Slaves to Darkness – Untamed Beasts
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Untamed Beasts

By devouring the flesh of Ghur’s many predators, the Untamed Beasts seek to gain their strength and power. These shamanistic savages worship Chaos as the Devourer of Existence, and are peerless trackers and hunters.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Jagged Harpoon
Jagged Harpoon8"14+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hunting Weapons
Hunting Weapons1"14+4+-1

Unit Size: 9 - 36      Points: 70
Battlefield Role: None


A unit of Untamed Beasts has any number of models, each armed with Hunting Weapons.

HEART-EATER: 1 in every 9 models in this unit must be a Heart-eater. Add 1 to the Attacks characteristic of a Heart-eater’s melee weapons.

FIRST FANG: 1 in every 9 models in this unit must be a First Fang. A First Fang is armed with a Jagged Harpoon in addition to their other weapons.

ROCKTUSK PROWLER: 1 in every 9 models in this unit must be a Rocktusk Prowler. Rocktusk Prowlers have a Wounds characteristic of 2.


Unleash the Beast: With bursts of primal energy, the Untamed Beasts chase down their enemies with relentless fervour.
This unit can run and still charge later in the same turn. In addition, after armies are set up but before the first battle round begins, this unit can move up to 6".

Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.

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

© Vyacheslav Maltsev 2013-2021