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Where the worshippers of the Dark Gods march, the Mortal Realms tremble. Under the gaze of their dread pantheon, the Slaves to Darkness carve their way through all who stand before them in pursuit of glory. At their head stride some of the most powerful servants of Chaos, forever seeking new challenges and conquests.

This page contains all of the rules you need to field your Slaves to Darkness miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.

Books

BookKindEditionVersionLast update
  Slaves to DarknessBattletome21.0January 2020

Designers’ Commentary

Battletome: Slaves to Darkness

 Q: Can you explain what happens if more than one player uses the Dark Prophecy command ability at the start of their hero phase in the same battle round?
 A
The players roll off to determine who takes the first turn in the next battle round as normal.
 Q: Can Archaon be affected by the Aura of Chaos battle trait from other SLAVES TO DARKNESS HEROES that have a different Mark of Chaos keyword?
 A
No.
 Q: If Be’lakor is slain before I reveal the enemy unit I picked with The Dark Master ability, can I still reveal the unit even though Be’lakor is not on the battlefield?
 A
Yes.

Allies

FACTIONALLIES
Slaves to DarknessBeasts of Chaos, Khorne, Tzeentch, Nurgle, Slaanesh

Battle Traits

Damned Legions

The hordes of Chaos wage war in all manner of ways, driven by the dark desires of their Overlords.

After you have chosen the Slaves to Darkness allegiance for your army, you must choose a Damned Legion keyword from the list below. All SLAVES TO DARKNESS units in your army gain that keyword, and you can use that Damned Legion’s allegiance abilities in addition to the Slaves to Darkness allegiance abilities.

RAVAGERS
CABALISTS
DESPOILERS
HOST OF THE EVERCHOSEN

If a unit already has a Damned Legion keyword on its warscroll different to the one you chose, it cannot gain another. You can still include that unit in your army, but you cannot use the allegiance abilities for its Damned Legion.

Aura of Chaos

An aura of dark power surrounds the champions of Chaos, bolstering those who share their devotion.

If a SLAVES TO DARKNESS HERO has a Mark of Chaos keyword, that HERO has one of the following Aura of Chaos abilities. The Aura of Chaos a HERO has is determined by its Mark of Chaos keyword: KHORNE HEROES have the Aura of Khorne, TZEENTCH HEROES have the Aura of Tzeentch, NURGLE HEROES have the Aura of Nurgle, SLAANESH HEROES have the Aura of Slaanesh, and UNDIVIDED HEROES have the Aura of Chaos Undivided.

If you select a unit with more than one Mark of Chaos keyword to be part of your army, you must pick which one will apply to that unit for the duration of the battle.

Aura of Khorne: The spirit of war can only be honoured on the battlefield, and those who bear the blood-mark fight with a savage fury.
You can re-roll hit rolls of 1 for attacks made with melee weapons by friendly SLAVES TO DARKNESS KHORNE units wholly within 12" of this model. In addition, if this model is a general, add 1 to wound rolls for attacks made with melee weapons by friendly SLAVES TO DARKNESS KHORNE units wholly within 12" of this model.

Aura of Tzeentch: Followers of the fated paths are able to foretell and defend against enemy attacks, and often prove resilient against wild magic.
You can re-roll save rolls of 1 for attacks that target friendly SLAVES TO DARKNESS TZEENTCH units wholly within 12" of this model. In addition, if this model is a general, each time a friendly SLAVES TO DARKNESS TZEENTCH unit wholly within 12" of this model is affected by a spell or endless spell, you can roll a dice. If you do so, on a 5+, ignore the effects of that spell or endless spell on that unit.

Aura of Nurgle: Warriors who worship the cycle of life and death find their weapons coated in virulent toxins, their coming obscured behind clouds of buzzing flies.
If the unmodified wound roll for an attack made with a melee weapon by a friendly SLAVES TO DARKNESS NURGLE unit wholly within 12" of any friendly models with this ability is 6, add 1 to the damage inflicted by that attack. In addition, if this model is a general, subtract 1 from hit rolls for attacks made with missile weapons that target friendly SLAVES TO DARKNESS NURGLE units wholly within 12" of this model.

Aura of Slaanesh: The devotees of ecstasy are filled with manic energy, and can harness it to move and fight with shocking swiftness.
If the unmodified hit roll for an attack made with a melee weapon by a friendly SLAVES TO DARKNESS SLAANESH unit wholly within 12" of this model is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit. In addition, if this model is a general, you can re-roll run and charge rolls for friendly SLAVES TO DARKNESS SLAANESH units wholly within 12" of this model.

Aura of Chaos Undivided: Those warriors who have yet to pledge their souls to a single deity are amongst the most zealous walkers of the Path to Glory, and are fearless in their pursuit of greatness.
Do not take battleshock tests for friendly SLAVES TO DARKNESS UNDIVIDED units wholly within 12" of this model. In addition, if this model is a general, roll a dice each time you allocate a wound or mortal wound to a friendly SLAVES TO DARKNESS UNDIVIDED unit wholly within 12" of this model. On a 6, that wound or mortal wound is negated.

Eye of the Gods

The Slaves to Darkness seek to attract the notice of the gods through performing great deeds in battle. To court the gaze of these beings is perilous, yet those who prove worthy are made mighty indeed.

At the end of the combat phase, if any attacks made by a friendly SLAVES TO DARKNESS HERO that has the EYE OF THE GODS keyword destroyed any enemy HEROES or MONSTERS in that phase, you can make 1 roll on the Eye of the Gods table below for that friendly HERO. Rewards gained by rolling on this table apply for the rest of the battle. Duplicate rewards are treated as ‘Snubbed by the Gods’ instead.
2D6REWARD
2

Spawndom

Unable to bear the strain of so many ‘gifts’, the champion’s body is twisted into a new and hideous form.

You can add 1 SLAVES TO DARKNESS CHAOS SPAWN to your army. If you do so, set up 1 SLAVES TO DARKNESS CHAOS SPAWN model within 1" of this HERO, then this HERO is slain. If you do not add a SLAVES TO DARKNESS CHAOS SPAWN to your army, this HERO suffers D3 mortal wounds.

3

Slaughterer’s Strength

The champion’s body swells with daemonic energies, their blows sundering even the most formidable armour.

Pick 1 of this HERO’s melee weapons. Improve the Rend characteristic of that weapon by 1.

4

Murderous Mutation

Whether a sharp horn or lashing tentacle, this mutation proves most useful in the press of a melee.

Pick 1 of this HERO’s melee weapons. Add 1 to the Attacks characteristic of that weapon.

5

Iron Flesh

The champion’s skin warps into living metal, blunting all but the mightiest blows.

Add 1 to save rolls for attacks that target this HERO.

6

Flames of Chaos

The champion is surrounded by a corona of multihued flame that devours hostile arcane energies.

Each time this HERO is affected by a spell or endless spell you can roll a dice. If you do so, on a 4+, ignore the effects of that spell or endless spell on this HERO.

7

Snubbed by the Gods

The gods demand more from the champion before granting their boon.

This reward has no effect.

8

Unholy Resilience

Fortified by the dark power of Chaos, the champion becomes almost immune to pain.

Roll a dice each time you allocate a wound or mortal wound to this HERO. On a 5+, that wound or mortal wound is negated.

9-10

Daemonic Legions

The champion’s deeds draw the daemons of their god to the battlefield.

You can add 1 of the following units to your army. The unit you add is determined by this HERO’s Mark of Chaos. Set up the unit wholly within 12" of this HERO and more than 9" from any enemy units.

• Khorne: 10 Bloodletters
• Nurgle: 10 Plaguebearers
• Slaanesh: 10 Daemonettes
• Tzeentch: 10 Pink Horrors
• Undivided: 6 Furies

11-12

Dark Apotheosis

The champion has repeatedly excelled themselves in the eyes of their patron god, and upon them is bestowed the dark glory of daemonhood.

You can add a SLAVES TO DARKNESS DAEMON PRINCE to your army. If you do so, set it up within 1" of this HERO then remove this HERO from play (they do not count as slain).

If the HERO had the UNDIVIDED keyword, the DAEMON PRINCE must instead have one of the following Mark of Chaos keywords: KHORNE, NURGLE, SLAANESH or TZEENTCH. Otherwise, the DAEMON PRINCE must have the same Mark of Chaos keyword that the HERO had.

The DAEMON PRINCE keeps any command traits and artefacts of power that the HERO had. If the HERO was a WIZARD, the DAEMON PRINCE is a WIZARD, can make the same number of casting, dispelling and unbinding attempts, and knows the same spells. If the HERO was your general, the DAEMON PRINCE is now your general.

If you do not set up a SLAVES TO DARKNESS DAEMON PRINCE, you can heal up to D3 wounds allocated to this HERO.


Spell Lores

Lore of the Damned

You can choose or roll for one spell from the following table for each SLAVES TO DARKNESS WIZARD in a Slaves to Darkness army.

D6SPELL
1

Binding Damnation

At the caster’s urging, tendrils of raw Chaos burst from the tortured ground, entwining the limbs of their enemies and rendering them easy prey.

Binding Damnation has a casting value of 7. If successfully cast, pick 1 enemy unit within 12" of the caster and visible to them. Until your next hero phase, that unit fights at the end of the combat phase.

2

Spite-tongue Curse

Uttering the foul syllables of the Dark Tongue until blood pours from their mouth, the caster beseeches the Chaos Gods to destroy their enemies – though such pacts carry with them a terrible cost…

Spite-tongue Curse has a casting value of 3. If successfully cast, pick 1 enemy unit within 12" of the caster and visible to them. That unit suffers 3 mortal wounds. If the casting roll is unsuccessful or the spell is unbound, the caster suffers 3 mortal wounds.

3

Whispers of Chaos

The caster projects treasonous whispers into the minds of the foe, compelling even the closest comrades to turn upon one another in a furious rage.

Whispers of Chaos has a casting value of 7. If successfully cast, pick 1 enemy unit within 12" of the caster and visible to them. Roll a number of dice equal to the number of models in that unit. For each 6, that unit suffers 1 mortal wound. If any models from that unit are slain by this spell, that unit cannot move until the start of your next hero phase.

4

Mask of Darkness

A shroud of black mist snatches up the caster’s allies, only to have them reappear to strike from a new and unexpected angle.

Mask of Darkness has a casting value of 7. If successfully cast, pick 1 friendly MORTAL SLAVES TO DARKNESS unit wholly within 12" of the caster and visible to them. Remove that unit from the battlefield and then set it up again anywhere on the battlefield more than 9" from any enemy units. That unit cannot move in the following movement phase.

5

Call to Glory

The caster infuses one of their allies with a measure of infernal power, granting them the strength to take on the mightiest foes.

Call to Glory has a casting value of 5. If successfully cast, pick 1 friendly SLAVES TO DARKNESS HERO wholly within 12" of the caster and visible to them. You can re-roll hit and wound rolls for attacks made by that HERO if target is a HERO or MONSTER until your next hero phase.

6

Ruinous Vigour

Choosing a worthy beast from amongst the horde, the caster imbues the creature with monstrous strength, allowing it to fight on in spite of its wounds for a time.

Ruinous Vigour has a casting value of 6. If successfully cast, pick 1 friendly SLAVES TO DARKNESS MONSTER wholly within 12" of the caster and visible to them. Until your next hero phase, when you look up a value on that MONSTER’s damage table, it is treated as if it has suffered 0 wounds.


Ravagers Battle Traits

Under the command of powerful warlords, the Ravagers spread carnage across the Mortal Realms. Their armies are vast, bolstered by countless warbands and tribes competing to claim the lion’s share of the glory, and the constant competition for dominance amongst their leaders has forged truly formidable champions.


Glory for the Taking

The lords and chieftains of a Ravager Horde relentlessly tread the Path to Glory, seeking to prove themselves the mightiest warrior and thus the most worthy to lead.

If your general is not a DAEMON PRINCE, you can pick 1 command trait for up to 5 different friendly RAVAGERS HEROES (excluding DAEMON PRINCES) in addition to the command trait your general can have. You must pick a different command trait for each of these HEROES, and none of them can have more than 1 command trait. You can use these command traits for these HEROES even though they are not your general.

At the start of your hero phase, you can pick 1 friendly RAVAGERS HERO (excluding DAEMON PRINCES) that is on the battlefield and has a command trait to stake their claim as warlord. If you do so, that HERO becomes the army general until your next hero phase.

COMMAND ABILITY
A RAVAGERS general has the following command ability:

Rally the Tribes

Seizing the moment to prove their supremacy, one of the horde’s commanders lets loose a terrifying battle cry, calling more of their blade-sworn warriors to their side.

You can use this command ability at the end of your movement phase. If you do so, pick the model that is currently your general. The same model cannot be picked more than once per battle. That model rallies 1 unit of 10 CHAOS MARAUDERS, 1 unit of 5 CHAOS MARAUDER HORSEMEN or 1 CULTISTS unit of up to 10 models to the battlefield. The unit is added to your army, and must be set up wholly within 6" of the edge of the battlefield and more than 9" from any enemy units.

Ravagers Command Traits

RAVAGERS HERO general only.

D6COMMAND TRAIT
1

Bolstered by Hate

This general is imbued with an unnatural loathing that manifests as a vile nimbus of Chaos energy.

Add 2 to this general’s Wounds characteristic.

2

Unquestioned Resolve

Bands of unruly warriors jump at this general’s commands.

Once per turn, you can use the At the Double, Forward to Victory or Inspiring Presence command ability without a command point being spent if the friendly unit is a CULTISTS unit within 12" of this general.

3

Favoured of the Pantheon

The gods watch this warlord’s deeds particularly closely.

You can add or subtract 2 from the result of any rolls made for this general on the Eye of the Gods table.

4

Eternal Vendetta

Burning in the chest of this general is an undying hatred for the followers of Sigmar’s godly allies.

You can re-roll wound rolls for attacks made by this general. In addition, you can re-roll hit rolls for attacks made by this general that target ORDER units.

5

Flames of Spite

Chaotic fire clings to the form of this warlord, leaping out to immolate foes.

If the unmodified wound roll for an attack made by this general is 6, the target suffers 1 mortal wound in addition to any normal damage.

6

Master of Deception

This champion uses guile and trickery to wrong-foot their enemies.

Subtract 1 from hit rolls for attacks made with melee weapons that target this general.


Ravagers Artefacts of Power

RAVAGERS HERO only.

D6ARTEFACT OF POWER
1

Hellfire Sword

This blade was made from a single searing flame that was hammered into material form and quenched in the blood of a fire-djinn.

Once per battle, in your shooting phase, you can pick 1 enemy unit within 8" of the bearer and visible to them. That unit suffers D3 mortal wounds.

2

Blasphemous Cuirass

The profane inscriptions and grim fetishes adorning this breastplate project an unholy aura that provides the most devout Chaos worshippers with hellish resilience.

Roll a dice each time a mortal wound is allocated to the bearer. On a 5+, that mortal wound is negated.

3

Helm of the Oppressor

The blackened bone plates of this helmet induce soul-piercing dread in the champion’s enemies.

Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of the bearer.

4

Cloak of the Relentless Conqueror

The daemon-mites bound within each fibre of this time-worn cloak drive the bearer endlessly on, until victory is achieved or death claims them.

You can re-roll charge rolls for the bearer.

5

Mark of the High-favoured

This warrior’s chosen deity pays close attention to his actions on the battlefield, their unholy power radiating in waves around the champion.

Friendly RAVAGERS units are affected by the bearer’s Aura of Chaos ability while they are wholly within 18" of the bearer.

6

Desecrator Gauntlets

The snaking trails of balefire that flicker around these paired iron gloves corrupt and destroy that which is sacred or imbued with magic.

Subtract 2 from casting rolls for enemy WIZARDS while they are within 3" of the bearer. In addition, add 1 to wound rolls for attacks made by the bearer if the target is a WIZARD or PRIEST.


Cabalists Battle Traits

Though they may be barbarous and cruel-hearted, not all Slaves to Darkness are simple reavers. Some of the more magically gifted amongst their number plunge into the ancient study of blood-magic, and through ritual offerings to their insidious gods they seek to bind the power of the aether itself to their will.


Binding Rituals

The sorcerers of the Cabalists are well versed in the art of blood magic. Through rites of sacrifice and ritual slaughter they seek to draw the power of Chaos to themselves – and the blood of ‘willing’ allies is the most precious offering of all.

At the start of your hero phase, you can pick 1 friendly CABALISTS WIZARD to perform 1 of the following binding rituals:

Ritual of Sorcerous Might

Calling upon the dark bargains and daemonic pacts they have made, the sorcerers of the Cabalists exchange the lives of their servants for greater magical power.

Pick 1 friendly CABALISTS unit within 3" of the WIZARD performing this binding ritual and roll a dice. On a 3+, the ritual is successful and D3 models from that unit are slain. For each model that was slain by this ritual, add 1 to casting rolls made for friendly CABALISTS WIZARDS until the end of that phase.

Ritual of Corruption

Through spilling the lifeblood of their followers, the Cabalists can corrupt the energies of nearby predatory spells and turn them to their own ends, if only for a brief while.

Pick 1 friendly CABALISTS unit within 3" of the WIZARD performing this binding ritual and roll a dice. On a 3+, the ritual is successful and D3 models from that unit are slain. Then, pick 1 predatory endless spell within 12" of that WIZARD. If 1 model was slain by this ritual, you can move that endless spell up to 3". If 2 models were slain by this ritual, you can move that endless spell up to 6". If 3 models were slain by this ritual, you can move that endless spell up to 9".

MAGIC
CABALISTS WIZARDS know the following spell in addition to any others that they know:

Crippling Ruin

The caster unleashes a furious barrage of spiteful energy, tearing at their enemies’ souls and forcing them to their knees in agony.

Crippling Ruin has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. That unit suffers D3 mortal wounds. In addition, reduce the Move characteristic of that unit by the number of mortal wounds inflicted by this spell until your next hero phase.

Cabalists Command Traits

CABALISTS WIZARD HERO general only.

D6COMMAND TRAIT
1

Bolstered by Hate

This general is imbued with an unnatural loathing that manifests as a vile nimbus of Chaos energy.

Add 2 to this general’s Wounds characteristic.

2

Lord of Terror

Where this champion walks, daemonic howls follow them, striking horror into the hearts of all in their path.

Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of this general.

3

Favoured of the Pantheon

The gods watch this warlord’s deeds particularly closely.

You can add or subtract 2 from the result of any rolls made for this general on the Eye of the Gods table.

4

Mighty Ritualist

This sorcerous is well versed in the esoteric nuances of sacrificial rituals.

When this general attempts to perform a Ritual of Sorcerous Might, that ritual is successful on a 2+.

5

Blasphemous Influence

Even the wildest sorceries are bound by this general’s rituals.

When this general attempts to perform a Ritual of Corruption, that ritual is successful on a 2+.

6

All for One

This general will sacrifice his pawns for personal gain without hesitation.

Once per battle, when this general successfully performs a binding ritual, for each model slain by that ritual you can heal 1 wound allocated to this general.


Cabalists Artefacts of Power

CABALISTS HERO only.

D6ARTEFACT OF POWER
1

Soul Feeder

This cursed blade bolsters whoever feeds its endless hunger for souls.

Pick 1 of the bearer’s melee weapons. If the unmodified wound roll for an attack made by that weapon is 6, you can heal 1 wound allocated to the bearer.

2

Black Athame

This deceptively simple blade has been the instrument of countless bloody sacrifices over the centuries.

Once per battle, when the bearer attempts to perform a binding ritual, you can say that they will use this artefact. If you do so, that binding ritual is successful (do not roll the dice).

3

Infernal Puppet

As it dances jerkily upon the aetheric winds, this eldritch marionette violently disrupts the spellcraft of enemy mages.

Once per battle, in your hero phase, you can pick 1 enemy WIZARD within 24" of the bearer and visible to them. In the next enemy hero phase, each time that WIZARD attempts to cast a spell they suffer D3 mortal wounds before the casting roll is made. If the WIZARD is slain by these mortal wounds, the casting attempt fails (do not roll the dice).

4

Spelleater Pendant

This star-shaped pendant is carved with sigils of sorcerous deadening. When brandished, it can sap the strength from all but the most powerful incantations.

The bearer gains the WIZARD keyword and can attempt to unbind 1 spell in each enemy hero phase. If the bearer is already a WIZARD, they can attempt to unbind 1 extra spell in each enemy hero phase.

5

Scroll of Dark Unravelling

When the words scrawled in daemonic gore across this ragged parchment are spoken aloud, even the greatest arcane tempests are soon snuffed out.

Once per battle, when the bearer attempts to unbind a spell, instead of making an unbinding roll you can say the bearer will use this artefact. If you do so, the spell is automatically unbound (do not roll the dice).

6

Spell Familiar

This impish daemon has memorised a single spell on behalf of its master, and waits for the moment its knowledge is called upon.

The bearer knows 1 extra spell from the Lore of the Damned.


Despoilers Battle Traits

Chosen by their god to receive the ultimate reward, the Daemon Princes of the Despoilers consider it their unholy mission to spread corruption across the realms. At their side march elite warbands of the most powerful Slaves to Darkness, as well as hideously mutated beasts drawn to the dark aura exuded by these damned champions.


Sacrilegious Might

The daemonic warlords of the Despoilers are walking archangels of ruin, and their connection to the power of Chaos makes them incredibly difficult to slay.

Friendly units with the same Mark of Chaos keyword as your general are affected by your general’s Aura of Chaos ability while they are wholly within 18" of your general.

In addition, roll a dice each time you allocate a wound or mortal wound to a DESPOILERS DAEMON PRINCE that is a general. On a 5+, that wound or mortal wound is negated.

Blessed by the Unholy

The monstrous beings of a Despoiler Horde are fortified by the ruinous energies they spread, torn flesh and shattered bones reknitting with terrifying speed.

In your hero phase, you can roll a dice for each friendly DESPOILERS DAEMON PRINCE and friendly DESPOILERS MONSTER on the battlefield. On a 4+, you can heal up to D3 wounds that have been allocated to that model. If that unit is a MUTALITH VORTEX BEAST, you can only heal 1 wound instead of D3.

Twisted Dominion

Where a Daemon Prince of the Despoilers walks, chasms open as the land cracks asunder in agonised protest, while thick palls of dark energy obscure the favoured and their servants from view.

If a friendly DESPOILERS DAEMON PRINCE finishes a move within 6" of a terrain feature, you can give that terrain feature the Pitch-black and Nightmare Chasm scenery rules below, until your next hero phase. DESPOILERS DAEMON PRINCES and DESPOILERS MONSTERS are unaffected by these scenery rules.

Pitch-black

Models are not visible to each other if an imaginary straight line 1mm wide drawn between the closest points of the two models crosses over more than 1" of this terrain feature.

Nightmare Chasm

At the start of each hero phase, roll a dice for this terrain feature. On a 6, each unit within 1" of it suffers D3 mortal wounds (roll separately for each unit).

Despoilers Command Traits

DESPOILERS DAEMON PRINCE general only.

D6COMMAND TRAIT
1

Bolstered by Hate

This general is imbued with an unnatural loathing that manifests as a crackling corona of Chaos energy.

Add 2 to this general’s Wounds characteristic.

2

Lord of Terror

Where this champion walks, the inhuman howls of daemonic entities follow them, striking horror into the hearts of all in their path.

Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of this general.

3

Lightning Reflexes

The inhuman swiftness of this warlord sees them dart aside from incoming missiles with blinding speed.

Subtract 1 from hit rolls for attacks made with missile weapons that target this general.

4

Radiance of Dark Glory

In the presence of this daemon, the mutative energies of Chaos can seal shut even the most grievous of wounds.

In your hero phase, you can pick 1 friendly DESPOILERS unit wholly within 18" of this general and roll a dice. On a 3+, you can heal up to D3 wounds allocated to that unit.

5

Distorting Miasma

The taint of Chaos spreads from this general with each step they take.

You can give a terrain feature the Pitch-black and Nightmare Chasm scenery rules if this general finishes a move within 9" of it.

6

Paragon of Ruin

This general is a living conduit for the will of their patron.

After set-up is complete but before the first battle round begins, D3 friendly DESPOILERS units can move up to 5".


Despoilers Artefacts of Power

DESPOILERS HERO only.

D6ARTEFACT OF POWER
1

Crown of Hellish Adoration

As the wearer’s name is chanted in praise, the runes of this twisted diadem form a protective aura around the wearer that can ward off even a cannonball.

Subtract 1 from wound rolls for attacks made with missile weapons that target the bearer while they are within 3" of any friendly DESPOILERS units with at least 3 models.

2

Helm of Many Eyes

The eyeballs that cover this helm stare into past and future alike, allowing the wearer to catch their foes off guard.

The bearer and their mount (if they have one) fight at the start of the combat phase if they charged in the same turn, but cannot fight again in that phase unless an ability or spell allows them to fight more than once.

3

Armour of Tortured Souls

The blackened plates of this armour are strengthened by the souls of its previous wearers, and can withstand all but the most brutal punishment.

Worsen the Rend characteristic of attacks that target the bearer by 1 (to a minimum of ‘-’).

4

Diabolic Mantle

The touch of Chaos rests heavily on this warrior’s shoulders, providing them with a font of darkling inspiration.

At the start of the first battle round, if the bearer is on the battlefield, you receive D3 command points.

5

Doombringer Blade

When this cruel blade is pointed at a hated foe, searing visions pain the bearer’s minions until the target has been slain.

At the start of the first battle round, after set-up is complete but before the first turn begins, you can pick 1 enemy HERO or enemy MONSTER on the battlefield. If you do so, friendly DESPOILERS units can re-roll hit and wound rolls for attacks that target that unit.

6

Realmwarper’s Twist-rune

When this cruel blade is pointed at a hated foe, searing visions pain the bearer’s minions until the target has been slain.

Friendly DESPOILERS units wholly within 12" of the bearer are unaffected by the Pitch-black and Nightmare Chasm scenery rules.


Host of the Everchosen Battle Traits

Should a battle require Archaon’s personal attention, then he shall bring with him all the might of his dread hosts. These are the conquering armies of the Everchosen, their blades wetted in the blood of a thousand slain empires. Under the command of their dark lord they storm across the field, slaughtering his foes with merciless efficiency.


Exalted Grand Marshal of the Apocalypse

Archaon is the ultimate Champion of Chaos, and by his mere presence does he empower the worshippers of the Dark Gods.

If ARCHAON is your general and on the battlefield, friendly HOST OF THE EVERCHOSEN units are affected by his Aura of Chaos ability if they are wholly within 18" of him.

Fearless in His Presence

None dare flee under Archaon’s gaze, for his warriors fear him more than the blades or spells of any foe.

Do not take battleshock tests for friendly HOST OF THE EVERCHOSEN units if ARCHAON is your general and on the battlefield.

The Will of the Everchosen

Nothing will stop the hordes of the Everchosen from destroying those marked for death by Archaon.

In your hero phase, if ARCHAON is your general and on the battlefield, you can pick 1 enemy unit on the battlefield. If you do so, you can re-roll hit and wound rolls of 1 for attacks made with melee weapons by friendly HOST OF THE EVERCHOSEN units that target that unit until your next hero phase.

COMMAND ABILITY

Dark Prophecy

With the foresight granted by the Eye of Sheerian, Archaon can adapt his strategies to the flow of the battle and always stay a step ahead of his opponents.

You can use this command ability once per turn at the start of your hero phase if ARCHAON is your general and on the battlefield. If you do so, roll a dice and keep the result hidden from your opponent beneath an opaque container, such as a cup. At the start of the next battle round, before players determine who has the first turn, you must reveal the result. On a 1-3 your opponent must take the first turn of that battle round. On a 4-6 you must take the first turn of that battle round.

The Eight Circles of the Varanguard

Archaon charges each of his would-be champions with eight trials in the ultimate test of their mettle. Those skilled enough to triumph are placed into one of the infamous Eight Circles of the Varanguard.

After you have given the HOST OF THE EVERCHOSEN keyword to your army, you must choose one of the keywords from the list below. All VARANGUARD units in your army gain that keyword.

FIRST CIRCLE, SECOND CIRCLE, THIRD CIRCLE, FOURTH CIRCLE, FIFTH CIRCLE, SIXTH CIRCLE, SEVENTH CIRCLE or EIGHTH CIRCLE.

THE FIRST CIRCLE

1. The Swords of Chaos

Descending from ruinous portals torn open in the sky, the attacks of the Swords of Chaos are almost impossible to predict before it is too late.

At the start of the first battle round, after determining who has the first turn, you can remove any friendly FIRST CIRCLE units from the battlefield and set them up again (any restrictions in the set-up instructions for the battleplan being used still apply).

THE SECOND CIRCLE

2. The Souls of Torment

Sowers of sorrow and despair, the Varanguard of the Second Circle grant their foes the release of death only when all hope is lost.

Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any friendly SECOND CIRCLE units. In addition, if an enemy unit fails a battleshock test within 6" of any friendly SECOND CIRCLE units, add D3 to the number of models that flee.

THE THIRD CIRCLE

3. The Scions of Darkness

These dreaded warriors are cloaked in unnatural shadow, confounding the aim of those who would seek to bring them down from afar.

Subtract 1 from hit rolls for attacks made with missile weapons that target THIRD CIRCLE units.

THE FOURTH CIRCLE

4. The Reavers of Chaos

Desolation is all that is left in the wake of the Fourth Circle. The very lands they pass through are filled with the dark power of Chaos, and furiously lash out at the enemies of the gods.

In your hero phase, you can pick 1 terrain feature within 3" of any friendly FOURTH CIRCLE units. Each enemy unit within 3" of that terrain features suffers D3 mortal wounds (roll separately for each unit).

THE FIFTH CIRCLE

5. The Scourges of Fate

The Varanguard of the Fifth Circle are Archaon’s headhunters. Even the greatest of heroes and most fearsome of monsters cannot escape their blades for long.

You can re-roll hit and wound rolls for attacks made by FIFTH CIRCLE units if the target is a HERO or MONSTER.

THE SIXTH CIRCLE

6. The Blades of Desolation

Where the Sixth Circle ride, none can withstand them. They are the hammer of the Everchosen, the weapon he wields when an enemy must be utterly shattered.

Add 1 to the damage inflicted by attacks made with melee weapons by SIXTH CIRCLE units that charged in the same turn.

THE SEVENTH CIRCLE

7. The Bane Sons

To consume the flesh of an opponent is to inherit their strength, so claim the cannibal riders of the Bane Sons. They have yet to be proven wrong.

At the end of the combat phase, if any attacks made by a friendly SEVENTH CIRCLE unit in that phase destroyed any enemy units, heal up to D3 wounds allocated to that SEVENTH CIRCLE unit.

THE EIGHTH CIRCLE

8. The Nameless Circle

Archaon alone knows the true nature of the Eighth Circle, and the only evidence to mark their passing is the broken corpses of their foes.

EIGHTH CIRCLE units can fly.

Battleplans

Battleplan

The Threshold of Damnation

To walk the Path to Glory is to sell one’s soul to rapacious gods. The only way to rise higher is to commit ever-increasing acts of evil. Some champions – particularly those of a magical persuasion – draw the eye of the gods through performing of dark rituals. The purpose of such a ritual can vary greatly based on the agenda of the sorcerer, but all demand a heavy price and can wreak untold havoc if successfully brought to completion. Those who stand before the armies of Chaos will stop at nothing to prevent such a ritual coming to pass, for should it be successful their very souls are endangered.

This battleplan allows you to re-create just such a clash. The warbands of a powerful sorcerer have closed in on a site of dark power, and now their magical master seeks to unleash unspeakable evil upon the land. The defenders are all that stands before the sorcerer and their goal, and must strive to destroy the fuel for the sorcerer’s rites – their barbarous servants – before the ritual grows too powerful to stop.

THE ARMIES
Each player picks an army as described in the core rules. One player is the Slaves to Darkness player and their opponent is the Desperate Defender. The Slaves to Darkness player’s army must have a CHAOS SORCERER LORD as its general and include at least 1 unit of 20 CHAOS MARAUDERS or 10 CHAOS WARRIORS.

SET-UP
The territories for both armies are shown on the map. The players alternate setting up units one at a time starting with the Slaves to Darkness player. The Slaves to Darkness player’s units must be set up wholly within their territory. The Desperate Defender’s units must be set up wholly within their territory.

Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player can set up the rest of the units in their army one after another.

FIRST TURN
The Slaves to Darkness player takes the first turn in the first battle round.

COMMAND ABILITIES
Endless Followers: The armies of Chaos are nearly endless, and for each tribesman who falls there is soon another to take their place.
The Slaves to Darkness player can use this command ability in their hero phase. If they do so, they can return D3 slain models to each CHAOS MARAUDERS unit from their army that is wholly within 16" of their general.

On Me!: The general of the defenders knows well the cost of failure, and will exhort their warriors to the limits of endurance in order to deny the Slaves to Darkness victory.
The Desperate Defender can use this command ability at the start of their hero phase. If they do so, they can pick 1 unit from their army wholly within 16" of their general. That unit can run and still charge later in the same turn.

THE RITUAL
The sorcerers of the Slaves to Darkness will not hesitate to sacrifice their minions in the pursuit of power, for only one willing to commit any evil in the name of the gods can hope to achieve daemonhood.
At the start of their hero phase, the Slaves to Darkness player can pick 1 SLAVES TO DARKNESS unit from their army wholly within 12" of their general. If they do so, D3 models from that unit are slain but they add 1 to casting, dispelling and unbinding rolls for WIZARDS from their army until their next hero phase.

BATTLE LENGTH
The battle lasts until a player wins a major victory or for 5 battle rounds, whichever happens first.

GLORIOUS VICTORY
If 10 or more models from the Slaves to Darkness army are slain as a result of The Ritual ability, the Slaves to Darkness player wins a major victory.

If the general of the Slaves to Darkness army is slain, the Desperate Defender wins a major victory.

If the Desperate Defender’s army is destroyed before the end of the fifth battle round, the Slaves to Darkness player wins a minor victory.

If all of the CHAOS MARAUDERS units from the Slaves to Darkness army have been destroyed at the end of the battle, the Desperate Defender wins a minor victory.

If none of the above conditions have been met at the end of the battle, the game is a draw.


Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.

Slaves to Darkness Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
RETINUE FOLLOWERS TABLE
3D6Followers
3-4Chaos Spawn
5-66 Raptoryx or 6 Furies
7-818 Unmade or 18 Untamed Beasts
9-1016 Cypher Lords or 18 Spire Tyrants
11-1218 Corvus Cabal
13-1420 Splintered Fang or 16 Iron Golems
15-1620 Chaos Marauders or 5 Chaos Warriors
17-18Chaos Chariot or Gorebeast Chariot
EVERCHOSEN RETINUE FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6Followers
1-63 Varanguard
MONSTERS FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6Followers
1-2Fomoroid Crusher
3Mindstealer Sphiranx
4Mutalith Vortex Beast
5Slaughterbrute
6Soul Grinder
ELITE RETINUE FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6Followers
15 Chaos Chosen
2-35 Chaos Knights
4-510 Chaos Warriors
6Chaos Warshrine

Followers Rewards Table

D3REWARD
1

Keen for Conflict

These warriors are forever eager to get to grips with their enemies.

This unit can run and still charge later in the same turn.

2

Skilled and Scarred

With every battle these warriors develop their deadly skills further.

Add 1 to hit rolls for attacks made by this unit if it charged in the same turn.

3

Furious Fervour

Even impending death cannot prevent these warriors from striking down their foes.

If a model from this unit is slain in the combat phase, it can fight before it is removed from play.


Eye of the Gods Hero Champion Rewards Table

EYE OF THE GODS HERO only.

D6REWARD
1

Flames of Spite

Chaotic fire clings to the form of this warlord.

If the unmodified wound roll for an attack made by this champion is 6, the target suffers 1 mortal wound in addition to any normal damage.

2-3

Favoured of the Pantheon

The gods watch this warlord’s deeds particularly closely.

You can add or subtract 2 from the result of any rolls made for this champion on the Eye of the Gods table.

4-5

Bolstered by Hate

This general is imbued with an unnatural loathing that manifests as a vile nimbus of Chaos energy.

Add 1 to this champion’s Wounds characteristic.

6

Artefact of Power

An ancient artefact of power has come into this champion’s possession.

Randomly generate one artefact of power for this champion from the Trophies of Conquest (Ravagers Artefacts of Power) table.


Wizard Hero Champion Rewards Table

WIZARD HERO only.

D6REWARD
1

Studied Sorcerer

Mastery of the arcane is of the utmost importance for this wizard.

Add 1 to casting, dispelling and unbinding rolls for this champion.

2-3

Favoured of the Pantheon

The gods watch this warlord’s deeds particularly closely.

You can add or subtract 2 from the result of any rolls made for this champion on the Eye of the Gods table.

4-5

Lord of Terror

Where this champion walks, the inhuman howls of daemons follow them, striking horror into the hearts of all in their path.

Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of this champion.

6

Artefact of Power

An ancient artefact of power has come into this champion’s possession.

Randomly generate one artefact of power for this champion from the Chaos Esoterica (Cabalists Artefacts of Power) table.


Daemon Prince Champion Rewards Table

DAEMON PRINCE only.

D3REWARD
1

Paragon of Ruin

This champion is truly favoured by their god, a living conduit for their fell power.

Friendly units are affected by this champion’s Aura of Chaos ability while they are wholly within 18" of this champion.

2

Lightning Reflexes

The inhuman swiftness of this warlord sees them dart aside from incoming strikes with blinding speed.

Roll a dice each time you allocate a wound or mortal wound to this champion. On a 5+ that wound or mortal wound is negated.

3

Artefact of Power

An ancient artefact of power has come into this champion’s possession.

Randomly generate one artefact of power for this champion from the Infernal Treasures (Despoilers Artefacts of Power) table.

Roll-offs
Sometimes a rule may require the players to make a roll-off. When this is the case, each of the players rolls a dice, and whoever rolls highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the dice when making a roll-off.

The KHORNE and HERO keywords are used in following Slaves to Darkness warscrolls:

Leader
Leader, Behemoth

The NURGLE and HERO keywords are used in following Slaves to Darkness warscrolls:

Leader
Leader, Behemoth

The SLAANESH and HERO keywords are used in following Slaves to Darkness warscrolls:

Leader
Leader, Behemoth

The UNDIVIDED and HERO keywords are used in following Slaves to Darkness warscrolls:

Leader
Leader, Behemoth
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.

The SLAVES TO DARKNESS and KHORNE keywords are used in following Slaves to Darkness warscrolls:

Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
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.
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.
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 EYE OF THE GODS keyword is used in following Slaves to Darkness warscrolls:

Leader
Leader, Behemoth

The SLAVES TO DARKNESS and CHAOS SPAWN keywords are used in following Slaves to Darkness warscrolls:

None

The SLAVES TO DARKNESS and DAEMON PRINCE keywords are used in following Slaves to Darkness warscrolls:

Leader
Command Traits
Whether cunning strategist or berserk butcher, every general has a unique style of command. If your general is a HERO and the allegiance abilities for your army include any command traits, you can choose or roll for one for your general. If, for any reason, you must select a new general during a battle, immediately choose or roll for a trait for them. Command traits have no effect on attacks made by a general’s mount unless noted otherwise.
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.
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.
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.

The SLAVES TO DARKNESS and WIZARD keywords are used in following Slaves to Darkness warscrolls:

Leader
Leader, Behemoth

The SLAVES TO DARKNESS and MONSTER keywords are used in following Slaves to Darkness warscrolls:

None
Leader, Behemoth
Behemoth

The DAEMON PRINCE keyword is used in following Slaves to Darkness warscrolls:

Leader

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

Battleline

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

None

The CULTISTS keyword is used in following Slaves to Darkness 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.
At the Double
You can use this command ability after you make a run roll for a friendly unit that is within 6" of a friendly HERO, or 12" of a friendly HERO that is a general. If you do so, the run roll is treated as being a 6.
Forward to Victory
You can use this command ability after you make a charge roll for a friendly unit that is within 6" of a friendly HERO, or 12" of a friendly HERO that is a general. If you do so, re-roll the charge roll.
Inspiring Presence
You can use this command ability at the start of the battleshock phase. If you do so, pick a friendly unit that is within 6" of friendly HERO, or 12" of a friendly HERO that is a general. That unit does not have to take battleshock tests in that phase.

The CABALISTS and WIZARD keywords are used in following Slaves to Darkness warscrolls:

Leader
Leader, Behemoth

The CABALISTS, WIZARD and HERO keywords are used in following Slaves to Darkness warscrolls:

Leader
Leader, Behemoth

The DESPOILERS and DAEMON PRINCE keywords are used in following Slaves to Darkness warscrolls:

Leader

The DESPOILERS and MONSTER keywords are used in following Slaves to Darkness warscrolls:

None
Leader, Behemoth
Behemoth

The MUTALITH VORTEX BEAST keyword is used in following Slaves to Darkness warscrolls:

Behemoth
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.

The ARCHAON keyword is used in following Slaves to Darkness warscrolls:

Leader, Behemoth

The VARANGUARD keyword is used in following Slaves to Darkness warscrolls:

None
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.

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

Leader
Leader, Behemoth

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

Battleline

The EYE OF THE GODS and HERO keywords are used in following Slaves to Darkness warscrolls:

Leader
Leader, Behemoth

The WIZARD and HERO keywords are used in following Slaves to Darkness warscrolls:

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2020