Slaves to Darkness – Chaos Lord on Karkadrak

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SLAVES TO DARKNESS WARSCROLL
Chaos Lord
on Karkadrak
9"
10
3+
2
Karkadraks are monstrous lizard-beasts clad in thick scales, whose destructive rampages are almost impossible to stop. Only the strongest Chaos Lords can dominate a Karkadrak, but those who succeed become truly deadly linebreakers.
SLAVES TO DARKNESS WARSCROLL
Chaos Lord
on Karkadrak
MELEE WEAPONS
AtkHitWndRndDmg
Hexed Weapons [Crit (Mortal), Charge (+1 Damage)]
Hexed Weapons
Crit (Mortal), Charge (+1 Damage)
53+3+12
Karkadrak’s Claws and Horn [Companion]
Karkadrak’s Claws and Horn
Companion
44+3+12
BATTLE PROFILE

Unit Size: 1      Points: 230
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: 0-1 Ruinous Champion, 0-1 MONSTER, Any WARRIORS OF CHAOS
Notes: This HERO can join an eligible regiment as a Ruinous Champion.

Once Per Battle (Army), Any Charge Phase
DRIVE THE LEGIONS FORWARD: Mounted atop a mighty Karkadrak, the Chaos Lord signals the charge.

Declare: Pick this unit and up to 2 friendly non-HERO non-CAVALRY WARRIORS OF CHAOS units wholly within 12" of this unit to be the targets.

Effect: Add 2 to charge rolls for the targets for the rest of the turn.

Any Charge Phase
BRUTUSH RAMPAGE: A charging Karkadrak is an almost unstoppable force, capable of smashing straight through even the most determined shieldwall.

Declare: If this unit charged this phase, pick up to 3 enemy units within 1" of it to be the targets.

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

KEYWORDS
HERO, CAVALRY
CHAOS, SLAVES TO DARKNESS, WARRIORS OF CHAOS
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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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’).
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
14.3 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

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

Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
© Vyacheslav Maltsev 2013-2025