Slaves to Darkness – Darkoath Marauders

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SPEARHEAD WARSCROLL
Darkoath Marauders
5"
1
5+
1
Hordes of Darkoath Marauders form the backbone of many Slaves to Darkness tribes. These barbarous warriors number in the thousands and fight ferociously to sweep away civilisation in the name of the Chaos Gods.
SPEARHEAD WARSCROLL
Darkoath Marauders
MELEE WEAPONS
AtkHitWndRndDmg
Raider Weapons
Raider Weapons24+3+-1
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: Each time a model in this unit is slain by a combat attack and that model was in combat with the attacking model, roll a dice. On a 5+, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

KEYWORDS
INFANTRY, REINFORCEMENTS
Army List
Warscrolls collated

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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).
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
© Vyacheslav Maltsev 2013-2026