Slaves to Darkness – Nexus Chaotica

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SLAVES TO DARKNESS WARSCROLL
Nexus Chaotica
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12
4+
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True champions of Chaos recognise that the gods demand more than simple slaughter. The realms themselves must be laced with taint; the arcane ley lines must be inundated with corruption. This is the purpose of the Nexus Chaotica, a shrine raised at a geomantic confluence for the express purpose of withering it. Rings of flame-licked spikes protrude from the ground around such a location, carved with runes in the dark tongue. Above the nexus point hangs a prism of enchanted stone – within languish daemonic entities that feed upon magical power drawn from the earth, pumping ruinous energies back into the negative space their hunger has created within the ley lines. The creation of a Nexus Chaotica is always a calculated risk. For the corrupting effects of the shrine to take hold, its captive daemons must absorb the energies of the realms. As they do so, their desperation to escape sees their prison begin to splinter, pulsing with unpredictable energy. Yet the ability of a Nexus Chaotica to corrupt a wide swathe of land in short order cannot be underestimated. Such are the deeds upon which dark legends are established – and the champions of Chaos are nothing if not hungry for renown.
SLAVES TO DARKNESS WARSCROLL
Nexus Chaotica
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Impassable

Your Hero Phase
DRAW POWER: Constructed at confluences where magical ley lines converge, a Nexus Chaotica can draw power from the realms and into a floating crucible.

Effect: Roll a dice. Give a number of power points to this terrain feature equal to the roll. This terrain feature can have a maximum of 12 power points at once.

Your Hero Phase
INFERNAL SORCERY: A sorcerer of Chaos can draw upon the bound daemons of the Nexus Chaotica to empower their spellcasting.

Declare: If this terrain feature has 3 or more power points, pick a friendly SLAVES TO DARKNESS WIZARD within 3" of this terrain feature to be the target.

Effect: Remove 3 power points from this terrain feature, then add 1 to casting rolls for the target for the rest of the turn.

Your Hero Phase
CORRUPT THE REALMS: These diabolical constructs use harnessed daemonic power to corrupt the geomantic energy of the Mortal Realms.

Declare: If this terrain feature has 9 or more power points, pick an objective or terrain feature within 24" of this terrain feature to be the source. Then, pick any number of enemy units within 3" of the source to be the targets.

Effect: Remove 9 power points from this terrain feature, then roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
FACTION TERRAIN
CHAOS, SLAVES TO DARKNESS
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).
Army List
Warscrolls collated

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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.

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.
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).
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Impassable
Models cannot move across, be set up on or end moves on any part of this terrain feature.

The SLAVES TO DARKNESS and WIZARD keywords are used in the following Slaves to Darkness warscrolls:

© Vyacheslav Maltsev 2013-2024