Slaves to Darkness – Darkoath Marauders

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SLAVES TO DARKNESS WARSCROLL
Darkoath Marauders
5"
1
5+
1
The merciless culture of the Darkoath gives rise to hard folk to whom killing comes as naturally as breathing. In their hands, they clasp axes and shields of rugged design, affixed with warlike trophies and tchotchkes. In a great mass, these Marauders will descend upon their foe with blades swinging, roaring with triumph as they litter the ground with severed limbs and cloven skulls. From the moment they can walk, the youth of the Darkoath tribes are trained to wield the axe and the sword. Upon their coming of age, they take part in ‘blooding raids’ on enemy territory, usually targeting rival clans or Sigmarites. During this trial they will swear their first oath, offering their own blood to an oathstone and promising a gift of sacrifice to their tribal gods. Darkoath do not rely upon close formations and well-drilled tactics in the manner of a more conventional army. Their greatest strengths are their intimate connection with the Chaos wilds and their ability to sense where the enemy is weakest and strike decisively. Lent strength by their oaths, the Marauders crash into the fray without pity or remorse, determined to earn glory through slaughter.
SLAVES TO DARKNESS WARSCROLL
Darkoath Marauders
MELEE WEAPONS
AtkHitWndRndDmg
Raider Weapons
Raider Weapons24+3+-1
BATTLE PROFILE

Unit Size: 10      Points: 100
Base size: 28.5mm
Can be reinforced: Yes

Once Per Battle, Any Charge Phase
OATH OF THE MARAUDER: These bloodthirsty tribal warriors loudly declare vows of violence and slaughter as they race after their foes.

Effect: If this unit charged this phase and the unmodified charge roll was 8+, add 1 to the Rend characteristic of this unit’s weapons for the rest of the battle.

Passive
GLORIOUS DEATH: Ever keen to earn the favour of their tribe, when the eyes of the fiercest fighters are upon them, these warriors will not go down without a fight.

Effect: While this unit is wholly within 12" of any friendly DARKOATH HEROES, each time a model in this unit is slain by a combat attack and that model was in combat with the attacking unit, roll a dice. On a 5+, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
CHAOS, SLAVES TO DARKNESS, UNDIVIDED, DARKOATH
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

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

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.
3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

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

Army List
Warscrolls collated

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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

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).

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

© Vyacheslav Maltsev 2013-2024