Slaves to Darkness – Godsworn Hunt

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Godsworn Hunt

The Godsworn Hunt is formed of the greatest champions of the Tribe of the Black Fang. Each is a hardened killer who has earned their name through bloody deeds, and their bodies are bedecked with gruesome trophies and oath-stones.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hunting Bow
Hunting Bow24"24+4+-1
Ensorcelled Javelin
Ensorcelled Javelin12"13+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Darkoath Knife
Darkoath Knife1"33+4+-1
Great Weapon
Great Weapon2"24+3+-12
Savage Bite
Savage Bite1"33+3+-1

Unit Size: 5      Points: 160
Battlefield Role: None
Godsworn Hunt32mm
Notes: Single, Unique. Theddra Skull-Scryer and Godsworn Hunt must be taken as a set. Although taken as a set, each is a separate unit.

The models in the Godsworn Hunt are Grundann Blood-Eye, Shond Head-Claimer, Jagathra, Ollo, and Grawl. Grundann Blood-Eye and Shond Head-Claimer are armed with Great Weapons. Jagathra is armed with an Ensorcelled Javelin and a Darkoath Knife. Ollo is armed with a Hunting Bow and a Darkoath Knife and Grawl is armed with a Savage Bite.

Oath of Conquest: Heeding Theddra’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.

Avowed Kinsmen: The Godsworn Hunt will lay down their lives to protect their leader from harm.
Before you allocate a wound or mortal wound to a friendly THEDDRA SKULL-SCRYER, or instead of making a ward roll for a wound or mortal wound that would be allocated to a friendly THEDDRA SKULL-SCRYER, if this unit is within 3" of that friendly THEDDRA SKULL-SCRYER, you can roll a dice. On a 1-2, that wound or mortal wound is allocated to that THEDDRA SKULL-SCRYER unit as normal. On a 3+, that wound or mortal wound is allocated to this unit instead.


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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14.3 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.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
© Vyacheslav Maltsev 2013-2024