Slaves to Darkness – Centaurion Marshal

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SLAVES TO DARKNESS WARSCROLL
Centaurion Marshal
8"
10
4+
2
The Centaurion Marshals are creatures of terrifying stature that serve as focal points for the First Prince’s legions, commanding warriors sworn to them with cunning and tactical guile before charging headlong into the fray, where they wreak havoc upon the enemy.
SLAVES TO DARKNESS WARSCROLL
Centaurion Marshal
MELEE WEAPONS
AtkHitWndRndDmg
Centaurion Weapons [Charge (+1 Damage)]
Centaurion Weapons
Charge (+1 Damage)
63+3+12
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 80mm
Can be reinforced: No
Regiment Options: 0-1 MONSTER, Any Chaos Legionnaires, Any DAEMON
Notes: This HERO can join an eligible regiment as a Ruinous Champion.

Reaction: You declared a FIGHT ability for this unit
MARSHAL OF THE LEGIONS: Not only formidable combatants, Centaurion Marshals lead the forces of the First Prince into battle with an iron fist.

Effect: Pick a friendly non-HERO DAEMON or Chaos Legionnaires unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to hit rolls for the target’s attacks for the rest of the turn.

KEYWORDS
HERO, CAVALRY
CHAOS, SLAVES TO DARKNESS
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).

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

• Fiends

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

• Fiends
Army List
Warscrolls collated

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3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Ruinous Champion.

Infantry Hero
Cavalry Hero
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.

The non-HERO DAEMON keyword is used in the following Slaves to Darkness warscrolls:

• Fiends
© Vyacheslav Maltsev 2013-2025