Slaves to DarknessSlaves to Darkness Daemon Prince
12"
8
3+
10
WARSCROLL

Slaves to Darkness Daemon Prince

Those champions who consistently please their patron god may eventually be granted immortality as a Daemon Prince. Each of these black-hearted monsters is a living icon of their master’s power, and a terrifying foe to face on the battlefield.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Daemonic Axe
Daemonic Axe1"33+3+-22
Hellforged Sword
Hellforged Sword2"44+3+-1D3
Malefic Talons
Malefic Talons1"33+3+-2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 210
Battlefield Role: Leader

DESCRIPTION

A Slaves to Darkness Daemon Prince is a single model armed with one of the following weapon options: Daemonic Axe and Malefic Talons; or Hellforged Sword and Malefic Talons.

FLY: This model can fly.

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 or SLAANESH.

ABILITIES

Bounding Charge: Little can hope to stand before the fury of a charging Daemon Prince.
Add 1 to hit rolls for attacks made by this model if it charged in the same turn.

Hellforged Sword: This sword can carve through armour and flesh as if they were made of nothing more than paper.
If the unmodified hit roll for an attack made with a Hellforged Sword is 6, that attack inflicts 2 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Immortal Champion: Those favoured enough to ascend to daemonhood are among the most deadly servants of the Ruinous Powers.
This model fights at the start of the combat phase. This model cannot fight again in that phase unless an ability or spell allows it to fight more than once.

COMMAND ABILITIES

Bloodslick Ground: The Daemon Prince summons pools of thick gore around itself to hinder the movement of its enemies.
You can use this command ability in your hero phase if this model has the KHORNE keyword. If you do so, until your next hero phase, run and charge rolls made for enemy units within 18" of this model are halved. You cannot use this command ability more than once per turn.

Arcane Influence: The Daemon Prince harnesses a fraction of Tzeentch’s arcane might.
You can use this command ability at the start of your hero phase if this model has the TZEENTCH keyword. If you do so, pick 1 friendly SLAVES TO DARKNESS WIZARD wholly within 12" of this model. Add 1 to casting rolls for that unit until the end of that phase.

Bloated Blessings: The Daemon Prince gifts their followers with pestilent pustules that spray bile and corrosive acid when burst open.
You can use this command ability at the start of your hero phase if this model has the NURGLE keyword. If you do so, pick 1 friendly SLAVES TO DARKNESS NURGLE unit wholly within 12" of this model. Until your next hero phase, each time that unit is picked as the target for any attacks made with melee weapons, if the unmodified hit roll for any of those attacks is 6, the attacking unit suffers D3 mortal wounds after all of its attacks have been resolved. The same unit cannot benefit from this command ability more than once per phase.

Revel in Agony: The deadly mania of this Daemon Prince and their followers only grows as they suffer blissful injury.
You can use this command ability at the start of the combat phase if this model has the SLAANESH keyword. If you do so, until your next hero phase, if any models from a friendly SLAVES TO DARKNESS SLAANESH unit wholly within 12" of this model are slain by an attack made with a melee weapon by an enemy unit, add 1 to hit rolls for attacks made by that friendly unit that target that enemy unit until your next hero phase. You cannot use this command ability more than once per turn.

KEYWORDS
CHAOS, DAEMON, SLAVES TO DARKNESS, HERO, MARK OF CHAOS, DAEMON PRINCE
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.
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.
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.

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

Leader
Leader, Behemoth
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.
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 DAEMON PRINCE keyword is used in following Slaves to Darkness warscrolls:

Leader
© Vyacheslav Maltsev 2013-2020