Slaves to Darkness – Sayl the Faithless

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5"
6
5+
6
WARSCROLL

Sayl the Faithless*

An infamous arch-sorcerer and practised murderer, Sayl the Faithless revels in deceit and betrayal. His only goal is to acquire more power for himself, allying with those whose goals align with his own until they have outlived their usefulness.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
The Viperous Staff
The Viperous Staff2"23+3+-1D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 215
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique. Sayl the Faithless and Nightmaw are taken as a set for a total of 215 points. Although taken as a set, each model is a separate unit.

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Godsworn Champions of Ruin

DESCRIPTION

Sayl the Faithless is armed with the Viperous Staff.

WIZARD: This model can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

ABILITIES

Mutant Sight: Sayl’s single eye stares into the beyond, enabling him to navigate the twisted paths of the future.
Once per battle, you can re-roll 1 casting, dispelling or unbinding roll for this model.

‘Nightmaw, my pet, protect me!’: Nightmaw is slaved to the will of its master and will bodily protect him if called upon.
Roll a dice each time this model is chosen as the target for an attack while this model is within 3" of a friendly NIGHTMAW. On a 4+, that attack must target that NIGHTMAW instead of this model.

Traitor’s Mist: Sayl can transform his armoured warriors into intangible mist, allowing them to drift unhindered through the enemy’s battlelines.
Traitor’s Mist is a spell that has a casting value of 7 and a range of 15". If successfully cast, pick 1 friendly SLAVES TO DARKNESS unit wholly within range and visible to the caster. Remove that unit from the battlefield and then set it up again anywhere on the battlefield more than 9" from all enemy units. It cannot move in the subsequent movement phase.

KEYWORDS
CHAOS, UNDIVIDED, SLAVES TO DARKNESS, HERO, WIZARD, SAYL THE FAITHLESS

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

The SLAVES TO DARKNESS keyword is used in the following Slaves to Darkness warscrolls:

Army List
Warscrolls collated

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19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
© Vyacheslav Maltsev 2013-2024