Slaves to Darkness – Mutalith Vortex Beast

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SLAVES TO DARKNESS WARSCROLL
Mutalith Vortex Beast
10"
14
4+
5
Vortex Beasts are amongst the most bizarre of all Chaotic creatures. Rather than a head, they bear a cluster of slick tentacles clustered around a central maw. Drawing too close to these slime-dripping pseudopods will see one dragged into the creature’s drooling mouth. Yet the most infamous aspect of a Vortex Beast is the strange device on its back – the Mutalith. Within each Mutalith roils a pulsating nucleus of raw Chaos energy. Some believe these spheres to bear a relation to the warping realmstone known as varanite, others that they are wounds in the fabric of reality. Only a Vortex Beast can endure a Mutalith for an extended period. Any other will soon be overwhelmed by the lunatic whims of Chaos. Their brains may turn to mush, their limbs may elongate into feathery feelers, their legs may dissolve into translucent jelly, or they may suffer a hundred other transformations besides. Vortex Beasts appear to have some ability to project the power of the Mutalith they carry for a short distance, especially with the aid of a sorcerer skilled in change magics. None can control this deranged force, however; the Vortex Beast does not try, for it seeks only to spread transmutation.
SLAVES TO DARKNESS WARSCROLL
Mutalith Vortex Beast
MELEE WEAPONS
AtkHitWndRndDmg
Crushing Claws [Companion]
Crushing Claws
Companion
44+2+1D3
Betentacled Maw [Companion, Crit (Auto-wound)]
Betentacled Maw
Companion, Crit (Auto-wound)
124+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 120 × 92mm
Can be reinforced: No

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Betentacled Maw is 8.

Any Hero Phase
MUTANT REGENERATION: This unnatural abomination is invigorated by the raw power of Chaos.

Effect: Heal (D3) this unit.

Once Per Turn (Army), Any Combat Phase
AURA OF MUTATION: To stand near a Mutalith can have horrific consequences.

Declare: Pick a visible enemy unit within 12" of this unit to be the target.

Effect: Roll a dice and apply the corresponding effect below. If this unit is wholly within 12" of a friendly TZEENTCH WIZARD, you can roll 2 dice instead, pick either result, then apply the corresponding effect below.

1Untouched: No effect.
2Hideous Disfigurement: Subtract 3 from the target’s control score until the start of your next turn.
3Troggbrains: The target cannot use commands for the rest of the turn.
4Gift of Mutations: Subtract 1" from the target’s Move characteristic for the rest of the battle.
5Horrific Absorption: Inflict D6 mortal damage on the target. Then, Heal (D6) this unit.
6Transmogrification: Pick any other effect.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
CHAOS, SLAVES TO DARKNESS, DAEMON, TZEENTCH
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).
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
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.
Army List
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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’).
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The TZEENTCH and WIZARD keywords are used in the following Slaves to Darkness warscrolls:


- Archaon receive Mark of Chaos keyword during deployment.
- This sorcerer unit receive Mark of Chaos keyword during army composition.
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 DAEMON keyword is used in the following Slaves to Darkness warscrolls:

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


- Archaon receive Mark of Chaos keyword during deployment.
- This unit receive Mark of Chaos keyword during army composition.
- This sorcerer unit receive Mark of Chaos keyword during army composition.
© Vyacheslav Maltsev 2013-2024