Slaves to Darkness – Untamed Beasts
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6"
1
6+
5
WARSCROLL

Untamed Beasts

By devouring the flesh of Ghur’s many predators, the Untamed Beasts seek to gain their strength and power. These shamanistic savages worship Chaos as the Devourer of Existence, and are peerless trackers and hunters.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Jagged Harpoon
Jagged Harpoon8"14+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hunting Weapons
Hunting Weapons1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 9      Points: 70
Battlefield Role: None
Notes: Battleline in an Idolators army

DESCRIPTION

A unit of Untamed Beasts has any number of models, each armed with Hunting Weapons.

HEART-EATER: 1 in every 9 models in this unit must be a Heart-eater. Add 1 to the Attacks characteristic of a Heart-eater’s melee weapons.

FIRST FANG: 1 in every 9 models in this unit must be a First Fang. A First Fang is armed with a Jagged Harpoon in addition to their other weapons.

ROCKTUSK PROWLER: 1 in every 9 models in this unit must be a Rocktusk Prowler. Rocktusk Prowlers have a Wounds characteristic of 2.

ABILITIES

Unleash the Beast: With bursts of primal energy, the Untamed Beasts chase down their enemies with relentless fervour.
This unit can run and still charge later in the same turn. In addition, after armies are set up but before the first battle round begins, this unit can move up to 6".

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, CULTISTS, UNTAMED BEASTS
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).
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.

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

None
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© Vyacheslav Maltsev 2013-2021