Slaves to Darkness – Chaos Chariot

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SLAVES TO DARKNESS WARSCROLL
Chaos Chariot
10"
7
4+
2
The chariots of Chaos are implements of crushing death that leave a wake of corpses. Forged from black iron, they are capable of attaining remarkable speed in spite of their bulk, converting gathered momentum into deadly force as they hurtle into the enemy ranks. It is considered a great honour to make war from a chariot, for these constructs are as pulpits from which the murderous will of the Dark Gods can be enacted.
SLAVES TO DARKNESS WARSCROLL
Chaos Chariot
MELEE WEAPONS
AtkHitWndRndDmg
Lashing Whip
Lashing Whip24+4+-1
Chaos Greatblade
Chaos Greatblade34+3+12
Chaos Steeds’ Trampling Hooves [Companion]
Chaos Steeds’ Trampling Hooves
Companion
45+3+-1
Chaos War-flail
Chaos War-flail63+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 80
Base size: 120 × 92mm
Can be reinforced: No

This unit is armed with a Lashing Whip, Chaos Steeds’ Trampling Hooves and 1 of the following options:
  • Chaos War-flail
  • Chaos Greatblade

Any Charge Phase
SWIFT DEATH: Chaos Chariots are at their most deadly on the charge, where their considerable bulk and bladed wheels can cause untold devastation.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
WAR MACHINE
CHAOS, SLAVES TO DARKNESS, WARRIORS OF CHAOS

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
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Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).

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

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

© Vyacheslav Maltsev 2013-2025