Slaves to Darkness – Eightfold Doom-Sigil

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SLAVES TO DARKNESS WARSCROLL
Eightfold Doom-Sigil
-
6
5+
7+
The eight-pointed star is a sacred symbol for the devotees of Chaos. The reasons for its significance have long since been lost, and perhaps that truth was only ever known to the daemon magnates that revel within the infernal realm. Yet every adherent of ruin knows that when the eight-pointed star manifests, whether as a subtle birthmark or in the clouds above, momentous events are at hand. The Eightfold Doom-Sigil is this notion realised through dark sorcery. These manifestations emerge from flame-spewing fissures or piles of butchered dead, unfurling like the petals of an iron flower. Flames lick from their spars, and any who look upon them hear the laughter of the Dark Gods ringing in their ears. Doom-Sigils devour the souls of the slain, guzzling them down with no less hunger than the Dark Gods themselves. As they do so, they pulse with a malignant light – and the worshippers of Chaos find themselves empowered. This is not so much a blessing as a simple imperative by the Doom-Sigil, willing them to reap more souls for it to feed upon. Even so, the conjuring of this fell sorcery at a key moment can easily swing the momentum of battle.
SLAVES TO DARKNESS WARSCROLL
Eightfold Doom-Sigil
Passive
EMPOWERED BY ATROCITY: The souls of those slain in the presence of an Eightfold Doom-Sigil are absorbed by the magical manifestation, feeding the Dark Gods’ eternal hunger and inspiring their servants to battle all the harder, even as their own lives are offered in tribute.

Effect: If 2 or more units (friendly or enemy) were destroyed this turn, for the rest of the turn, add 1 to the Attacks characteristic of melee weapons used by friendly SLAVES TO DARKNESS units while they are wholly within 12" of this MANIFESTATION.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
CHAOS, SLAVES TO DARKNESS
Army List
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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.

7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.

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

Endless Spell

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

Endless Spell
© Vyacheslav Maltsev 2013-2024