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Slaves to DarknessSayl the Faithless

Sayl the Faithless

An infamous arch-sorcerer and practised murderer, Sayl the Faithless revels in deceit and betrayal. His only goal is to acquire more power for himself, allying with those whose goals align with his own until they have outlived their usefulness.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
The Viperous Staff2"23+3+-1D3

Unit Size: 1      Points: 200
Battlefield Role: Leader
Notes: Unique. Sayl the Faithless and Nightmaw are taken as a set of 2 models, for a total of 200 points. Although taken as a set, each model is a separate unit.


Sayl the Faithless is a named character that is a single model. He is armed with the Viperous Staff.


Mutant Sight: Sayl’s single eye stares into the beyond, enabling him to navigate the twisted paths of the future.
Once per battle, you can re-roll 1 casting or unbinding roll for this model.

‘Nightmaw, my pet, protect me!’: Nightmaw is slaved to the will of its master and will bodily protect him if called upon.
Roll a dice before you allocate a wound or mortal wound to this model while this model is within 3" of NIGHTMAW. On a 4+, that wound or mortal wound is allocated to NIGHTMAW instead of to this model.

Schalkain’s Teeth: These sigil-etched teeth, each torn from the skull of a wizard or shaman, are enchanted with dark magic.
In your hero phase, you can pick 1 enemy unit within 8" of this model and roll a dice. On a 5+, that unit suffers D3 mortal wounds.


This model is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Traitor’s Mist spells.

Traitor’s Mist: Sayl can transform his armoured warriors into intangible mist, allowing them to drift unhindered through the enemy’s battle lines.
Traitor’s Mist has a casting value of 7. If successfully cast, pick 1 friendly SLAVES TO DARKNESS unit wholly within 15" of the caster that is 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. It cannot move in the subsequent movement phase.

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.
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.
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 NIGHTMAW keyword is used in following Slaves to Darkness warscrolls:

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.

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

Leader, Behemoth
© Vyacheslav Maltsev 2013-2020