Slaves to Darkness – The Oathsworn Kin

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SLAVES TO DARKNESS WARSCROLL
The Oathsworn Kin
5"
3
5+
1
Gunnar Brand is a hero amongst the Darkoath tribes of Aqshy, but he could not have won his greatest victories without the aid of his Oathsworn companions. Dendrel Direbrand, the hulking scion of an ancient and shattered lineage, is the chieftain’s strong right hand; his brawn belies a keen intelligence, especially in matters of siegecraft, and he is often charged by the Brands with infiltrating the lands of the Sigmarites and pave the way for the oncoming Darkoath hordes. Also amongst Gunnar’s companions are those with whom his relationship is more tenuous. Broken Nadja is, for all her physical wasting, a gifted shaman capable of conjuring withering hexes. Her zealous servitude to the gods secretly vexes the sceptical chieftain, however – though Nadja is certain that Gunnar will one day come to acknowledge their majesty. Then there is Tanari, warrior queen of the Takblood tribe. Though the Brands and the Takblood are ancestral rivals, theirs is a combativeness based on respect; Tanari knows of Gunnar’s disdain for the gods, but she considers him blessed all the same. When a mutual enemy arises, Tanari will fight alongside Gunnar and his kin, if only to outmatch them blow for blow.
SLAVES TO DARKNESS WARSCROLL
The Oathsworn Kin
MELEE WEAPONS
AtkHitWndRndDmg
Heavy Darkoath Weapon [Crit (Mortal)]
Heavy Darkoath Weapon
Crit (Mortal)
44+3+-2
Gnarled Staff
Gnarled Staff34+4+-D3
BATTLE PROFILE

Unit Size: 3      Points: 0
Base size: 32mm
Can be reinforced: No
Notes: This unit can only be taken in Gunnar Brand’s regiment. This unit cannot be reinforced.

  • Warqueen Tanari and Dendrel Direbrand are each armed with a Heavy Darkoath Weapon.
  • Broken Nadja is armed with a Gnarled Staff.

Passive
BROKEN NADJA: Broken Nadja wields the energies of ruin itself through dark incantations.

Effect: While this unit’s Broken Nadja is on the battlefield, it has WIZARD (1).

Your Hero Phase
5
WITHERING DEATH: Nadja spits a vile curse in the Dark Tongue, drawing unnatural shadows to coil around an enemy champion and sap their life force.

Declare: Pick a visible enemy HERO within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: Inflict 1 mortal damage on the target and subtract 1 from the Attacks characteristic of the target’s melee weapons until the start of your next turn.
KEYWORDSSPELL

KEYWORDS
UNIQUE, INFANTRY
CHAOS, SLAVES TO DARKNESS, UNDIVIDED, DARKOATH, GUNNAR’S OATHSWORN
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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3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
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.
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).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
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

1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.

The GUNNAR’S OATHSWORN keyword is used in the following Slaves to Darkness warscrolls:

© Vyacheslav Maltsev 2013-2024