Slaves to Darkness – Chaos Marauder Horsemen

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12"
2
6+
5
WARSCROLL

Chaos Marauder Horsemen

The Marauder tribes have many skilled riders in their number, hurling heavy javelins into enemy ranks followed by a brutal charge to hack with axes and flails before wheeling away once more to leave broken enemies reeling in their wake.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Marauder Javelin
Marauder Javelin12"14+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Barbarian Axe
Barbarian Axe1"24+4+-1
Marauder Javelin
Marauder Javelin1"14+4+-11
Barbarian Flail
Barbarian Flail1"33+4+-1
Trampling Hooves
Trampling Hooves1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 110
Battlefield Role: Battleline
Base size: 60 x 35mm

Each model in a Chaos Marauder Horsemen unit is armed with 1 of the following weapon options: Barbarian Axe and Darkwood Shield; Marauder Javelin and Darkwood Shield; or Barbarian Flail. All models in the unit must be armed with the same weapon option.

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

MOUNT: This unit’s Chaos Steeds are armed with Trampling Hooves.

CHAMPION: 1 model in this unit can be a Horsemaster. Add 1 to the Attacks characteristic of that model’s melee weapons (excluding its mount).

STANDARD BEARER: 1 in every 5 models in this unit can be an Icon Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Icon Bearers.

MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. Add 1 to charge rolls for this unit if it includes any Hornblowers.

SHIELD: If this unit is armed with a Darkwood Shield, it has a Save characteristic of 5+ instead of 6+.

Feigned Flight: Marauder Horsemen are talented raiders, and have great skill in the art of hit-and-run attacks.
This unit can retreat and still shoot and/or charge later in the same turn. In addition, add 1 to hit rolls for attacks made by this unit if they made a retreat move in the same turn.

Swift Raiders: Adept in the saddle, these warriors can weather volleys of missile fire as they manoeuvre swiftly across the battlefield.
Subtract 1 from wound rolls for attacks made with missile weapons that target this unit.

KEYWORDS
CHAOS, SLAVES TO DARKNESS, MARK OF CHAOS, MORTAL, CHAOS MARAUDER HORSEMEN
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:

Army List
Warscrolls collated

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Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2024