Slaves to Darkness – Darkoath Wilderfiend

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Darkoath Wilderfiend

Wilderfiends are both guardians and persecutors of the Darkoath tribes. Once mortal heroes themselves, they have been warped and twisted into hunched abominations that crave flesh and wield powers of primal sorcery to annihilate their prey.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Flesh-tearing Maw
Flesh-tearing Maw1"33+3+-2D3
Razor-sharp Claws
Razor-sharp Claws1"64+3+-12

Unit Size: 1      Points: 170
Battlefield Role: None
Base size: 60mm
Notes: Single

A Darkoath Wilderfiend is armed with a Flesh-tearing Maw and Razorsharp Claws.

Feed on Flesh: Having been appeased with sacrificial blood, this creature may bestow dark blessings upon its kin.
Each time a model is slain within 12" of any friendly units with this ability, pick 1 of those units to receive 1 sacrifice point. If the slain model is DARKOATH, that unit receives 2 sacrifice points instead of 1. Each friendly unit with this ability can have a maximum of 6 sacrifice points at any one time.

At the end of your hero phase, if this unit has 1 or more sacrifice points, you can say that it will bestow a dark blessing. If you do so, pick 1 of the following effects and roll a number of dice equal to the number of sacrifice points that this unit has. Then, reset its sacrifice points to 0.

Eye of the Dark Patron: For each 5+, pick 1 friendly MORTAL DARKOATH unit wholly within 18" of this unit. Until the end of the turn, the strike-first effect applies to that unit.

Mind Shroud: For each 4+, pick 1 enemy unit within 12" of this unit. Until the end of the turn, that unit cannot issue or receive commands.

Warping Balefire: For each 3+, pick 1 enemy unit within 18" of this unit (you can pick the same unit multiple times). That unit suffers 1 mortal wound. Models slain by this effect do not generate sacrifice points.

Dark Might: For each 2+, heal 1 wound allocated to this unit. In addition, for each 6, you can add 1 to this unit’s Wounds characteristic for the rest of the battle.

Fell Aura: Dark magics cast unnatural shadows upon this beast.
This unit is not visible to enemy models that are more than 12" away.

Cursed Origin: Even if a Wilderfiend is slain, another tribesman is destined to fall from favour and take its place.
Each time a friendly DARKOATH HERO is slain, if any friendly DARKOATH WILDERFIENDS have been slain, you can roll a dice. On a 2+, pick 1 friendly DARKOATH WILDERFIEND that has been slain and set it up again on the battlefield, wholly within 6" of a terrain feature or battlefield edge, more than 9" from all enemy units, with no wounds allocated to it and with its sacrifice points reset to 0.

Designer’s Note: The same unit can be returned to the battlefield multiple times during the battle.


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:

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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.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
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).

The MORTAL and DARKOATH keywords are used in the following Slaves to Darkness warscrolls:


The DARKOATH and HERO keywords are used in the following Slaves to Darkness warscrolls:

© Vyacheslav Maltsev 2013-2024