Slaves to Darkness – Darkoath Fellriders

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Darkoath Fellriders

The Darkoath prize speed and agility above all in their light cavalry. Fellriders are mounted daredevils, outflanking their foes on lightning-swift and aggressive mounts, riddling their ranks with volleys of javelins before charging in to deal the killing blow.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Marauder Javelin
Marauder Javelin12"14+4+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Marauder Javelin
Marauder Javelin2"24+4+-11
Trampling Hooves
Trampling Hooves1"24+4+-1

Unit Size: 5      Points: 125
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is DARKOATH

Each model in a Darkoath Fellriders unit is armed with 1 of the following weapon options: Broadsword; or Marauder Javelin. All models in the unit must be armed with the same weapon option.

MOUNT: This unit’s Marauder Steeds are each armed with Trampling Hooves.

CHAMPION: 1 model in this unit can be a Darkoath Champion. Add 1 to the Attacks characteristic of that model’s melee weapons, excluding those of its mount.

STANDARD BEARER: 1 in every 5 models in this unit can be an Icon Bearer. Add 1 to the Bravery characteristic of this unit while it includes any Icon Bearers.

MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. Add 1 to charge rolls for this unit while it includes any Hornblowers.

Swift Attackers: As they close in on the enemy at frightening speed, these skilled horsemen are nigh impossible to hit with missile fire.
Subtract 1 from hit rolls for attacks made with missile weapons that target this unit. In addition, if this unit is targeted by attacks made by an enemy unit that received the Unleash Hell command in that phase, those attacks only score a hit on an unmodified hit roll of 6.

Oath of the Raider: These fearsome riders ply deep into enemy lands to seek out worthy foes and earn the favour of the Dark Gods.
If this unit finishes a charge move within 1/2" of an enemy unit that is more than 3" from any other units in your army, it fulfils its oath. Once this unit fulfils its oath, until the end of the battle, the Rend characteristic of this unit’s Marauder Javelins or Broadswords is -2 instead of -1.

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.

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

The SLAVES TO DARKNESS keyword is used in the following Slaves to Darkness warscrolls:

Army List
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1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.
© Vyacheslav Maltsev 2013-2024