Slaves to Darkness – Chaos Lord on Manticore

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SLAVES TO DARKNESS WARSCROLL
Chaos Lord
on Manticore
12"
12
4+
5
The lords of Chaos have long walked the Path to Glory, leaving mountains of dead in their wake. Their towering frames are clad in hellforged armour; their eyes and their weapons blaze with the favour of the Dark Powers. Other champions must offer due respect to these dark-hearted monarchs, for they are warriors and conquerors of grim renown, their names omens of disaster. Whether ruling from a spiked Dreadhold or battling amidst the wastelands, a Chaos Lord eagerly embraces any test of their might. They are killers of the most terrible magnitude, burners of nations and eradicators of civilisations. For those Chaos Lords who truly wish to display their dominance, only one form of mount will suffice: a Manticore, a terrible leonine beast from the wildest reaches of the realms. A Manticore is an apex predator of the battlefield, devoid of fear and filled with a berserk frenzy as it soars on great leathery wings. Only the most iron-willed of warlords can collar a Manticore’s bloodthirsty frenzy and compel the beast to serve their purpose. Those who do, however, gain a monstrous living weapon capable of shattering a battleline single-handedly.
SLAVES TO DARKNESS WARSCROLL
Chaos Lord
on Manticore
MELEE WEAPONS
AtkHitWndRndDmg
Daemonbound Weapons [Crit (Mortal)]
Daemonbound Weapons
Crit (Mortal)
53+3+12
Manticore’s Claws and Fangs [Anti-MONSTER (+1 Rend), Companion]
Manticore’s Claws and Fangs
Anti-MONSTER (+1 Rend), Companion
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 260
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Ruinous Champion, 0-1 MONSTER, Any WARRIORS OF CHAOS

MARK OF CHAOS
During army composition, pick 1 of the following keywords for this unit:
  • UNDIVIDED
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH

Passive
IRON-WILLED OVERLORD: Manticores are berserk killers, and any Chaos Lord who rides one to battle displays such obvious dominance that none would dare deny their orders.

Effect: Add 2 to the control scores of friendly WARRIORS OF CHAOS units while they are wholly within 12" of this unit.

Once Per Turn (Army), Any Combat Phase
APEX PREDATOR: It is a point of pride to a Manticore rider that they and their steed are the apex predators of the battlefield. They seek out the strongest foes and do not rest until they have proven their supremacy with a vicious kill.

Declare: Pick an enemy MONSTER in combat with this unit to be the target.

Effect: Add 1 to hit rolls for this unit’s combat attacks that target that MONSTER for the rest of the turn. This ability also affects Companion weapons.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, FLY
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 KHORNE keyword is used in the following Slaves to Darkness warscrolls:


- Archaon receive Mark of Chaos keyword during deployment.
- This unit receive Mark of Chaos keyword during army composition.

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


- Archaon receive Mark of Chaos keyword during deployment.
- This unit receive Mark of Chaos keyword during army composition.
- This sorcerer unit receive Mark of Chaos keyword during army composition.

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


- Archaon receive Mark of Chaos keyword during deployment.
- This unit receive Mark of Chaos keyword during army composition.
- This sorcerer unit receive Mark of Chaos keyword during army composition.

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


- Archaon receive Mark of Chaos keyword during deployment.
- This unit receive Mark of Chaos keyword during army composition.
- This sorcerer unit receive Mark of Chaos keyword during army composition.
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
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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’).
Those HEROES can join an eligible regiment as a Ruinous Champion.

Infantry Hero
Cavalry Hero
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
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 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!
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.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
© Vyacheslav Maltsev 2013-2024