Slaves to Darkness – Chaos Sorcerer Lord on Manticore

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12"
12
4+
8
WARSCROLL

Chaos Sorcerer Lord on Manticore

The binding magic of a Sorcerer Lord can break the will of even a mighty Manticore. Upon such a mount they plunge headlong into the foe, summoning gales of dark energy as the Manticore tears the enemy asunder.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sorcerous Reaping Staff
Sorcerous Reaping Staff2"33+3+-1D3
Honed Fangs and Claws
Honed Fangs and Claws2"53+2+-12
Shredding Tail
Shredding Tail3"44+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Chaos Sorcerer Lord is armed with a Sorcerous Reaping Staff.

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

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

FLY: This unit can fly.

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

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.

Oracular Visions: A sorcerer can temporarily bestow the gift of foresight upon their allies, helping them ward against oncoming enemy blows.
In your hero phase, you can pick 1 friendly MORTAL SLAVES TO DARKNESS unit wholly within 12" of this model. If you do so, that unit has a ward of 6+ until the start of your next hero phase.

Winds of Chaos: The sorcerer summons the raw power of Chaos and sends a vortex of fell energies screaming across the battlefield.
Winds of Chaos is a spell that has a casting value of 8 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. Roll a number of dice equal to the number of models in that unit. For each 5, that unit suffers 1 mortal wound. For each 6, that unit suffers 2 mortal wounds.

KEYWORDS
CHAOS, SLAVES TO DARKNESS, MARK OF CHAOS, MORTAL, MANTICORE, EYE OF THE GODS, MONSTER, HERO, WIZARD, CHAOS SORCERER LORD

The CHAOS 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.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
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.

The EYE OF THE GODS keyword is used in the following Slaves to Darkness warscrolls:

Leader, Behemoth
Leader

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

Leader, Behemoth
Leader
© Vyacheslav Maltsev 2013-2024