Slaves to Darkness – Slaughterbrute

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WARSCROLL

Slaughterbrute

Even the greatest champions cannot hope to bind a Slaughterbrute through physical might alone. Only through specially forged blades of binding can these monstrosities be controlled, and their boundless fury directed towards their master’s enemies.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Razor-tipped Claws
Razor-tipped Claws2"4+3+-1D3
Mighty Jaws
Mighty Jaws1"24+-3
DAMAGE TABLE
Wounds SufferedMoveRazor-tipped ClawsMighty Jaws
0-510"81+
6-88"72+
9-116"63+
12+4"54+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

A Slaughterbrute is armed with Razor-tipped Claws; and Mighty Jaws.

Sigils of Enslavement: By carving runes of domination into a Slaughterbrute’s back and driving cursed blades of binding into its flesh, the monster’s will can be bound to a Champion of Chaos.
When you select this unit to be part of your army, you can choose 1 SLAVES TO DARKNESS HERO, or 1 KHORNE MORTAL HERO, in your army to be its master. Record this information on your roster.

The unit can receive the following commands if they are issued by its master:

Leave None Alive: You can use this command ability at the start of the combat phase. The unit that issues the command must be this unit’s master and the unit that receives the command must be this unit. Until the end of that phase, use the top row on this unit’s damage table, regardless of how many wounds it has suffered.

Let Loose the Chains: You can use this command ability at the start of the charge phase. The unit that issues the command must be this unit’s master and the unit that receives the command must be this unit. Until the end of that phase, you can attempt a charge with this unit if it is within 18" of the enemy instead of 12". In addition, roll 3D6 instead of 2D6 for charge rolls with this unit this phase.

Unbridled Ferocity: A masterless Slaughterbrute is a terrifying force of destruction, unrelenting as it carves a bloody path across the battlefield.
At the end of the combat phase, if this unit is within 3" of any enemy units and more than 12" from its master (see above), pick 1 enemy unit within 3" of this unit and roll a dice. On a 2+ that unit suffers D3 mortal wounds and this unit suffers 1 mortal wound.

KEYWORDS
CHAOS, SLAVES TO DARKNESS, KHORNE, MONSTER, SLAUGHTERBRUTE
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

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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.

The KHORNE, MORTAL and HERO keywords are used in the following Slaves to Darkness warscrolls:

Leader, Behemoth
Leader
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).
© Vyacheslav Maltsev 2013-2024