Slaves to Darkness – Nexus Chaotica

This warscroll does not meet the selection criteria (see Settings tab).
FACTION TERRAIN WARSCROLL

Nexus Chaotica

A Nexus Chaotica is a shrine to ruin. Constructed at a confluence where magical ley lines converge, it draws power from the realms and into a floating crucible. Within are bound captive daemons, whose own infernal energies are exchanged with the ley lines – transmitting the corruptive energies of Chaos far and wide.
FACTION TERRAIN: Only Slaves to Darkness armies can include this faction terrain feature.

SET-UP: After territories are determined, you can set up this faction terrain feature wholly within your territory and more than 3" from all objectives and other terrain features. If both players can set up faction terrain features at the same time, they must roll off and the winner chooses who sets up their faction terrain features first.

IMPASSABLE: You cannot move a model over this terrain feature unless it can fly, and you cannot move a model onto this terrain feature or set up a model on this terrain feature (even if it can fly).

Corrupt the Realms: These diabolical constructs use harnessed daemonic power to siphon and corrupt the geomantic energy of the Mortal Realms.
This terrain feature starts the battle with 0 power points. At the start of your hero phase, roll a dice and add the result to its power points total. It can never have more than 12 power points. Power points can be spent in the following ways:
  • Each time you pick a friendly WIZARD to attempt to cast a spell, if that WIZARD is within 3" of this terrain feature, you can spend 3 of its power points. If you do so, add 1 to the casting roll for that attempt.
  • You can pick an objective or terrain feature and spend 9 of this terrain feature’s power points. If you do so, roll a dice. On a 2+, all enemy units contesting that objective or terrain feature suffer D3 mortal wounds (roll for each). On a 1, the Nexus Chaotica releases a pulse of mutating energies: all friendly units within 3" of this terrain feature suffer D3 mortal wounds (roll for each).
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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.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.
© Vyacheslav Maltsev 2013-2024