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 TABLE
Wounds SufferedMoveFlailing FistsProtection of the Dark Gods
0-58"618"
6-87"515"
9-116"412"
12+5"39"
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

A Chaos Warshrine is armed with a Sacrificial Blade.

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

MOUNT: This unit’s Shrine Bearers are armed with Flailing Fists.

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 have a ward of 6+ while they are wholly within the range of this unit’s Protection of the Dark Gods ability, shown on the damage table above.

Favour of Chaos: The Shrinemaster invokes the Dark Pantheon to bless nearby followers with their favour.
Favour of Chaos is a prayer that has an answer value of 3 and a range of 18". This unit must have the UNDIVIDED keyword to chant this prayer. If answered, pick 1 friendly UNDIVIDED unit wholly within range and visible to the chanter. Until the start of your next hero phase, halve the number of models that flee from that unit from a failed battleshock test (rounding down).

Bloodlust: The skies grow red as the Lord of Skulls’ presence is felt upon the battlefield, filling warriors with an insatiable bloodlust as they charge into the fray.
Bloodlust is a prayer that has an answer value of 3 and a range of 18". This unit must have the KHORNE keyword to chant this prayer. If answered, pick 1 friendly KHORNE unit wholly within range and visible to the chanter. Add 1 to charge rolls made for that unit until the start of your next hero phase.

Prismatic Glamour: An eldritch barrier of kaleidoscopic colour guards these warriors from harm.
Prismatic Glamour is a prayer that has an answer value of 3 and a range of 18". This unit must have the TZEENTCH keyword to chant this prayer. If answered, pick 1 friendly TZEENTCH unit wholly within range and visible to the chanter. Subtract 1 from wound rolls for attacks that target that unit until the start of your next hero phase.

Seeping Blades: Vile flesh-like sores form on the weapons wielded by these warriors, weeping with deadly toxins and poison. A blessing from the Grandfather most foul.
Seeping Blades is a prayer that has an answer value of 3 and a range of 18". This unit must have the NURGLE keyword to chant this prayer. If answered, pick 1 friendly NURGLE unit wholly within range and visible to the chanter. Add 1 to wound rolls for attacks made by that unit with melee weapons until the start of your next hero phase.

Unnatural Speed: This band of warriors races across the battlefield with uncanny swiftness as the thrill of battle looms.
Unnatural Speed is a prayer that has an answer value of 3 and a range of 18". This unit must have the SLAANESH keyword to chant this prayer. If answered, pick 1 friendly SLAANESH unit wholly within range and visible to the chanter. Until the start of your next hero phase, you can attempt a charge with that unit if it is within 18 of the enemy instead of 12". In addition, roll 3D6 instead of 2D6 for charge rolls with that unit this phase.

KEYWORDS
CHAOS, SLAVES TO DARKNESS, MARK OF CHAOS, MORTAL, TOTEM, PRIEST, CHAOS WARSHRINE
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.

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.
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.
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.
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).
© Vyacheslav Maltsev 2013-2024