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Slaves to DarknessExalted Hero of Chaos

Exalted Hero of Chaos

Exalted Heroes are those warriors who have caught the notice of the gods and now seek to make a true name for themselves. Their favoured prey are monsters and enemy champions, for by slaying these foes an Exalted Hero proves their own might.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Rune-etched Blades1"D63+3+-11

Unit Size: 1      Points: 90
Battlefield Role: Leader


An Exalted Hero of Chaos is a single model armed with Rune-etched Blades.

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.


Dark Blessings: Exalted Heroes of Chaos are watched with interest by the gods, who will sometimes intervene to protect the latest objects of their fickle curiosity.
Roll a dice each time you allocate a mortal wound to this model. On a 5+, that mortal wound is negated.

Glory-hungry Bladesman: Exalted Heroes scour the battlefield for worthy foes to slay in the name of the Dark Gods.
Add 1 to hit rolls for attacks made by this model if the target is a HERO or MONSTER.

Thrice-damned Dagger: Exalted Heroes carve out the hearts of powerful enemies they have slain, devouring the organ to inherit their might.
If this model makes an attack with a melee weapon that slays one or more enemy HEROES or MONSTERS, you can heal up to D3 wounds allocated to this model after all of its attacks have been resolved.

Trail of Red Ruin: This warrior’s bloodlust can never be satisfied, constantly pushing him forward in search of new challenges.
If this model made a charge move this turn, after this model has fought in the combat phase for the first time, it can immediately fight for a second time if it is within 3" of an enemy unit.

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.
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.
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.
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.

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

Leader, Behemoth
© Vyacheslav Maltsev 2013-2020