Woe betide all things – be they living or dead – when the Dark Gods set aside their ancient hatreds and unleash the full might of their daemonic hordes upon reality. The ground twists and the skies burn before the advance of the Legion of Chaos Ascendant, a force of utter desolation united under the eightfold mark of ruin.

When you are choosing a Chaos army, you can decide if it is a Legion of Chaos Ascendant army and has the Legion of Chaos Ascendant allegiance instead of another allegiance. If you do so, all units in your army gain the CHAOS ASCENDANT keyword. A Legion of Chaos Ascendant army can only include units that have the CHAOS DAEMON keyword.


Books

BookKindEditionVersionLast update
  Soul Wars: Wrath of the Everchosen
  Soul Wars: Wrath of the EverchosenExpansion21.1July 2020

Designers’ Commentary

Expansion: Soul Wars: Wrath of the Everchosen

 Q: Can the Shadow Legion command ability return slain LEGION OF THE FIRST PRINCE models to units such as Seeker Chariots, Skull Cannons and Plague Drones?
A:
Yes.

Battle Traits

Infernal Realmwalkers

The Legion of Chaos Ascendant is anchored to the material realms by the combined will of the Dark Gods.

You can roll a dice each time you allocate a wound or mortal wound to a friendly CHAOS ASCENDANT DAEMON unit. On a 6+, that wound or mortal wound is negated.

Unyielding Legions

In battle, the Legion’s overlords can call upon infinite reinforcements from their masters’ domain.

At the end of your movement phase, you can pick 1 friendly CHAOS ASCENDANT DAEMON HERO that is on the battlefield and roll 3D6. On a 10+, you can summon 1 of the following units to the battlefield and add it to your army. The unit that you can summon is determined by the HERO’s keyword as shown:

- KHORNE HERO: 10 Bloodletters
- NURGLE HERO: 10 Plaguebearers
- SLAANESH HERO: 10 Daemonettes
- TZEENTCH HERO: 5 Horrors of Tzeentch

The summoned unit must be set up wholly within 12" of that CHAOS ASCENDANT DAEMON HERO and more than 9" from any enemy units.

If the unmodified roll included any doubles, that CHAOS ASCENDANT DAEMON HERO suffers 1 mortal wound. If the unmodified roll was a triple, that CHAOS ASCENDANT DAEMON HERO suffers D3 mortal wounds instead.

Hosts of Chaos

This section includes new allegiance abilities available to a Chaos army on the battlefield.

When you choose a Chaos army, you must decide which Chaos faction your army will belong to. You can then give it a Host of Chaos keyword from the following list.

For example, if you have chosen the Legion of Chaos Ascendant allegiance for your army, you can give it the LEGION OF THE FIRST PRINCE keyword. All CHAOS ASCENDANT units in your army gain that keyword, and you can use the allegiance abilities listed for that Host of Chaos on the page indicated, in addition to the allegiance abilities they have for being from a Legion of Chaos Ascendant army.

LEGION OF THE FIRST PRINCE

If a model already has a Host of Chaos keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its Host of Chaos.

Command Traits

CHAOS ASCENDANT DAEMON HERO generals only.

D3COMMAND TRAIT
1

Primordial Commander

This daemonic general has fought for the Dark Gods since time immemorial.

If you pick this general to summon a sect of daemons for the Unyielding Legions battle trait, add 1 to the roll.

2

Ruinous Aura

An aura of potent unreality surrounds this warlord.

Add 1 to rolls for the Infernal Realmwalkers battle trait made for friendly CHAOS ASCENDANT DAEMON units wholly within 8" of this general.

3

Infernal Charge

This warlord is an unstoppable force of destruction.

You can re-roll charge rolls made for friendly CHAOS ASCENDANT DAEMON units wholly within 12" of this general.


Artefacts of Power

CHAOS ASCENDANT DAEMON HEROES only.

D3ARTEFACT OF POWER
1

Fourfold Blade

This blade is imbued with the power of the Chaos pantheon.

Pick 1 of the bearer’s melee weapons. If the unmodified hit roll for an attack made with that weapon is 5+, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

2

Armour of the Pact

This hellforged armour is granted to chosen champions of the Dark Gods.

You can re-roll save rolls for attacks made with melee weapons that target the bearer.

3

Saintskin Banner

This standard is woven from the flayed skins of priests and holy warriors.

Subtract 1 from the Bravery characteristic of enemy units while they are within 9" of the bearer.


Spell Lores

Lore of Ruinous Sorcery

You can choose or roll for one of the following spells for each WIZARD in a Legion of Chaos Ascendant army.

D3SPELL
1

Bolt of Ruin

A searing missile of anarchic disruption blasts the target to ash.

Bolt of Ruin has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them and roll a dice. If the roll is lower than the number of models in that unit, that unit suffers D3 mortal wounds.

2

Echo of Hatred

This spell grants banished daemons one final burst of wrath.

Echo of Hatred has a casting value of 7. If successfully cast, pick 1 friendly CHAOS ASCENDANT DAEMON unit wholly within 12" of the caster and visible to them. Until the end of the battle round, if a model from that unit is slain by an attack made with a melee weapon, that model can fight before it is removed from play.

3

Spirit Gouge

The caster rends the souls of the dead.

Spirit Gouge has a casting value of 7. If successfully cast, pick 1 enemy unit within 12" of the caster and visible to them. If that unit has the DEATH keyword, you can re-roll hit and wound rolls for attacks made with melee weapons by friendly CHAOS ASCENDANT DAEMON units that target that unit until your next hero phase.


Hosts of Chaos

These rules can be used by units in a Legion of Chaos Ascendant army that have been given the appropriate keyword (see the Hosts of Chaos).

The Legion of the First Prince

The Daemon Prince Be’lakor is a being of ancient and malevolent evil who claims to have the favour of all four Chaos Gods. Be’lakor commands the Legion of the First Prince, a vast host of daemonic minions that he has led into battle countless times to crush empires and kingdoms to dust.

ABILITIES
First-Damned Prince: Be’lakor claims to be the first entity to earn the combined favour of the Dark Gods.
You can re-roll hit and wound rolls for attacks made by BE’LAKOR while he is within 8" of at least 1 of each of the following friendly LEGION OF THE FIRST PRINCE units: BLOODLETTERS, PLAGUEBEARERS, DAEMONETTES and HORRORS OF TZEENTCH.

In addition, before you allocate a wound or mortal wound to BE’LAKOR, pick 1 friendly LEGION OF THE FIRST PRINCE BLOODLETTERS, PLAGUEBEARERS, DAEMONETTES or HORRORS OF TZEENTCH unit within 8" of him and roll a dice. On a 4+, that wound or mortal wound is allocated to that unit instead.

COMMAND ABILITY
The Shadow Legion: Be’lakor will throw waves of immortal servants at the enemy until they are crushed beneath the daemonic riptide.
You can use this command ability once per turn at the end of the battleshock phase if BE’LAKOR is your general and on the battlefield. If you do so, roll a dice for each friendly LEGION OF THE FIRST PRINCE BLOODLETTERS, PLAGUEBEARERS, DAEMONETTES and HORRORS OF TZEENTCH unit on the battlefield. On a 3+, you can return D3 slain models to that unit.

SPELL LORE
Each WIZARD in a LEGION OF THE FIRST PRINCE army knows the following spell in addition to any other spells that they know.

The Master’s Command: Invoking the will of Be’lakor the First Prince, the caster orders their daemonic warriors to fight on with relentless fury.
The Master’s Command has a casting value of 7. If successfully cast, pick 1 friendly LEGION OF THE FIRST PRINCE BLOODLETTERS, PLAGUEBEARERS, DAEMONETTES or HORRORS OF TZEENTCH unit wholly within 12" of the caster and visible to them. Until the start of your next hero phase, if a model from that unit is slain by an attack made with a melee weapon, that model can fight before it is removed from play.

The warscrolls using CHAOS and DAEMON keywords can be found in following Factions:

Chaos: Beasts of Chaos, Khorne, Legion of Azgorh, Nurgle, Skaventide, Slaanesh, Slaves to Darkness, Tzeentch.

The CHAOS and DAEMON keywords are used in following warscrolls:

Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The warscrolls using CHAOS ASCENDANT and DAEMON keywords can be found in following Factions:

Chaos: Beasts of Chaos, Khorne, Nurgle, Skaventide, Slaanesh, Slaves to Darkness, Tzeentch.

The CHAOS ASCENDANT and DAEMON keywords are used in following warscrolls:

The warscrolls using CHAOS ASCENDANT, DAEMON and HERO keywords can be found in following Factions:

Chaos: Beasts of Chaos, Khorne, Nurgle, Skaventide, Slaanesh, Slaves to Darkness, Tzeentch.

The CHAOS ASCENDANT, DAEMON and HERO keywords are used in following warscrolls:

The warscrolls using CHAOS ASCENDANT, DAEMON, KHORNE and HERO keywords can be found in following Factions:

Chaos: Khorne, Slaves to Darkness.

The CHAOS ASCENDANT, DAEMON, KHORNE and HERO keywords are used in following warscrolls:

None
• Karanak
Leader
Leader, Behemoth
Behemoth

The warscrolls using CHAOS ASCENDANT, DAEMON, NURGLE and HERO keywords can be found in following Factions:

Chaos: Nurgle, Skaventide, Slaves to Darkness.

The CHAOS ASCENDANT, DAEMON, NURGLE and HERO keywords are used in following warscrolls:

Leader
Leader, Behemoth
• Rotigus

The warscrolls using CHAOS ASCENDANT, DAEMON, SLAANESH and HERO keywords can be found in following Factions:

Chaos: Slaanesh, Slaves to Darkness.

The CHAOS ASCENDANT, DAEMON, SLAANESH and HERO keywords are used in following warscrolls:

Leader
Leader, Behemoth

The warscrolls using CHAOS ASCENDANT, DAEMON, TZEENTCH and HERO keywords can be found in following Factions:

Chaos: Beasts of Chaos, Slaves to Darkness, Tzeentch.

The CHAOS ASCENDANT, DAEMON, TZEENTCH and HERO keywords are used in following warscrolls:

Leader
Leader, Behemoth
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The BE’LAKOR keyword is used in following Slaves to Darkness warscrolls:

Leader

The LEGION OF THE FIRST PRINCE and BLOODLETTER keywords are used in following Khorne warscrolls:

None
Artillery
Battleline
Leader

The LEGION OF THE FIRST PRINCE and HORRORS OF TZEENTCH keywords are used in following Tzeentch warscrolls:

None
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.
Slain Models
Once the number of wounds allocated to a model during the battle equals its Wounds characteristic, the model is slain. Place a slain model to one side – it is removed from play.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
© Vyacheslav Maltsev 2013-2021