Slaves to Darkness – Chaos Sorcerer Lord on Manticore
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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 Claws1"53+-12
Shredding Tail
Shredding Tail3"4+4+-1
DAMAGE
Wounds SufferedMoveHoned Fangs and ClawsShredding Tail
0-212"1+5
3-410"2+4
5-78"3+3
8-96"4+2
10+6"5+1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 270
Battlefield Role: Leader
Base size: 120 x 92mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Godswrath Warband

DESCRIPTION

A Chaos Sorcerer Lord on Manticore is a single model armed with a Sorcerous Reaping Staff.

FLY: This model can fly.

MOUNT: This model’s Manticore attacks with its Honed Fangs and Claws and Shredding Tail.

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

ABILITIES

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 unit. If you do so, add 1 to save rolls for attacks that target that unit until your next hero phase.

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.
You can re-roll hit rolls for attacks made with this model’s Honed Fangs and Claws if the target is a MONSTER.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Wind of Chaos spells.

Wind of Chaos: The sorcerer summons the raw power of Chaos and sends a vortex of fell energies screaming across the battlefield.
Winds of Chaos has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. 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 D3 mortal wounds.

KEYWORDS
CHAOS, MORTAL, MANTICORE, SLAVES TO DARKNESS, MARK OF CHAOS, EYE OF THE GODS, MONSTER, HERO, WIZARD, CHAOS SORCERER LORD
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.
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.
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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
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.

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

Leader

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

Leader

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

Leader
Leader, Behemoth

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

Leader
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021