNE, TZEENTCH, NURGLE, SLAANESH or UNDIVIDED.

ABILITIES

Chaos Runeshield: The dark runes inscribed upon these shields grant them the power to withstand even the most powerful attacks.
Roll a dice each time you allocate a mortal wound to this model. On a 5+, that mortal wound is negated.

Chaos Lance: This Chaos Lord seeks to finish his foes with the first strike of his charge.
Add 1 to the Damage characteristic and improve the Rend characteristic of this model’s Chaos Lance by 2 if this model made a charge move in the same turn.

Daemonbound: Weapons that contain the essence of a daemon are capable of swiftly devouring an enemy’s soul.
If the unmodified hit roll for an attack made with a Daemon Blade is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Daggerfist: This bladed gauntlet allows the wielder to swiftly counter enemy blows at close quarters.
If the unmodified save roll for an attack made with a melee weapon that targets a model with a Daggerfist is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

Territorial Predator: Any who stray into the territory of a Manticore are as good as dead, especially larger creatures that can be seen as a potential rival.
You can re-roll hit rolls for attacks made with this model’s Honed Fangs and Claws if the target is a MONSTER.

COMMAND ABILITIES

Iron-willed Overlord: Manticores are berserk killers, and any Chaos Lord who rides one to battle displays such obvious dominance that none would dare deny his orders.
You can use this command ability in your hero phase. If you do so, pick 1 friendly CHAOS WARRIORS unit wholly within 18" of a friendly model with this command ability. You can re-roll charge rolls and battleshock tests for that unit until your next hero phase.

KEYWORDS
CHAOS, MORTAL, MANTICORE, SLAVES TO DARKNESS, MARK OF CHAOS, EYE OF THE GODS, MONSTER, HERO, CHAOS LORD
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

The CHAOS WARRIORS keyword is used in following Slaves to Darkness warscrolls:

Battleline
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.

The MANTICORE keyword is used in following Slaves to Darkness warscrolls:

Leader, Behemoth

The EYE OF THE GODS keyword is used in following Slaves to Darkness warscrolls:

Leader
Leader, Behemoth

The MONSTER keyword is used in following Slaves to Darkness warscrolls:

None
Leader, Behemoth
Behemoth

The CHAOS LORD keyword is used in following Slaves to Darkness warscrolls:

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2020