12" 12 4+ 5 Chaos Sorcerers wield the energies of magic unbound. Theirs are the old traditions of the soothsayer and the tribal shaman, empowered by eldritch gifts from their patron deities. The most aggressive Sorcerer Lords are not content to be whispering viziers to the champions of Chaos; they desire to command hordes, to see enemies terrified and broken before them. So do they seek out the winged alpha predators known as Manticores, arcanely forcing these beasts into service. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Manticore’s Claws and Fangs [Anti-MONSTER (+1 Rend), Companion] | |||||||
Manticore’s Claws and Fangs Anti-MONSTER (+1 Rend), Companion | 6 | 4+ | 2+ | 1 | 2 | ||
Sorcerous Reaping Staff | |||||||
Sorcerous Reaping Staff | 3 | 3+ | 3+ | 1 | D3 |
Once Per Turn (Army), Your Hero Phase |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
KEYWORDS | HERO, MONSTER, WIZARD (1), FLY |
CHAOS, SLAVES TO DARKNESS, WARRIORS OF CHAOS |
The SLAVES TO DARKNESS keyword is used in the following Slaves to Darkness warscrolls:
The WARRIORS OF CHAOS keyword is used in the following Slaves to Darkness warscrolls:
Passive |
The HERO keyword is used in the following Slaves to Darkness warscrolls:
The MONSTER keyword is used in the following Slaves to Darkness warscrolls:
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The WIZARD keyword is used in the following Slaves to Darkness warscrolls:
Passive |
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! | ||
The FLY keyword is used in the following Slaves to Darkness warscrolls:
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There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase. Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST. | ||