Slaves to Darkness – Theddra Skull-Scryer

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Theddra Skull-Scryer

Guided by searing visions of conquest and glory, the God-speaker known as Theddra Skull-Scryer leads warriors from the Tribe of the Black Fang through a combination of ruthlessness and awesome displays of gods-given power.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Darkoath Wand
Darkoath Wand1"23+3+-1D3

Unit Size: 1      Points: 180
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique. Theddra Skull-Scryer and Godsworn Hunt must be taken as a set. Although taken as a set, each is a separate unit.

Theddra Skull-Scryer is armed with a Darkoath Wand.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Godsworn Champions of Ruin

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Oath of Arcane Apotheosis: Like all Darkoath warriors, Theddra seeks the favour of the gods to grant her powerful sorcery in battle.
If the unmodified casting roll made for this unit is 10+, this unit fulfils its oath. Once this unit fulfils its oath, until the end of the battle, this unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

Enfeeblement: Waves of withering energy flood over Skull-Scryer’s foes.
Enfeeblement is a spell that has a casting value of 6 and a range of 12". If successfully cast, pick 1 enemy unit within range that is visible to the caster. Subtract 1 from wound rolls for attacks made with melee weapons by that unit until your next hero phase.


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:

Army List
Warscrolls collated

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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).
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
© Vyacheslav Maltsev 2013-2024