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Slaves to DarknessFatesworn Warband
Warscroll Battalion

Fatesworn Warband

ORGANISATION
 • 1 MORTAL SLAVES TO DARKNESS TZEENTCH HERO
 • 9 MORTAL SLAVES TO DARKNESS TZEENTCH units
This warscroll battalion is part of the Tzeentch faction and the Slaves to Darkness faction.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 180
Battlefield Role: Warscroll Battalion

ABILITIES

Scions of Change: Tzeentch’s sacred number is nine; fortune favours those of his followers who adhere to it.
At the start of your hero phase, you can pick 1 unit from this battalion that has 9 or more models. If you do so, until the end of that phase, that unit can attempt to cast 1 spell and attempt to dispel 1 endless spell. It knows the Stolen Sting spell:

MAGIC

Stolen Sting: With a garbled cascade of change-incantations, the caster warps and blunts the enemy’s blades.
Stolen Sting has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. Worsen the Rend characteristic of that unit’s melee weapons by 1 until your next hero phase. A unit cannot be affected by this spell more than once per turn.

The MORTAL, SLAVES TO DARKNESS, TZEENTCH and HERO keywords are used in following Slaves to Darkness warscrolls:

Leader
Leader, Behemoth
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
© Vyacheslav Maltsev 2013-2020