Slaves to Darkness – Darkoath Wilderfiend

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SLAVES TO DARKNESS WARSCROLL
Darkoath Wilderfiend
8"
9
5+
1
Every Darkoath tribe is watched over by a sinister entity known as a Wilderfiend. It is a manifestation of primal malice that, if not supplied with sacrifices, will soon turn upon its fellows. Most Darkoath consider the Wilderfiends to be heralds of the Ruinous Powers, but the truth is far darker. Each was once a hero of the tribes, but at some point in their attempts to fulfil increasingly grander and more terrible oaths to the gods, they faltered – and were punished for it. Their limbs elongated, their spine curled and antlers burst from their skull as they screamed and writhed in agony. Eventually, a creature more beast than man emerged from the gore-splattered ruins of splintered bone and shed skin, its eyes retaining a flicker of cold sentience. A Wilderfiend is bound to stalk behind its clan, acting as both watchful sentinel and ravenous predator. For all its loathsome nature, a Wilderfiend is granted might through its transformation. It is innately sorcerous, able to summon rings of evil flames with an instinctive gesture. In its presence, grass withers and minds are struck by horror. A Wilderfiend uses these abilities to both destroy threats to its clan and hideously chastise those who fail to appease it with gifts; either will suffice, so long as its own appetites are sated.
SLAVES TO DARKNESS WARSCROLL
Darkoath Wilderfiend
MELEE WEAPONS
AtkHitWndRndDmg
Flesh-tearing Maw [Companion]
Flesh-tearing Maw
Companion
33+3+2D3
Razor-sharp Claws [Companion]
Razor-sharp Claws
Companion
64+3+12
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 60mm
Can be reinforced: No

Passive
FEED ON FLESH: Having been appeased with sacrificial blood, this creature may bestow dark blessings upon its kin.

Effect: Each time a model (friendly or enemy) is slain within 12" of this unit, give this unit a sacrifice point, to a maximum of 6. If there are more than 1 friendly Darkoath Wilderfiend units within 12" of the slain model, only 1 of them can be given a sacrifice point for that slain model.

Passive
BEAST
Effect: This unit has a maximum control score of 1.

Your Hero Phase
PRIMAL SORCERY: Though bestial, Darkoath Wilderfiends possess innate powers of sorcery.

Effect: Pick 1 of the following effects:

Mind Shroud: Pick an enemy unit within 12" of this unit to be the target and roll a number of dice equal to the number of sacrifice points this unit has. If any of the rolls are a 5+, the target cannot use commands for the rest of the turn.

Warping Balefire: Pick an enemy unit within 12" of this unit to be the target and roll a number of dice equal to the number of sacrifice points this unit has. For each 3+, inflict 1 mortal damage on the target.

Dark Might: Heal (X) this unit, where X is the number of sacrifice points this unit has.

After applying the effect you picked, reset this unit’s sacrifice points to 0.

KEYWORDS
BEAST, WARD (5+)
CHAOS, SLAVES TO DARKNESS, UNDIVIDED, DARKOATH
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).
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.
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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’).
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

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 BEAST keyword is used in the following Slaves to Darkness warscrolls:

© Vyacheslav Maltsev 2013-2024