Slaves to Darkness – Gorebeast Chariots
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9"
8
4+
6
WARSCROLL

Gorebeast Chariots

Those chariots pulled by hulking Gorebeasts are gloriously brutal weapons. Only the strongest of will can break a Gorebeast, and when in the thick of combat these creatures rip their foes limb from limb with shocking ferocity.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Lashing Whip
Lashing Whip2"24+4+-1
Chaos Greatblade
Chaos Greatblade2"23+3+-12
Chaos War-flail
Chaos War-flail2"D64+3+-1
Crushing Fists
Crushing Fists1"33+3+-2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 130
Battlefield Role: None
Base size: 120 x 92mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Ruinbringer Warband
 • Vengeful Throng
 • Gresh’s Iron Reapers

DESCRIPTION

A unit of Gorebeast Chariots has any number of models, each armed with one of the following weapon options: Chaos Greatblade and Lashing Whip; or Chaos War-flail and Lashing Whip.

MOUNT: This unit’s Gorebeasts attack with their Crushing Fists.

EXALTED CHARIOTEER: If this unit has 2 or more models, 1 model in this unit can be an Exalted Charioteer. Add 1 to hit rolls for attacks made with that model’s melee weapons (excluding those of its mount).

MARK OF CHAOS: When you select this unit to be part of your army, you must give it one of the following Mark of Chaos keywords: KHORNE, TZEENTCH, NURGLE, SLAANESH or UNDIVIDED.

ABILITIES

Crashing Charge: Gorebeast Chariots crash into the enemy as a raging stampede of destruction.
After this unit makes a charge move, roll a dice for each enemy unit within 1" of this unit. On a 2+, that enemy unit suffers D3 mortal wounds.

Explosive Brutality: There is little as terrifying or as destructive as the sudden bursts of rage that characterise Gorebeasts.
If you make a charge move with this unit and the unmodified charge roll was 8+, add 1 to hit and wound rolls for attacks made by this unit’s Crushing Fists until your next hero phase.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, MARK OF CHAOS, GOREBEAST CHARIOTS
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.
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.
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.
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.
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.
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© Vyacheslav Maltsev 2013-2021