Slaves to Darkness – Realmscourge Rupture

This warscroll does not meet the selection criteria (see Settings tab).
SLAVES TO DARKNESS WARSCROLL
Realmscourge Rupture
9"
6
5+
7+
Realmscourge Ruptures are tectonic conjurations wrought from defilement and agony. To cast such a heinous spell, a sorcerer must wreak ruin upon their body – perhaps hacking off a cluster of fingers or carving a gash down their chest, the path of the knife driven by instinct. Of course, the flesh of unwilling victims also makes a fine tribute for such spellcraft. If a Rupture should be manifested, those nearby will soon know of it. Jagged spikes of metal and rock will rip the earth from below, impaling any nearby. These protrusions will then carve forwards without relent, occasionally retracting before springing forth again, their angry force redoubled. Even the shamans of the Chaotic tribes will not lightly conjure a Realmscourge Rupture. Quite aside from the physical mutilation it demands, this spell inflicts lasting devastation on the lands, its very presence piercing and warping the ecosystem. It takes a mage with true contempt for all but their own ascension to dabble with such magics – and theirs are the souls the gods of Chaos delight in most thoroughly, cackling each time the caster inflicts torment upon the realms to achieve their desires.
SLAVES TO DARKNESS WARSCROLL
Realmscourge Rupture
MELEE WEAPONS
AtkHitWndRndDmg
Surging Spikes [Crit (2 Hits)]
Surging Spikes
Crit (2 Hits)
2D34+3+11
Any Charge Phase
DEBILITATING SHOCKWAVE: The vicious spikes that erupt from an onrushing Realmscourge Rupture impale those unfortunate enough to be struck by them even as the tremors that accompany them send those nearby staggering.

Declare: If this MANIFESTATION charged this phase, pick an enemy unit within 1" of it to be the target.

Effect: Roll a dice for each model in the target unit. For each 6, inflict 1 mortal damage on the target. If any models in the target unit are slain by this ability, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
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

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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.

Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
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 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.
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.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

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
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
© Vyacheslav Maltsev 2013-2024