Slaves to Darkness – Chaos Furies

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SLAVES TO DARKNESS WARSCROLL
Chaos Furies
12"
1
6+
1
Not all daemons are the spawn of one of the great powers. Chaos Furies are spiteful and vicious imp-creature formed from accumulations of pure Chaos energy. They are the scavenger-packs of the infernal realm, though they are driven not by predatory hunger but by a need to maim and wound for its own sake. Their bat-winged flocks can be observed circling the towers of Chaos-held fortresses across the realms, shrieking and babbling in twisted snippets of the Dark Tongue. Chaos Furies are treacherous and conniving beings, entirely driven by self-interest. Though a champion can intimidate or cajole them into serving as messengers, dexterous thieves or even assassins, the daemons will always keep an eye peeled for opportunities for perfidy. Chaos Furies abhor the notion of honourable combat. They are raiders by nature, descending in a storm of flapping wings to stab at unprotected and unaware enemies with their sharpened daggers. The moment that meaningful resistance begins to form, the daemons will wing away, cackling to themselves in cruel glee. They will return to hovering above the battlefield, gnawing on any treasure they have plundered and watching the carnage, before the urge to wreak malice seizes them completely once more.
SLAVES TO DARKNESS WARSCROLL
Chaos Furies
MELEE WEAPONS
AtkHitWndRndDmg
Razor-sharp Dagger and Claws
Razor-sharp Dagger and Claws34+4+11
BATTLE PROFILE

Unit Size: 6      Points: 110
Base size: 32mm
Can be reinforced: Yes

Any Combat Phase
SNEAKY LITTLE DEVILS: Chaos Furies are spiteful creatures that utterly loathe the idea of engaging in a fair fight, much preferring – where possible – to stab distracted enemies in the back.

Effect: If this unit is in combat, roll a dice. On a 3+, this unit can immediately use the ‘Retreat’ ability as if it were your movement phase without any mortal damage being inflicted on it.

KEYWORDS
INFANTRY, FLY, WARD (6+)
CHAOS, SLAVES TO DARKNESS, DAEMON, UNDIVIDED
Army List
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18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

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).

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

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.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

© Vyacheslav Maltsev 2013-2024