Slaves to Darkness – Ogroid Myrmidon
This warscroll does not meet the selection criteria (see Settings tab).
6"
8
4+
8
WARSCROLL

Ogroid Myrmidon

Myrmidons are masters of the Varanspire’s fighting pits, and have spent decades mastering the gladiatorial arts. In battle they lead those who seek to join the Everchosen’s legions, for to impress a Myrmidon is to be marked for glory.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gladiator Spear
Gladiator Spear18"13+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gladiator Spear
Gladiator Spear2"63+3+-11
Great Horns
Great Horns1"13+3+-23
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 135
Battlefield Role: Leader
Base size: 50mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Godsworn Champions of Ruin

DESCRIPTION

An Ogroid Myrmidon is a single model armed with a Gladiator Spear and Great Horns.

ABILITIES

Arcane Fury: The magical runes carved into a Myrmidon’s flesh glow with a blood-red light, their energies empowering the Ogroid’s blows.
If the unmodified hit roll for an attack made with a melee weapon by this model is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

Berserk Rage: Every wound inflicted on a Myrmidon only serves to stoke its rage further.
You can re-roll hit and wound rolls for attacks made with melee weapons by this model if any wounds or mortal wounds were allocated to this model earlier in the same phase.

COMMAND ABILITIES

Pit Marshal: Myrmidons rule the gladiatorial arenas of the Eightpoints, and those pit fighter warbands they lead into battle are spurred to greater acts of carnage by their presence.
You can use this command ability in the combat phase. If you do so, pick 1 friendly CULTISTS unit wholly within 12" of a friendly model with this command ability. Do not take battleshock tests for that unit until the start of your next hero phase.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, HERO, EYE OF THE GODS, OGROID MYRMIDON
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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).
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.
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).

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

None
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.

The EYE OF THE GODS keyword is used in the following Slaves to Darkness warscrolls:

Leader
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021