Slaves to Darkness – The Gnarlspirit Pack

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The Gnarlspirit Pack

The Gnarlspirit Pack are Darkoath warriors in thrall to monstrous spirits. These entities demand a tribute of slaughter and atrocity – and so long as these warriors can wet their blades with warm blood, they are eager to comply.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hunting Weapons
Hunting Weapons1"43+3+-11

Unit Size: 3      Points: 180
Battlefield Role: None
Base size: 32mm
Notes: Single, Unique. Sarrakkar Blackwing and The Gnarlspirit Pack units must be taken as a set. Although taken as a set, each is a separate unit.

The models in The Gnarlspirit Pack are Gorl Spinehammer, Crimson Kheira and Lupan Longcut. Gorl Spinehammer is armed with a Spinehammer. Crimson Kheira and Lupan Longcut are each armed with Hunting Weapons.

GORL SPINEHAMMER: Gorl Spinehammer has a Wounds characteristic of 3.

Animalistic Hunters: Empowered by bestial spirits, the Darkoath warriors of the Gnarlspirit Pack are capable of stalking their prey for days before striking them unawares.
During deployment, instead of setting up this unit on the battlefield, you can place it to one side and say that it is hunting in the shadows as a reserve unit. If you do so, at the end of your movement phase, you can set up this unit on the battlefield more than 9" from all enemy units, or you can set up this unit on the battlefield more than 7" from all enemy units and within 12" of 1 or more enemy models that have any wounds allocated to them.

Any reserve units hunting in the shadows that are not set up on the battlefield before the start of the fourth battle round are destroyed.

Oath of the Hunt: The Gnarlspirit Pack swear an oath to hunt their prey to the realm’s very edge, reaping the boons of the Dark Gods as soon as their quarry is run to ground.
At the end of your charge phase, if this unit made a charge move in that phase and is wholly within 12" of a friendly SARRAKKAR BLACKWING, this unit fulfils its oath. Once this unit has fulfilled its oath, the following effects apply until the end of the battle:
  • This unit has a ward of 5+.
  • If the unmodified hit roll for an attack made with a melee weapon by this unit is 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts.

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.
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:

The SLAVES TO DARKNESS keyword is used in the following Slaves to Darkness warscrolls:

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14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
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.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
© Vyacheslav Maltsev 2013-2024