Slaves to Darkness – Darkoath Savagers

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WARSCROLL

Darkoath Savagers

Screaming blood-curdling vows to the Ruinous Powers, the Darkoath Savagers make brutal war across the length and breadth of the Mortal Realms. To these barbarous marauders, each new dawn is an opportunity to win the favour of the gods.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Darkoath Weapons
Darkoath Weapons1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 100
Battlefield Role: Battleline
MODELBASE SIZE
Wrathtouched, Slaughterborn, God-speaker32mm
7 x Gloryseekers, Proven28.5mm

Each model in a Darkoath Savagers unit is armed with Darkoath Weapons.

SLAUGHTERBORN: 1 in every 10 models in this unit must be a Slaughterborn. Add 1 to the Attacks and Damage characteristics of that model’s melee weapons. In addition, a Slaughterborn can issue commands to their own unit.

PROVEN: 2 in every 10 models in this unit must be a Proven. Add 1 to the Damage characteristic of those models’ melee weapons.

GOD-SPEAKER: 1 in every 10 models in this unit must be a God-speaker. At the start of your hero phase, roll 1 dice for each God-speaker in this unit. For each 6, you receive 1 command point that can only be spent during that turn to allow a Slaughterborn from this unit to issue a command.

Deathblow: These fearsome warriors can fell an enemy warrior with a single well placed strike, sending a decapitated head tumbling onto the blood-stained dirt below.
If the unmodified hit roll for an attack made with a Darkoath Weapon is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Oath of Conquest: Heeding their Godspeaker’s proclamations, these warriors seek to earn glory by driving back the enemy.
If you gain control of an objective previously controlled by your opponent while this unit is contesting it, this unit fulfils its oath. Once this unit fulfils its oath, until the end of the battle, this unit has a 5+ ward.

KEYWORDS
CHAOS, SLAVES TO DARKNESS, UNDIVIDED, MORTAL, DARKOATH, DARKOATH SAVAGERS
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
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.
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.
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).
© Vyacheslav Maltsev 2013-2024