Slaves to DarknessSplintered Fang
6"
1
5+
5
WARSCROLL

Splintered Fang

The mystic leaders of the Splintered Fang lead their people in worship of the Coiling Ones, serpentine daemons who embody cunning and might. Poison is the greatest weapon of the Fangs, and a single cut from their blades can prove fatal.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Poisoned Weapons
Poisoned Weapons1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10 - 40      Points: 70
Battlefield Role: None

DESCRIPTION

A unit of Splintered Fang has any number of models, each armed with Poisoned Weapons.

TRUEBLOOD: 1 in every 10 models in this unit must be a Trueblood. Add 1 to the Attacks characteristic of a Trueblood’s melee weapons.

SERPENT CALLER: 1 in every 10 models in this unit must be a Serpent Caller.

SERPENTS: 1 in every 10 models in this unit must be a Serpents model. Serpents models have a Wounds characteristic of 2.

ABILITIES

One Cut, One Kill: The warriors of the Splintered Fang coat their blades with vile poisons before every battle.
If the unmodified hit roll for an attack made by this unit is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

Snake Charmer: Serpent Callers can summon their slithering familiars as if from nowhere.
You can return 1 slain Serpents model to this unit in your hero phase if this unit includes any Serpent Callers. Set up the returning model within 1" of a model from this unit. The returning model can only be set up within 3" of an enemy unit if any models from this unit are already within 3" of that enemy unit.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, CULTISTS, SPLINTERED FANG
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.
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.

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

None
© Vyacheslav Maltsev 2013-2020