Slaves to Darkness – Chaos Marauder Horsemen
This warscroll does not meet the selection criteria (see Settings tab).
12"
2
6+
5
WARSCROLL

Chaos Marauder Horsemen

Riding at the vanguard of the Chaos hosts come the Marauder Horsemen. These skilled mounted warriors launch daring raids on the enemy lines before pulling back, luring the foe closer before turning around and hacking them to pieces.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Marauder Javelin
Marauder Javelin12"14+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Barbarian Axe
Barbarian Axe1"24+4+-1
Marauder Javelin
Marauder Javelin2"14+3+-1
Barbarian Flail
Barbarian Flail2"14+3+-11
Trampling Hooves
Trampling Hooves1"24+4+-1
PITCHED BATTLE PROFILE

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

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Godsworn Champions of Ruin
 • Godswrath Warband
 • Ruinbringer Warband
 • Vengeful Throng

DESCRIPTION

A unit of Chaos Marauder Horsemen has any number of models. The unit is armed with one of the following weapon options: Barbarian Axe and Darkwood Shield; Marauder Javelin and Darkwood Shield; or Barbarian Flail.

MOUNT: This unit’s Chaos Steeds attack with their Trampling Hooves.

HORSEMASTER: 1 model in this unit can be a Horsemaster. Add 1 to the Attacks characteristic of a Horsemaster’s melee weapons.

ICON BEARER: 1 in every 5 models in this unit can be an Icon Bearer. Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any friendly Icon Bearers.

HORNBLOWER: 1 in every 5 models in this unit can be a Hornblower. Add 1 to run and charge rolls for this unit while it includes any Hornblowers.

MARK OF CHAOS: When you select this unit to be part of your army, you must give it one of the following Mark of Chaos keywords: KHORNE, TZEENTCH, NURGLE, SLAANESH or UNDIVIDED.

ABILITIES

Barbarian Hordes: When a Marauder horde masses, entire enemy regiments can be swept away under a tide of barbarous muscle.
Add 1 to hit rolls for attacks made by this unit while it has at least 10 models.

Darkwood Shields: Though crude in appearance, these shields are still capable of providing a measure of defence against all but the most determined attacks.
Add 1 to save rolls for attacks that target a unit with Darkwood Shields.

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.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, MARK OF CHAOS, CHAOS MARAUDER HORSEMEN
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
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.
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.
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.
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021