Slaves to Darkness – Corvus Cabal

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WARSCROLL

Corvus Cabal

Agile and avaricious, the murder-cultists of the Corvus Cabal descend on their prey from above. Always hunting for worthy trinkets to offer the Great Gatherer, chaotic patron of cut-throats and thieves, the Cabal strike without warning or mercy.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Raven Darts
Raven Darts8"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hooked Weapons
Hooked Weapons1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 9      Points: 80
Battlefield Role: Battleline
MODELBASE SIZE
Shrike Talon40mm
3 x Shadow Piecer, Spire Stalkers28.5mm
5 x Cabalists25mm

Each model in a Corvus Cabal unit is armed with Hooked Weapons and Raven Darts.

SHADOW PIERCER: 1 in every 9 models in this unit must be a Shadow Piercer. Add 1 to the Attacks characteristic of that model’s melee weapons. In addition, Shadow Piercers can issue commands to their own unit.

SHRIKE TALON: 1 in every 9 models in this unit must be a Shrike Talon. Add 1 to the Attacks characteristic of that model’s melee weapons.

Death From Above: The shadowy warriors remain hidden and unseen until they swoop down upon the enemy.
This unit is not visible to enemy units while it is in cover. In addition, if this unit attempts a charge while it is wholly on a terrain feature, it can fly when making a charge move in that phase.

Denizens of Ulgu: The Corvus Cabal favour stalking their prey and striking from unexpected angles.
Instead of setting up this unit on the battlefield, you can place this unit to one side and say that it is set up in the shadows as a reserve unit. If you do so, at the end of your movement phase, you can set up this unit anywhere on the battlefield more than 9" from all enemy units. Any reserve units in the shadows that are not set up on the battlefield before the start of the fourth battle round are destroyed.

KEYWORDS
CHAOS, SLAVES TO DARKNESS, UNDIVIDED, MORTAL, CULTISTS, CORVUS CABAL
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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6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
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.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.

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

Battleline
© Vyacheslav Maltsev 2013-2024