Slaves to Darkness – Gresh’s Iron Reapers
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Warscroll Battalion

Gresh’s Iron Reapers

A colossus of a man clad in scarred iron plate and wielding a cursed greataxe that blazes with unholy power, Lord Rokar Gresh is the ruler of the Crimson Brethren, a horde of Idolators that seeks out sites steeped in the corruption of Chaos. Riding atop his thundering Chaos Chariot and accompanied by a pair of champion charioteers, Gresh bellows profane attestations to the majesty of the Dark Gods, all while swinging his blade and crushing dozens of foes beneath his war machine’s heavy spiked wheels.
ORGANISATION
 • 1 IDOLATOR LORD armed with a Chaos Greatblade and Lashing Whip (Rokar Gresh)
 • 2 Gorebeast Chariots units
All units from this battalion must have the IDOLATORS and UNDIVIDED keyword. The IDOLATOR LORD from this battalion is a unique named character.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Soulbutcher: Gresh has been honoured for his service to the Everchosen with the dreaded varanite greatblade known as Soulbutcher.
The Chaos Greatblade used by the IDOLATOR LORD from this battalion has an Attacks characteristic of 4 instead of 2 and a Damage characteristic of D3 instead of 2. In addition, if the unmodified hit roll for an attack made with that weapon is 6, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

COMMAND TRAIT

COMMAND TRAIT: If Rokar Gresh is your army’s general, he must have this command trait instead of one from Battletome: Slaves to Darkness or Idolator Command Traits:

Profane Oratory: Rokar Gresh’s voice booms out over the noise of the battlefield, filling the hearts of his warriors with murderous joy.
At the start of the combat phase, you can pick 1 friendly SLAVES TO DARKNESS unit wholly within 18" of this general. Add 1 to hit rolls for attacks made by the unit you picked until the end of the phase.
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.
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.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.
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