Slaves to Darkness – Darkoath Chieftain on Warsteed

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SLAVES TO DARKNESS WARSCROLL
Darkoath Chieftain
on Warsteed
12"
7
4+
2
Only the mightiest and most ruthless Darkoath warriors may rise to command their tribe in battle. Their killing prowess honed by years of strife and slaughter, they lead their people to victory after bloody victory, claiming heads with every swing of their cursed weapons.
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: 130
Base size: 75 × 42mm
Can be reinforced: No
Regiment Options: 0-1 Oathsworn, 0-1 MONSTER, Any DARKOATH
Notes: This HERO can join an eligible regiment as an Oathsworn.

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, 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).

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.
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 2013-2025