Slaves to Darkness – Darkoath Chieftain on Warsteed

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SLAVES TO DARKNESS WARSCROLL
Darkoath Chieftain
on Warsteed
12"
7
4+
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 on those who rest on their laurels, and the Chieftains are expected to win ever greater glories – or face the consequences. Darkoath Chieftains lead from the front, demonstrating their right to rule by ploughing headlong into enemies and setting about with hewing strokes from axe or blade. Their favoured steeds are the hulking warhorses that can survive in the wastes of the realms, which the Darkoath clad in bladed masks and hang with the remains of especially powerful foes. The presence of a Chieftain can lend the charge of Darkoath cavalry even greater impetus, for the eye of the gods falls upon these figures, and as a result, there are plenty of opportunities to catch divine attention.
SLAVES TO DARKNESS WARSCROLL
Darkoath Chieftain
on Warsteed
MELEE WEAPONS
AtkHitWndRndDmg
Darkoath Cursed Weapon [Crit (Mortal)]
Darkoath Cursed Weapon
Crit (Mortal)
54+3+12
Warsteed’s Hooves [Companion]
Warsteed’s Hooves
Companion
25+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 75 × 42mm
Can be reinforced: No
Regiment Options: 0-1 Oathsworn, 0-1 MONSTER, Any DARKOATH

Passive
CAVALRY WARLEADER: The Darkoath Chieftain leads the cavalry swiftly into the enemy ranks.

Effect: You can re-roll charge rolls for friendly DARKOATH CAVALRY units while they are wholly within 12" of this unit.

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.

KEYWORDS
HERO, CAVALRY
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
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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’).
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

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.
This HERO can join an eligible regiment as a Oathsworn.

Infantry Hero

The DARKOATH and CAVALRY keywords are used in the following Slaves to Darkness warscrolls:

© Vyacheslav Maltsev 2013-2024