Slaves to Darkness – Scions of the Flame

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WARSCROLL

Scions of the Flame

The Scions of the Flame seek nothing less than to immolate the realms in a tide of fire. Natives of Aqshy, they are zealous worshippers of Chaos as the Ever-Raging Flame, and delight in bringing burning death to their foes.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Flameburst Pots
Flameburst Pots8"14+3+-1
Engulfing Flames
Engulfing Flames8"D63+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Scion Weapons
Scion Weapons1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 8      Points: 70
Battlefield Role: Battleline
MODELBASE SIZE
Blazing Lord, Brazen Champion, Immolator32mm
3 x Inferno Priest, Fireborn28.5mm
2 x Initiates25mm

Each model in a Scions of the Flame unit is armed with Scion Weapons and Flameburst Pots.

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

IMMOLATOR: 1 in every 8 models in this unit must be an Immolator. At the end of the combat phase, pick 1 enemy unit within 1" of this unit and roll a dice for each Immolator in this unit. For each 2+, that enemy unit suffers D3 mortal wounds.

INFERNO PRIEST: 1 in every 8 models in this unit must be an Inferno Priest. An Inferno Priest is armed with Scion Weapons and Engulfing Flames instead of Scion Weapons and Flameburst Pots.

All Shall Burn: Hungry flames spread through the enemy ranks as the Scions bombard the foe with burning projectiles.
If an attack made with Flameburst Pots targets an enemy unit that has 10 or more models and scores a hit, that attack scores 3 hits on the target instead of 1. Make a wound and save roll for each hit.

KEYWORDS
CHAOS, SLAVES TO DARKNESS, UNDIVIDED, MORTAL, CULTISTS, SCIONS OF THE FLAME

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

Army List
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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.
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).
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.

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

Battleline
© Vyacheslav Maltsev 2013-2024