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Slaves to DarknessTheddra Skull-Scryer
6"
5
5+
7
WARSCROLL

Theddra Skull-Scryer

Guided by searing visions of conquest and glory, the God-speaker known as Theddra Skull-Scryer leads warriors from the Tribe of the Black Fang through a combination of ruthlessness and awesome displays of gods-given power.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Darkoath Wand1"24+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 70
Battlefield Role: Leader
Notes: Unique. Theddra Skull-Scryer and Godsworn Hunt must be taken as a set for a total of 130 points. Although taken as a set, each is a separate unit.

DESCRIPTION

Theddra Skull-Scryer is a named character that is a single model. She is armed with a Darkoath Wand.

ABILITIES

Pact of Soul and Iron: Every member of the Godsworn Hunt has sworn a blood-oath to hunt down and kill the upstart God-King’s so-called Stormcast Eternals.
You can re-roll hit rolls for attacks made by this model. In addition, you can re-roll wound rolls for attacks made by this model that target a STORMCAST ETERNAL unit.

MAGIC

Theddra Skull-Scryer is a WIZARD. She can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. She knows the Arcane Bolt, Mystic Shield and Enfeeblement spells.

Enfeeblement: Waves of withering energy flood over Skull-Scryer’s foes.
Enfeeblement has a casting value of 6. If successfully cast, pick 1 enemy unit within 12" of the caster that is visible to them. Subtract 1 from wound rolls for attacks made with melee weapons by that unit until your next hero phase.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, HERO, WIZARD, GOD-SPEAKER, THEDDRA SKULL-SCRYER
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
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.
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.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

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

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2020