Slaves to Darkness – Untamed Beasts

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SLAVES TO DARKNESS WARSCROLL
Untamed Beasts
6"
1
6+
1
By devouring the flesh of Ghur’s many predators, the Untamed Beasts seek to gain their strength and power. These shamanistic savages worship Chaos as the Devourer of Existence and are peerless trackers and hunters.
SLAVES TO DARKNESS WARSCROLL
Untamed Beasts
MELEE WEAPONS
AtkHitWndRndDmg
Ghurish Hunting Weapons [Crit (2 Hits)]
Ghurish Hunting Weapons
Crit (2 Hits)
24+4+-1
BATTLE PROFILE

Unit Size: 9      Points: 110
MODELBASE SIZE
Rocktusk Prowler40mm
Beastspeaker, First Fang, Heart-eater32mm
2 x Preytakers28.5mm
3 x Plains-runners25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

1/9 models in this unit is a First Fang. A First Fang cannot be the champion.

End of Any Turn
JAGGED HARPOON: Upon piercing the enemy’s flesh, the serrated edges of a First Fang’s harpoon shred vital organs; the more the target thrashes about, the more severe the internal damage.

Declare: If this unit includes a First Fang, pick an enemy unit in combat with this unit to be the target.

Effect: Roll a D3. If the target is a BEAST or MONSTER, roll a dice instead. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Deployment Phase
UNLEASH THE BEAST: With bursts of primal energy, the Untamed Beasts chase down their enemies with relentless fervour.

Effect: This unit can use the ‘Normal Move’ ability as if it were your movement phase.

KEYWORDS
INFANTRY, CHAMPION (1/9)
CHAOS, SLAVES TO DARKNESS, UNDIVIDED
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).
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

Army List
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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 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.
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.
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.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

© Vyacheslav Maltsev 2013-2024