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Slaves to DarknessIron Golems
5"
1
4+
6
WARSCROLL

Iron Golems

Skilled blacksmiths, the Iron Golems believe themselves chosen to provide arms and armour to Archaon’s forces. Amongst the war-wracked lands of Chamon, their legions are renowned for their dauntless resilience and chilling efficiency.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Bolas8"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Legion Weapons1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 8 - 32      Points: 70
Battlefield Role: None

DESCRIPTION

A unit of Iron Golems has any number of models, each armed with Legion Weapons and Bolas.

DOMINAR: 1 in every 8 models in this unit must be a Dominar. Add 1 to the Attacks characteristic of a Dominar’s melee weapons.

SIGNIFER: 1 in every 8 models in this unit must be a Signifer. Add 2 to the Bravery characteristic of this unit while it includes any Signifers.

OGOR BREACHER: 1 in every 8 models in this unit must be an Ogor Breacher. Ogor Breachers have a Wounds characteristic of 3.

ABILITIES

Iron Resilience: At a barked command from their Dominar, the legionaries of the Iron Golems snap into an impenetrable shieldwall.
You can re-roll save rolls for attacks that target this unit if this unit has not made a normal move in the same turn.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, CULTISTS, IRON GOLEMS
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.

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

None
© Vyacheslav Maltsev 2013-2020