Slaves to Darkness – Be’lakor
12"
8
4+
10
WARSCROLL

Be’lakor

Be’lakor is unique amongst his ascended kin, the only Daemon Prince ever to be blessed by all four of the Brothers in Darkness. A creature of shadow and deception, those caught in his manipulations do not realise their doom until it is too late.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blade of Shadows
Blade of Shadows1"63+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 240
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Be’lakor is a named character that is a single model. He is armed with the Blade of Shadows.

FLY: This model can fly.

ABILITIES

The Dark Master: Many puppets dance on Be’lakor’s infernal strings, though few realise as much until their fate is sealed.
After set-up is complete but before the first battle round begins, secretly pick 1 enemy unit on the battlefield. Once per battle, at the start of the enemy hero phase, you can reveal which unit you picked.

Until your next hero phase, your opponent must roll a dice each time that unit attempts to cast a spell, move, charge or attack with any weapons it is armed with. On a 1-4, that unit cannot do so. On a 5+, that unit can do so as normal.

Lord of Torment: Be’lakor is invigorated by the suffering and terror of mortals.
If an enemy unit fails a battleshock test while it is within 10" of this model, you can heal up to D3 wounds allocated to this model.

Shadow Form: Be’lakor’s physical form is as insubstantial as the cloying mists of Ulgu, and just as hard to land a telling blow against.
Ignore modifiers (positive or negative) when making save rolls for attacks that target this model.

MAGIC

Be’lakor is a WIZARD. He can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Enfeeble Foe spells.

Enfeeble Foe: With a series of hissed incantations, Be’lakor instils visions of loss and despair in the minds of his enemies to drain them of their fighting spirit.
Enfeeble Foe has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. Subtract 1 from wound rolls for attacks made with melee weapons by that unit until your next hero phase.

KEYWORDS
CHAOS, DAEMON, SLAVES TO DARKNESS, UNDIVIDED, HERO, WIZARD, DAEMON PRINCE, BE’LAKOR
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
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.
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.
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.
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.
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.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

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

None
• Furies
Leader
Leader, Behemoth
Behemoth

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

Leader
Leader, Behemoth

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

Leader
© Vyacheslav Maltsev 2013-2020