Slaves to Darkness – Splintered Fang
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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"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 75
Battlefield Role: None
Notes: Battleline in an Idolators army

DESCRIPTION

A unit of Splintered Fang has any number of models, each armed with Poisoned Weapons.

TRUEBLOOD: 1 in every 10 models in this unit must be a Trueblood. Add 1 to the Attacks characteristic of a Trueblood’s melee weapons.

SERPENT CALLER: 1 in every 10 models in this unit must be a Serpent Caller.

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

ABILITIES

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 is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or 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 if this unit includes any Serpent Callers. Set up the returning model within 1" of a model from this unit. The returning model can only be set up within 3" of an enemy unit if any models from this unit are already within 3" of that enemy unit.

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

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

None
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© Vyacheslav Maltsev 2013-2021