Slaves to Darkness – Soul Grinder

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WARSCROLL

Soul Grinder

There is no act of destruction a Soul Grinder, will not commit in an effort to complete the tithe of death demanded from it. These clanking daemon engines scuttle forth on huge mechanical legs, unable to rest while a single foe draws breath.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Harvester Cannon
Harvester Cannon16"4+3+-11
Phlegm Bombardment
Phlegm Bombardment20"14+3+-23
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Piston-driven Legs
Piston-driven Legs1"4+3+-12
Hellforged Claw
Hellforged Claw2"14+3+-2D6
Warpmetal Blade
Warpmetal Blade2"24+3+-23
Daemonbone Talon
Daemonbone Talon2"43+3+-1D3
DAMAGE TABLE
Wounds SufferedMoveHarvester CannonPiston-driven Legs
0-812"66
9-1110"55
12-148"44
15+6"33
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 230
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single

A Soul Grinder is armed with a Harvester Cannon, Phlegm Bombardment, Hellforged Claw, Piston-driven Legs and one of the following weapon options: Warpmetal Blade; or Daemonbone Talon.

Hellforged Claw: The crushing force of a Hellforged Claw can obliterate anything unfortunate enough to be caught in its grasp.
If the unmodified hit roll for an attack made with a Hellforged Claw is 6, that attack inflicts D6 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Implacable Advance: This daemonic engine is utterly relentless in its desire to pay off the soul-tithe owed to its masters.
This model can run and still shoot later in the same turn.

KEYWORDS
CHAOS, SLAVES TO DARKNESS, MARK OF CHAOS, DAEMON, MONSTER, SOUL GRINDER
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.

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.
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).
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.

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

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