Slaves to Darkness – Chaos Warshrine
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WARSCROLL

Chaos Warshrine

Carried to battle by two huge mutants, Chaos Warshrines are tributes to the glory of the dark pantheon. From atop the raised platform a Shrine Keeper beseeches the gods for their boon, granting their blessings to the legions of darkness.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sacrificial Blade
Sacrificial Blade1"43+3+-12
Flailing Fists
Flailing Fists1"4+3+-2
DAMAGE
Wounds SufferedMoveFlailing FistsProtection of the Dark Gods
0-28"618"
3-47"512"
5-76"49"
8-95"36"
10+4"23"
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 185
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

BATTALIONS

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

DESCRIPTION

A Chaos Warshrine is a single model armed with a Sacrificial Blade.

MOUNT: This model’s Shrine Bearers attack with their Flailing Fists.

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: KHORNE, TZEENTCH, NURGLE, SLAANESH or UNDIVIDED.

ABILITIES

Protection of the Dark Gods: Worshippers of the Ruinous Powers gather around these shrines in the hope of receiving divine protection.
Friendly MORTAL SLAVES TO DARKNESS units that are wholly within range of this unit’s Protection of the Dark Gods ability, as shown on the damage table above, have a ward of 6+.

Favour of the Ruinous Powers: A Shrinemaster invokes the dark pantheon to bless nearby followers with their favour.
Favour of Khorne: Favour of Khorne is a prayer with an answer value of 3 and a range of 18". If answered, pick 1 friendly SLAVES TO DARKNESS MORTAL unit wholly within range and visible to the chanter. You can re-roll charge rolls for that unit until your next hero phase. In addition, if that unit has the KHORNE keyword, you can reroll hit rolls for attacks made with melee weapons by that unit until your next hero phase.

Favour of Tzeentch: Favour of Tzeentch is a prayer with an answer value of 3 and a range of 18". If answered, pick 1 friendly SLAVES TO DARKNESS MORTAL unit wholly within range and visible to the chanter. You can add 1 to save rolls for attacks that target that unit until your next hero phase. In addition, if that unit has the TZEENTCH keyword, until your next hero phase, you can roll a dice each time that unit is affected by a spell or the abilities of an endless spell. If you do so, on a 4+, ignore the effect of that spell or the abilities of that endless spell on that unit.

Favour of Nurgle: Favour of Nurgle is a prayer with an answer value of 3 and a range of 18". If answered, pick 1 friendly SLAVES TO DARKNESS MORTAL unit wholly within range and visible to the chanter. You can re-roll wound rolls for attacks made with melee weapons by that unit until your next hero phase. In addition, if that unit has the NURGLE keyword, add 1 to save rolls for attacks that target that unit until your next hero phase.

Favour of Slaanesh: Favour of Slaanesh is a prayer with an answer value of 3 and a range of 18". If answered, pick 1 friendly SLAVES TO DARKNESS MORTAL unit wholly within range and visible to the chanter. You can re-roll charge rolls for that unit until your next hero phase. In addition, if that unit has the SLAANESH keyword, do not take battleshock tests for that unit until your next hero phase.

Favour of Chaos: Favour of Chaos is a prayer with an answer value of 3 and a range of 18". If answered, pick 1 friendly SLAVES TO DARKNESS MORTAL unit wholly within range and visible to the chanter. You can re-roll hit and wound rolls for attacks made by that unit until your next hero phase. In addition, if that unit has the UNDIVIDED keyword, you can re-roll charge rolls for that unit until your next hero phase.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, TOTEM, PRIEST, MARK OF CHAOS, CHAOS WARSHRINE
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. 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. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.
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.
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).
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
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