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Aos4 Slaves To Darkness Spearhead Rules Eng 27-9dqegtomtw-Ncrdex8gag

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0% found this document useful (0 votes)
399 views4 pages

Aos4 Slaves To Darkness Spearhead Rules Eng 27-9dqegtomtw-Ncrdex8gag

Uploaded by

Damien Moerman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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SPEARHEAD

SLAVES TO DARKNESS
DARKOATH RAIDERS
The title of Darkoath Warqueen is conferred only upon those women who
This Spearhead army consists unite and lead multiple tribes. Yet even rising to such dizzying heights is
of the following units: not enough, for such power is only the first step upon the Path to Glory in
the eyes of the Ruinous Powers. Thus, these leaders must continually swear
GENERAL greater oaths and undertake increasingly dangerous acts of violence and
♦ Darkoath Warqueen conquest. Where discretion is required to gain advantageous territory, a
Warqueen will set out with only her most elite and trusted fighters to bring
UNITS her strategies to fruition. These raiding parties are large enough to take down
♦ 10 Darkoath Savagers rival detachments or monstrous fauna whilst remaining quick and agile.
♦ 5 Darkoath Fellriders
♦ 10 Darkoath Marauders Canny Warqueens will always include those ferocious fighters known as
Savagers within their retinue. Whilst still mortal, these warriors are zealous
in their violence and will continue to fight until their last breath. The
Godspeakers accompanying them are vital for advising and directing their
queen with cryptic prophecies and potent prayers. Accompanying these
elites will come the Warqueen’s closest kin: Marauders bedecked in their
oathstones and sworn to defend their leader to the last. Whilst most march
with the Warqueen on foot, a small number will travel mounted to scout
ahead. These Fellriders are crucial for providing ranged cover should foes set
upon the raiding party from afar.

The Darkoath Raiders charge into the fray screaming oaths to the dark powers, their borrowed strength awesome and
terrifying to behold. Their arrival heralds ruin, for they are but the vanguard of an approaching Chaos horde.
SPEARHEAD
BATTLE TRAITS
Once Per Turn (Army), Your Hero Phase
OATHS OF DARKNESS: The Darkoath are roving barbarian raiders who seek to prove their might by
swearing oaths of bloodshed and murder to the Dark Gods.

Effect: You can reveal 1 battle tactic card in your hand to your opponent. If you do so, that battle tactic card
becomes your oath for the rest of the turn.

While this battle tactic card is your oath, you can still use the command on it, or attempt to score the battle
tactic on it, as normal.

If you score the battle tactic on your oath this turn, your oath is fulfilled. Instead of discarding the card, it is
placed to one side but you can still use the command on it. Once you do so, the card is discarded as normal.
Fulfilled oaths placed to one side in this way do not count towards the 3 battle tactic cards you can have in
your hand.

If you use the command on your oath before it is scored, it is discarded as normal. At the end of the turn, if the
oath is still in your hand and that oath has not been fulfilled, it ceases to be your oath.

REGIMENT ABILITIES: Pick 1 of the following regiment abilities.


Once Per Turn (Army), Any Combat Phase Once Per Turn (Army), Your Movement Phase
RAGE OF ARKHAR: Unholy anger is stoked in FEARLESS INVADERS: These warriors are
the hearts of these warriors, filling them with hate- skilled raiders, riding into enemy settlements to
fuelled stamina. plunder and pillage before retreating from more
organised resistance.
Declare: Pick a friendly unit in combat to be
the target. Declare: Pick a friendly unit in combat to be
the target.
Effect: For the rest of the turn, add 1 to the Rend
characteristic of the target’s melee weapons. Effect: If the target uses a Retreat ability this turn,
no mortal damage is inflicted on it and it can still use
Designer’s Note: This does not affect Charge abilities later in the turn.
Companion weapons.

ENHANCEMENTS: Give your general 1 of the following enhancements.


Passive Passive
BLOODTHIRSTY BLADE: The runes engraved GODSHADOW TALISMAN: This unassuming
upon this weapon hungrily absorb the lifeblood of amulet subtly alters the bearer’s form so that even the
those it bites into. most determined strikes have a chance to harmlessly
pass through them.
Effect: The Rend characteristic of your general’s
Rune-etched Axe is 2. Effect: Your general has Ward (4+).

Your Charge Phase Passive


CHAMPION OF RAIDS: This Darkoath FELL RITUALIST: On the eve of battle, the tribe’s
Warqueen is renowned for her lightning raids. With Godspeakers gather to enact a fell ritual to deliver
speed, momentum and swift violence, her forces prophecies of the battle to come.
surprise and overwhelm those who stand in her way.
Effect: Each time you draw battle tactic cards, if your
Declare: Pick another friendly unit wholly within 12" general is on the battlefield, you can choose to draw 1
of your general to be the target. additional battle tactic card, then put 1 of your battle
tactic cards in your hand back at the bottom of your
Effect: The target can re-roll charge rolls for the rest battle tactic deck.
of the turn.
MOVE
• SPE A R H E A D WA R SCROLL •
5"
HEALTH

5 5+ DA R KOATH WA RQUEEN
SAVE
2 MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
CONTROL Rune-etched Axe 5 4+ 3+ 1 2 Crit (Mortal)

A Darkoath Warqueen has Your Hero Phase


proven herself the rightful ruler
of her barbarian tribesfolk OATH OF SUPREMACY: By the will of the
time and again. She has sworn gods, this warrior leads her barbarous horde
dread pacts to bring carnage into the lands of the enemy, allowing none to
to the Mortal Realms, and all oppose them.
who stand in her way must face
both her wrath and that of her Declare: Pick a friendly unit wholly within 12" of
devoted warriors. your general to be the target.
Effect: Until the start of your next turn, add 1 to
hit rolls for attacks made by the target.

KEY WORDS Hero, Infantry, Ward (5+)

MOVE
• SPE A R H E A D WA R SCROLL •
5"
HEALTH

1 5+ DA R KOATH SAVAGER S
SAVE

1 MELEE WEAPONS Attacks Hit Wound Rend Damage Ability


CONTROL Darkoath Weapons 2 4+ 3+ - 1 Crit (Mortal)
1 model in this unit is a Godspeaker.
Screaming blood-curdling
vows to the Ruinous Powers,
the Darkoath Savagers make Your Hero Phase
brutal war across the length VISIONS OF GLORY:
and breadth of the Mortal Godspeakers use their powers of
Realms. To these barbarous
divination to scry the future and see
marauders, each new dawn is an
opportunity to win the favour what glory awaits their kin.
of the gods. Effect: If this unit includes a
Godspeaker, roll 8 dice. For each 6,
until the start of your next turn, you
can re-roll 1 hit roll, 1 wound roll, 1
run roll or 1 save roll for this unit.

Godspeaker
KEY WORDS Infantry
MOVE
• SPE A R H E A D WA R SCROLL •
12"
HEALTH

3 5+ DA R KOATH FELLR IDER S


SAVE
1 MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
CONTROL Fellrider Blades 2 4+ 3+ - 1 Charge (+1 Damage)
Warsteed’s Hooves 2 5+ 3+ - 1 Companion
The Darkoath prize speed and
agility above all in their light
Passive
cavalry. Fellriders are mounted
daredevils, outflanking their SWIFT ATTACKERS: As they close in on
foes on lightning-swift and the enemy at frightening speed, these skilled
aggressive mounts, riddling horsemen are nigh impossible to hit with
their ranks with volleys of missile fire.
javelins before charging in to
deal the killing blow. Effect: Subtract 1 from hit rolls for shooting
attacks that target this unit.

KEY WORDS Cavalry, Reinforcements

MOVE
• SPE A R H E A D WA R SCROLL •
5"
HEALTH

1 5+ DA R KOATH M A R AUDER S
SAVE

1 MELEE WEAPONS Attacks Hit Wound Rend Damage Ability


CONTROL Raider Weapons 2 4+ 3+ - 1 -

Hordes of Darkoath Marauders Passive


form the backbone of many
Slaves to Darkness tribes. GLORIOUS DEATH: Ever keen to
These barbarous warriors earn the favour of their tribe, when the
number in the thousands and eyes of the fiercest fighters are upon
fight ferociously to sweep away them, these warriors will not go down
civilisation in the name of the without a fight.
Chaos Gods.
Effect: While this unit is wholly within
12" of your general, each time a model
in this unit is slain by a combat attack
and that model was in combat with
the attacking unit, roll a dice. On a
5+, inflict 1 mortal damage on the
attacking unit after the Fight ability
has been resolved.

KEY WORDS Infantry, Reinforcements

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