Slaves to Darkness – Chaos Chariot

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SPEARHEAD WARSCROLL
Chaos Chariot
10"
7
4+
2
Swift Chaos Chariots thunder across the plains hunting for worthy foes. Drawn by corrupted steeds, the momentum of these constructs is a weapon of its own, and the charioteers take dark pleasure in crushing enemies beneath their spiked wheels, each as heavy as a boulder of iron. Once the chariot has smashed a hole through the enemy’s main formation, it will rampage among their back lines with impunity, its riders lashing and bludgeoning stragglers and any who try to flee with cruel abandon.
SPEARHEAD WARSCROLL
Chaos Chariot
MELEE WEAPONS
AtkHitWndRndDmg
Chaos War-flail
Chaos War-flail63+3+-1
Driver’s Lashing Whip
Driver’s Lashing Whip24+4+-1
Warhorses’ Trampling Hooves [Companion]
Warhorses’ Trampling Hooves
Companion
45+3+-1
Your Charge Phase
SWIFT DEATH: Chaos Chariots are at their most deadly on the charge, causing devastation with their bladed wheels and hurtling mass.

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

Effect: On a 2+, inflict D3 mortal damage on the target.

KEYWORDS
WAR MACHINE
Army List
Warscrolls collated

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Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
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 2013-2026