Slaves to Darkness – Splintered Fang

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WARSCROLL

Splintered Fang

The mystic leaders of the Splintered Fang lead their people in worship of the Coiling Ones, serpentine daemons who embody cunning and might. Poison is the greatest weapon of the Fangs, and a single cut from their blades can prove fatal.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Poisoned Weapons
Poisoned Weapons1"34+2+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 100
Battlefield Role: Battleline
MODELBASE SIZE
Trueblood, Serpent Caller, Pureblood32mm
2 x Venombloods28.5mm
5 x Serpents, Clearbloods25mm

Each model in a Splintered Fang unit is armed with Poisoned Weapons.

TRUEBLOOD: 1 in every 10 models in this unit must be a Trueblood. Add 1 to the Attacks characteristic of that model’s melee weapons. In addition, Truebloods can issue commands to their own unit.

SERPENT CALLER: 1 in every 10 models in this unit must be a Serpent Caller. Add 1 to the Attacks characteristic of that model’s melee weapons.

SERPENTS: 1 in every 10 models in this unit must be a Serpents model. Serpents models have a Wounds characteristic of 2.

One Cut, One Kill: The warriors of the Splintered Fang coat their blades with vile poisons before every battle.
If the unmodified hit roll for an attack made by this unit’s Poisoned Weapons is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a save roll).

Snake Charmer: Serpent Callers can summon their slithering familiars as if from nowhere.
You can return 1 slain Serpents model to this unit in your hero phase for each Serpent Caller in the unit.

KEYWORDS
CHAOS, SLAVES TO DARKNESS, UNDIVIDED, MORTAL, CULTISTS, SPLINTERED FANG
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.
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