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Slaves to DarknessChaos Warshrine
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Chaos Warshrine

Carried to battle by two huge mutants, Chaos Warshrines are tributes to the glory of the dark pantheon. From atop the raised platform a Shrine Keeper beseeches the gods for their boon, granting their blessings to the legions of darkness.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Sacrificial Blade1"43+3+-12
Flailing Fists1"4+3+-2
DAMAGE
Wounds SufferedMoveFlailing FistsProtection of the Dark Gods
0-28"618"
3-47"512"
5-76"49"
8-95"36"
10+4"23"
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: Behemoth

DESCRIPTION

A Chaos Warshrine is a single model armed with a Sacrificial Blade.

MOUNT: This model’s Shrine Bearers attack with their Flailing Fists.

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

Protection of the Dark Gods: Worshippers of the Ruinous Powers gather around these shrines in the hope of receiving divine protection.
Roll a dice each time you allocate a wound or mortal wound to a friendly MORTAL SLAVES TO DARKNESS unit wholly within the range of any model with this ability as shown on the damage table above. On a 6, that wound or mortal wound is negated.

Favour of the Ruinous Powers: A Shrinemaster invokes the dark pantheon to bless nearby followers with their favour.
At the start your hero phase, you can say that this model will chant one of the following prayers. If you do so, pick 1 friendly MORTAL SLAVES TO DARKNESS unit wholly within 18" of this model and make a prayer roll by rolling a dice. On a 1-2, the prayer is not answered. On a 3+, the prayer is answered. The same unit cannot benefit from the same prayer more than once per turn.

Favour of Khorne: You can re-roll charge rolls for that unit until your next hero phase.

In addition, if that unit has the KHORNE keyword, you can re-roll hit rolls for attacks made with melee weapons by that unit until your next hero phase.

Favour of Tzeentch: You can re-roll save rolls for attacks that target that unit until your next hero phase.

In addition, if that unit has the TZEENTCH keyword, until your next hero phase, each time that unit is affected by a spell or endless spell, you can roll a dice. If you do so, on a 4+, ignore the effects of that spell or endless spell on that unit.

Favour of Nurgle: You can re-roll wound rolls for attacks made with melee weapons by that unit until your next hero phase.

In addition, if that unit has the NURGLE keyword, add 1 to save rolls for attacks that target that unit until your next hero phase.

Favour of Slaanesh: You can re-roll charge rolls for that unit until your next hero phase.

In addition, if that unit has the SLAANESH keyword, do not take battleshock tests for that unit until your next hero phase.

Favour of Chaos: You can re-roll hit and wound rolls for attacks made by that unit until your next hero phase.

In addition, if that unit has the UNDIVIDED keyword, you can re-roll charge rolls for that unit until your next hero phase.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, TOTEM, PRIEST, MARK OF CHAOS, CHAOS WARSHRINE
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the 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.
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.
© Vyacheslav Maltsev 2013-2020