Slaves to Darkness – Soul Grinder

Soul Grinder

There is no act of destruction a Soul Grinder will not commit in an effort to complete the tithe of death demanded from it. These clanking daemon engines scuttle forth on huge mechanical legs, unable to rest while a single foe draws breath.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Harvester Cannon
Harvester Cannon16"4+3+-11
Phlegm Bombardment
Phlegm Bombardment20"14+3+-23
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Piston-driven Legs
Piston-driven Legs1"4+3+-11
Hellforged Claw
Hellforged Claw2"14+3+-2D6
Warpmetal Blade
Warpmetal Blade2"24+3+-23
Daemonbone Talon
Daemonbone Talon2"43+3+-1D3
Wounds SufferedMoveHarvester CannonPiston-driven Legs

Unit Size: 1      Points: 210
Battlefield Role: Behemoth


A Soul Grinder is a single model armed with a Harvester Cannon, Phlegm Bombardment, Hellforged Claw, Piston-driven Legs and one of the following weapon options: Warpmetal Blade; or Daemonbone Talon.

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.


Hellforged Claw: The crushing force of a Hellforged Claw can obliterate anything unfortunate enough to be caught in its grasp.
If the unmodified hit roll for an attack made with a Hellforged Claw is 6, that attack inflicts D6 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Implacable Advance: This daemonic engine is utterly relentless in its desire to pay off the soultithe owed to its masters.
This model can run and still shoot later in the same turn.

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.
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.
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.

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

• Furies
Leader, Behemoth

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

Leader, Behemoth
© Vyacheslav Maltsev 2013-2020