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Slaves to DarknessChaos Lord
5"
7
4+
8
WARSCROLL

Chaos Lord

Chaos Lords are dark champions who have walked the Path to Glory and are now only one step away from glory or damnation. They are the rulers of great warbands and hordes, and their followers will die before failing these fearsome warlords.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Reaperblade2"33+3+-22
Daemonbound Steel1"33+3+-11
Daemonbound War-flail2"64+4+-21
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader

DESCRIPTION

A Chaos Lord is a single model armed with one of the following weapon options: Reaperblade and Daemonbound Steel; or Daemonbound War-flail.

MARK OF CHAOS: When you select this model to be part of your army, you must give it one of the following Mark of Chaos keywords: KHORNE, TZEENTCH, NURGLE, SLAANESH or UNDIVIDED.

ABILITIES

Daemonbound: Weapons that contain the essence of a daemon are capable of swiftly devouring an enemy’s soul.
If the unmodified hit roll for an attack made with a Daemonbound weapon is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

COMMAND ABILITIES

Spurred by the Gods: Chaos Lords are the favoured of the dark pantheon, and in their presence their warriors fight all the harder.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly MORTAL SLAVES TO DARKNESS unit wholly within 12" of a friendly model with this command ability. After that unit has fought in that phase for the first time, when it is your turn to pick a unit to fight with later in the same phase, that unit can be selected to fight for a second time if it is within 3" of any enemy units. The same unit cannot benefit from this command ability more than once per turn.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, MARK OF CHAOS, EYE OF THE GODS, HERO, CHAOS LORD
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.
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.
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.

The EYE OF THE GODS keyword is used in following Slaves to Darkness warscrolls:

Leader
Leader, Behemoth

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

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2020