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Slaves to DarknessChaos Marauder Horsemen
12"
2
6+
5
WARSCROLL

Chaos Marauder Horsemen

Riding at the vanguard of the Chaos hosts come the Marauder Horsemen. These skilled mounted warriors launch daring raids on the enemy lines before pulling back, luring the foe closer before turning around and hacking them to pieces.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Marauder Javelin12"14+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Barbarian Axe1"24+4+-1
Marauder Javelin2"14+3+-1
Barbarian Flail2"14+3+-11
Trampling Hooves1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 30      Points: 90
Battlefield Role: None
Notes: Battleline in Slaves to Darkness army

DESCRIPTION

A unit of Chaos Marauder Horsemen has any number of models. The unit is armed with one of the following weapon options: Barbarian Axe and Darkwood Shield; Marauder Javelin and Darkwood Shield; or Barbarian Flail.

MOUNT: This unit’s Chaos Steeds attack with their Trampling Hooves.

HORSEMASTER: 1 model in this unit can be a Horsemaster. Add 1 to the Attacks characteristic of a Horsemaster’s melee weapons.

ICON BEARER: 1 in every 5 models in this unit can be an Icon Bearer. Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any friendly Icon Bearers.

HORNBLOWER: 1 in every 5 models in this unit can be a Hornblower. Add 1 to run and charge rolls for this unit while it includes any Hornblowers.

MARK OF CHAOS: When you select this unit 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

Barbarian Hordes: When a Marauder horde masses, entire enemy regiments can be swept away under a tide of barbarous muscle.
Add 1 to hit rolls for attacks made by this unit while it has at least 10 models.

Darkwood Shields: Though crude in appearance, these shields are still capable of providing a measure of defence against all but the most determined attacks.
Add 1 to save rolls for attacks that target a unit with Darkwood Shields.

Feigned Flight: Marauder Horsemen are talented raiders, and have great skill in the art of hit-and-run attacks.
This unit can retreat and still shoot and/or charge later in the same turn.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, MARK OF CHAOS, CHAOS MARAUDER HORSEMEN
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
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.
© Vyacheslav Maltsev 2013-2020