Slaves to Darkness – Darkoath Chieftain

This warscroll does not meet the selection criteria (see Settings tab).
SLAVES TO DARKNESS WARSCROLL
Darkoath Chieftain
5"
5
5+
2
To rise to leadership in a Darkoath tribe is no meagre feat. Only those who prove their strength by fulfilling the most deadly oaths can rise to the rank of Chieftain. They must often defeat the tribe’s current leader in combat, as well as earn the favour of the accursed Wilderfiend that shadows their clan. Even should they succeed in these martial trials, the Chieftain must hone their tactical cunning, wielding their tribal kin as a weapon with which to complete even bolder oaths. The gods do not look kindly upon those who rest on their laurels, and the Chieftains are expected to win ever greater glories – or face the consequences. Darkoath Chieftains know that reputation is a powerful weapon. By gaining glory through bloodshed, they are able to bind even greater throngs of tribal warriors to their side – warriors who will fight and die without fear to share in their champion’s victories. The best way to accrue notoriety is to fell the greatest warriors one can find. Chieftains carve their oathstones with vows of profound ambition, promising to offer the strongest of souls to their gods in exchange for the will and power to rise above the masses.
SLAVES TO DARKNESS WARSCROLL
Darkoath Chieftain
MELEE WEAPONS
AtkHitWndRndDmg
Cursed Broadsword [Crit (Mortal)]
Cursed Broadsword
Crit (Mortal)
54+3+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 MONSTER, Any DARKOATH
Notes: This HERO can join an eligible regiment as an Oathsworn.

Once Per Battle, End of Any Turn
OATH OF MURDER: Darkoath Chieftains offer up the souls of enemy lords and champions in exchange for divine power.

Effect: If this unit destroyed an enemy HERO or MONSTER this turn, this unit has STRIKE-FIRST for the rest of the battle.

Reaction: You declared a FIGHT ability for this unit
TRIBAL WARLEADER: With strength and fierce purpose, the rulers of the Darkoath tribes lead those sworn to their banners into the fray to fulfil their oaths.

Effect: Pick a friendly non-HERO DARKOATH INFANTRY unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.

KEYWORDS
HERO, INFANTRY
CHAOS, SLAVES TO DARKNESS, UNDIVIDED, DARKOATH
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).
Army List
Warscrolls collated

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

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.
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.

The non-HERO DARKOATH and INFANTRY keywords are used in the following Slaves to Darkness warscrolls:

© Vyacheslav Maltsev 2013-2024