Slaves to Darkness – Untamed Beasts

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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"13+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hunting Weapons
Hunting Weapons1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 9      Points: 80
Battlefield Role: Battleline
MODELBASE SIZE
Rocktusk Prowler40mm
Beastspeaker, First Fang, Heart-eater32mm
2 x Preytakers28.5mm
3 x Plains-runners25mm

Each model in an Untamed Beasts unit is 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 that model’s melee weapons. In addition, Heart-eaters can issue commands to their own unit.

FIRST FANG: 1 in every 9 models in this unit must be a First Fang. A First Fang is armed with a Jagged Harpoon and Hunting Weapons.

ROCKTUSK PROWLER: 1 in every 9 models in this unit must be a Rocktusk Prowler. Add 1 to the Damage characteristic of that model’s melee weapons. In addition, Rocktusk Prowlers have a Wounds characteristic of 2.

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 in the same turn. In addition, after armies are set up but before the first battle round begins, this unit can make a normal move (it cannot run).

KEYWORDS
CHAOS, SLAVES TO DARKNESS, UNDIVIDED, MORTAL, CULTISTS, UNTAMED BEASTS

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

Army List
Warscrolls collated

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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. Units cannot run if they are within 3" of an enemy unit.
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).

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

Battleline
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2024