Slaves to Darkness – Iron Golem
This warscroll does not meet the selection criteria (see Settings tab).
5"
1
4+
6
WARSCROLL

Iron Golem

Skilled blacksmiths, the Iron Golems believe themselves chosen to provide arms and armour to Archaon’s forces. Amongst the war-wracked lands of Chamon, their legions are renowned for their dauntless resilience and chilling efficiency.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bolas
Bolas8"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Legion Weapons
Legion Weapons1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 8      Points: 100
Battlefield Role: Battleline

Each model in an Iron Golem unit is armed with a Bolas and Legion Weapons.

DOMINAR: 1 in every 8 models in this unit must be a Dominar. Add 1 to the Attacks characteristic of that model’s melee weapons. In addition, Dominars can issue commands to their own unit.

STANDARD BEARER: 1 in every 8 models in this unit must be a Signifer. Add 1 to the Bravery characteristic of a unit that includes a Signifer.

OGOR BREACHER: 1 in every 8 models in this unit must be an Ogor Breacher. Add 1 to the Damage characteristic of that model’s melee weapons. In addition, Ogor Breachers have a Wounds characteristic of 3.

Iron Resilience: At a barked command from their Dominar, the Iron Golem snap into an impenetrable shield wall.
Add 1 to save rolls for attacks that target this unit if this unit has not made a normal move, run, retreated or made a charge move in the same turn.

KEYWORDS
CHAOS, SLAVES TO DARKNESS, UNDIVIDED, MORTAL, CULTISTS, IRON GOLEM
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.

The CHAOS keyword is used in the following Slaves to Darkness warscrolls:

Army List
Warscrolls collated

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
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).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.

The CULTISTS keyword is used in the following Slaves to Darkness warscrolls:

Battleline
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2023