Slaves to Darkness – Chaos Lord on Manticore

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Chaos Lord on Manticore

With raw strength and force of will, the greatest Chaos Lords seek to claim a ferocious Manticore as a mount. Those who succeed find their killing power greatly amplified, and are amongst the deadliest champions of the Ruinous Powers.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Daemon Blade
Daemon Blade1"33+3+-2D3
Chaos Flail
Chaos Flail2"63+3+-2
Chaos Lance
Chaos Lance1"34+3+-11
Honed Fangs and Claws
Honed Fangs and Claws2"53+2+-12
Shredding Tail
Shredding Tail3"44+4+-1

Unit Size: 1      Points: 230
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Chaos Lord on Manticore is armed with 1 of the following weapon options: Daemon Blade; or Chaos Flail. It is also armed with 1 of the following weapon options: Chaos Lance; Chaos Runeshield; or Daggerfist.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Bloodmarked Warband
 • Fatesworn Warband
 • Godsworn Champions of Ruin
 • Godswrath Warband
 • Plaguetouched Warband
 • Pleasurebound Warband
 • Ruinbringer Warband

FLY: This unit can fly.

MOUNT: This unit’s Manticore is armed with Honed Fangs and Claws and a Shredding Tail.

SHIELD: If this unit is armed with a Chaos Runeshield, it has a Save characteristic of 3+ instead of 4+, and it has a ward of 5+ against mortal wounds.

Territorial Predator: Any who stray into the territory of a Manticore are as good as dead, especially larger creatures that can be seen as a potential rival.
Add 1 to the Damage characteristic of attacks made with this unit’s Honed Fangs and Claws that target an enemy MONSTER.

Chaos Lance: This Chaos Lord seeks to finish his foes with the first strike of his charge.
Add 1 to the Damage characteristic and improve the Rend characteristic of this unit’s Chaos Lance by 1 if it made a charge move in the same turn.

Daemonbound: Weapons that contain the essence of a daemon are capable of swiftly devouring an enemy’s soul.
If the unmodified hit roll for an attack made with a Daemon Blade is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Daggerfist: This bladed gauntlet allows the wielder to swiftly counter enemy blows at close quarters.
If the unmodified save roll for an attack made with a melee weapon that targets a model with a Daggerfist is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

Iron-willed Overlord: Manticores are berserk killers, and any Chaos Lord who rides one to battle displays such obvious dominance that none would dare deny his orders.
If this unit issues the Redeploy command to a SLAVES TO DARKNESS unit, you can re-roll the dice that determines the distance the unit that receives the command can move.

11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

The CHAOS keyword is used in the following Slaves to Darkness warscrolls:

The SLAVES TO DARKNESS keyword is used in the following Slaves to Darkness warscrolls:

Army List
Warscrolls collated

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14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
As the enemy draw close, battle-hardened warriors adjust their position to leave their foe at a disadvantage.
You can use this command ability in the enemy movement phase after an enemy unit finishes a normal move, run or retreat. The unit that receives the command must be within 9" of that enemy unit and more than 3" from all enemy units. You can make a D6" move with the unit that receives the command, but it must finish the move more than 3" from all enemy units and cannot shoot later in the turn.

The CHAOS LORD keyword is used in the following Slaves to Darkness warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2024