Slaves to Darkness – Slaughterbrute

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SLAVES TO DARKNESS WARSCROLL
Slaughterbrute
10"
14
4+
5
Even the greatest champions cannot hope to bind a Slaughterbrute through physical might alone. Only through specially forged blades of binding can these monstrosities be controlled, and their boundless fury directed towards their master’s enemies.
SLAVES TO DARKNESS WARSCROLL
Slaughterbrute
MELEE WEAPONS
AtkHitWndRndDmg
Razor-tipped Claws [Anti-INFANTRY (+1 Rend), Companion]
Razor-tipped Claws
Anti-INFANTRY (+1 Rend), Companion
84+2+12
Mighty Jaws [Companion]
Mighty Jaws
Companion
24+2+13
BATTLE PROFILE

Unit Size: 1      Points: 220
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 Razor-tipped Claws is 5.

Deployment Phase
SIGILS OF DOMINATION: By carving runes of domination into a Slaughterbrute’s back and driving cursed blades of binding into its flesh, the monster’s will can be bound to a champion of Chaos.

Declare: Pick a friendly SLAVES TO DARKNESS HERO within this unit’s combat range to be this unit’s master.

Effect: For the rest of the battle, while this unit is within its master’s combat range, add 1 to the number of dice rolled when making charge rolls for this unit, to a maximum of 3.

Once Per Turn (Army), Any Charge Phase
RAMPAGING CHARGE: The Slaughterbrute crashes into the enemy’s ranks in a frenzy of destruction.

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

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. If the target unit is INFANTRY, double the amount of mortal damage inflicted.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, PLEDGED TO KHORNE
CHAOS, SLAVES TO DARKNESS, DAEMON

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

• Fiends

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

• Fiends
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’).
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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).
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
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 model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • 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.
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

© Vyacheslav Maltsev 2013-2025