Wahapedia8 site header
Slaves to DarknessWarscrolls

None


12"
7
4+
6
WARSCROLL

Chaos Chariots

Swift Chaos Chariots thunder across the plains hunting for fresh prey. Drawn by corrupted steeds, the momentum of these constructs is a weapon of its own, and the charioteers take dark pleasure in crushing enemies beneath their heavy wheels.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Lashing Whip2"24+4+-1
Chaos Greatblade2"23+3+-12
Chaos War-flail2"D64+3+-1
Trampling Hooves1"44+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1 - 3      Points: 120
Battlefield Role: None
Notes: Battleline in Slaves to Darkness army

DESCRIPTION

A unit of Chaos Chariots has any number of models, each armed with one of the following weapon options: Chaos Greatblade and Lashing Whip; or Chaos War-flail and Lashing Whip.

MOUNT: This unit’s War Steeds attack with their Trampling Hooves.

EXALTED CHARIOTEER: If this unit has 2 or more models, 1 model in this unit can be an Exalted Charioteer. Add 1 to hit rolls for attacks made with that model’s melee weapons (excluding those of its mount).

MARK OF CHAOS: When you select this unit 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

Don’t Spare the Lash: These cruel charioteers know how to get the most out of their beasts of burden.
Once per battle, this unit can run and still charge later in the same turn.

Swift Death: Chaos Chariots are at their most deadly on the charge, where their considerable bulk and bladed wheels can cause untold devastation.
After this unit makes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a number of dice equal to the charge roll for that charge move. For each 5+, that enemy unit suffers 1 mortal wound.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, MARK OF CHAOS, CHAOS CHARIOTS


6"
2
4+
7
WARSCROLL

Chaos Chosen

Devotees of Chaos who garner many dark rewards may rise to the ranks of the Chosen. Armed with wicked soul-cleaving blades, these champions fight at the forefront of the Chaotic hordes, inspiring their brethren through acts of brutal violence.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Soul Splitter1"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 140
Battlefield Role: None

DESCRIPTION

A unit of Chaos Chosen has any number of models, each armed with a Soul Splitter.

EXALTED CHAMPION: 1 model in this unit can be an Exalted Champion. Add 1 to the Attacks characteristic of that model’s melee weapon.

ICON BEARER: 1 in every 5 models in this unit can be an Icon Bearer. Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any friendly Icon Bearers.

SKULL DRUMMER: 1 in every 5 models in this unit can be a Skull Drummer. Add 1 to run and charge rolls for this unit while it includes any Skull Drummers.

MARK OF CHAOS: When you select this unit 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

Slaughter-leaders: The Chosen inspire their kin through acts of excessive bloodshed and violence.
If a model from this unit makes an attack that slays one or more enemy models, after all of this unit’s attacks have been resolved, you can re-roll wound rolls for attacks made by friendly MORTAL SLAVES TO DARKNESS units wholly within 12" of any friendly unit with this ability until your next hero phase.

Soul Splitter: One blow from a Soul Splitter can cleave even a fully armoured warrior in twain.
If the unmodified hit roll for an attack made with a Soul Splitter is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, MARK OF CHAOS, CHAOS CHOSEN


10"
3
4+
7
WARSCROLL

Chaos Knights

The coming of the Chaos Knights heralds the death of empires. These dreaded champions charge fearlessly into the deadliest of battles, striking down foes all around them with sundering blows from their ensorcelled weapons.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Ensorcelled Weapon1"33+3+-11
Cursed Lance2"24+3+-1
Cursed Flail2"D64+3+-1
Trampling Hooves1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 180
Battlefield Role: None
Notes: Battleline in Slaves to Darkness army

DESCRIPTION

A unit of Chaos Knights has any number of models. The unit is armed with one of the following weapon options: Ensorcelled Weapon and Chaos Runeshield; or Cursed Lance and Chaos Runeshield.

MOUNT: This unit’s War Steeds attack with their Trampling Hooves.

DOOM KNIGHT: 1 model in this unit can be a Doom Knight. Add 1 to the Attacks characteristic that model’s melee weapons (excluding its mount). In addition, that model can replace its weapon option with a Cursed Flail and Chaos Runeshield.

STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit while it includes any Standard Bearers.

HORNBLOWER: 1 in every 5 models in this unit can be a Hornblower. Add 1 to run and charge rolls for a unit that includes any Hornblowers.

MARK OF CHAOS: When you select this unit 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

Chaos Runeshields: The dark runes inscribed upon these shields grant them the power to withstand even the most powerful attacks.
Roll a dice each time you allocate a mortal wound to a unit with Chaos Runeshields. On a 5+, that mortal wound is negated.

Impaling Charge: A charging Chaos Knight who wields a lance is capable of spitting several enemies at once with the point of their ensorcelled polearm.
Add 1 to the Damage characteristic and improve the Rend characteristic of this unit’s Cursed Lances by 2 if it made a charge move in the same turn.

Terrifying Champions: The brutal reputation of the Chaos Knights precedes them, and can inspire dread in even the stoutest heart.
Subtract 1 from the Bravery characteristic of enemy units within 3" of any friendly units with this ability in the battleshock phase.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, MARK OF CHAOS, CHAOS KNIGHTS


12"
2
6+
5
WARSCROLL

Chaos Marauder Horsemen

Riding at the vanguard of the Chaos hosts come the Marauder Horsemen. These skilled mounted warriors launch daring raids on the enemy lines before pulling back, luring the foe closer before turning around and hacking them to pieces.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Marauder Javelin12"14+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Barbarian Axe1"24+4+-1
Marauder Javelin2"14+3+-1
Barbarian Flail2"14+3+-11
Trampling Hooves1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 30      Points: 90
Battlefield Role: None
Notes: Battleline in Slaves to Darkness army

DESCRIPTION

A unit of Chaos Marauder Horsemen has any number of models. The unit is armed with one of the following weapon options: Barbarian Axe and Darkwood Shield; Marauder Javelin and Darkwood Shield; or Barbarian Flail.

MOUNT: This unit’s Chaos Steeds attack with their Trampling Hooves.

HORSEMASTER: 1 model in this unit can be a Horsemaster. Add 1 to the Attacks characteristic of a Horsemaster’s melee weapons.

ICON BEARER: 1 in every 5 models in this unit can be an Icon Bearer. Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any friendly Icon Bearers.

HORNBLOWER: 1 in every 5 models in this unit can be a Hornblower. Add 1 to run and charge rolls for this unit while it includes any Hornblowers.

MARK OF CHAOS: When you select this unit 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

Barbarian Hordes: When a Marauder horde masses, entire enemy regiments can be swept away under a tide of barbarous muscle.
Add 1 to hit rolls for attacks made by this unit while it has at least 10 models.

Darkwood Shields: Though crude in appearance, these shields are still capable of providing a measure of defence against all but the most determined attacks.
Add 1 to save rolls for attacks that target a unit with Darkwood Shields.

Feigned Flight: Marauder Horsemen are talented raiders, and have great skill in the art of hit-and-run attacks.
This unit can retreat and still shoot and/or charge later in the same turn.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, MARK OF CHAOS, CHAOS MARAUDER HORSEMEN


8"
1
6+
5
WARSCROLL

Corvus Cabal

Agile and avaricious, the murder-cultists of the Corvus Cabal descend on their prey from above. Always hunting for worthy trinkets to offer the Great Gatherer, chaotic patron of cut-throats and thieves, the Cabal strike without warning or mercy
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Raven Darts8"14+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Corvus Weapons1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 9 - 36      Points: 70
Battlefield Role: None

DESCRIPTION

A unit of Corvus Cabal has any number of models, each armed with Corvus Weapons and Raven Darts.

SHADOW PIERCER: 1 in every 9 models in this unit must be a Shadow Piercer. Add 1 to the Attacks characteristic of a Shadow Piercer’s melee weapons.

SHRIKE TALON: 1 in every 9 models in this unit must be a Shrike Talon. You can re-roll 1s in charge rolls made for this unit while it includes any Shrike Talons.

ABILITIES

Death From Above: The Corvus Cabal favour stalking their prey and striking from unexpected angles.
When this unit makes a move, it can pass across terrain features in the same manner as a model that can fly.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, CULTISTS, CORVUS CABAL


6"
1
6+
5
WARSCROLL

Cypher Lords

The Cypher Lords seek not only to defeat their foes, but to drive them to insanity, for they believe madness is the purest form of Chaos. In battle, the alchemical bombs and illusory tactics of these Hyshian cultists render them almost impossible to pin down.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Throwing Stars and Chakrams8"14+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Exotic Blades1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 8 - 32      Points: 70
Battlefield Role: None

DESCRIPTION

A unit of Cypher Lords has any number of models, each armed with Exotic Blades and Throwing Stars and Chakrams.

THRALLMASTER: 1 in every 8 models in this unit must be a Thrallmaster.

LUMINATE: 1 in every 8 models in this unit must be a Luminate. Add 1 to charge rolls for this unit while it includes any Luminates.

ABILITIES

Shattered Gloom Globe: Thrallmasters carry globes that release dense clouds of shimmersmoke when shattered, choking the foe and masking the Cypher Lords’ advance.
While this unit includes any Thrallmasters, at the start of the combat phase you can pick 1 enemy unit within 3" of this unit and roll a dice. On a 4+, subtract 1 from hit rolls for that unit until your next hero phase. The same unit cannot be affected by this ability more than once per turn.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, CULTISTS, CYPHER LORDS


6"
10
5+
10
WARSCROLL

Fomoroid Crusher

Brutish creatures from a lost age, the Fomoroid Crushers now exist only to tear down and destroy. In battle they fly into a terrible rage, torturous memories of the creatures they once were lending their blows a maddened strength.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Hurled Terrain12"23+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Crushing Fists1"43+3+-2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: None

DESCRIPTION

A Fomoroid Crusher is a single model armed with Crushing Fists and Hurled Terrain.

ABILITIES

Rampage: When this hulking beast strides into combat, the doom of its enemies is all but assured.
After this model makes a charge move, you can pick 1 enemy unit within 1" of this model and roll a number of dice equal to the charge roll for that charge move. For each 6, that unit suffers 1 mortal wound.

Insurmountable Strength: The raw might of a Fomoroid Crusher sees them use the very environment as a weapon, swinging chunks of broken masonry or uprooted trees to crush the life from any who get in their way.
In your hero phase, pick 1 terrain feature within 6" of this model and roll a dice for each other unit within 6" of that terrain feature. On a 3+, that unit suffers D3 mortal wounds.

KEYWORDS
CHAOS, MORTAL, MONSTER, SLAVES TO DARKNESS, FOMOROID CRUSHER


12"
2
-
10
WARSCROLL

Furies

Furies are spiteful daemonic imps that throng those lands under the sway of Chaos. Though individually weak, when they swarm they can prove surprisingly deadly, waiting until the foe’s back is turned before launching vicious hit-and-run attacks.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Razor-sharp Dagger and Claws1"24+3+-11
PITCHED BATTLE PROFILE

Unit Size: 6 - 30      Points: 100
Battlefield Role: None

DESCRIPTION

A unit of Furies has any number of models, each armed with a Razor-sharp Dagger and Claws.

FLY: This unit can fly.

ABILITIES

Sneaky Little Devils: Furies are spiteful creatures that utterly loathe the idea of engaging in a fair fight, much preferring – where possible – to stab distracted enemies in the back.
In the combat phase, when you pick this unit to fight, you can say it will cower instead of fighting. If you do so, this unit must make a normal move and must retreat.

KEYWORDS
CHAOS, DAEMON, SLAVES TO DARKNESS, FURIES


9"
8
4+
6
WARSCROLL

Gorebeast Chariots

Those chariots pulled by hulking Gorebeasts are gloriously brutal weapons. Only the strongest of will can break a Gorebeast, and when in the thick of combat these creatures rip their foes limb from limb with shocking ferocity.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Lashing Whip2"24+4+-1
Chaos Greatblade2"23+3+-12
Chaos War-flail2"D64+3+-1
Crushing Fists1"33+3+-2
PITCHED BATTLE PROFILE

Unit Size: 1 - 3      Points: 150
Battlefield Role: None

DESCRIPTION

A unit of Gorebeast Chariots has any number of models, each armed with one of the following weapon options: Chaos Greatblade and Lashing Whip; or Chaos War-flail and Lashing Whip.

MOUNT: This unit’s Gorebeasts attack with their Crushing Fists.

EXALTED CHARIOTEER: If this unit has 2 or more models, 1 model in this unit can be an Exalted Charioteer. Add 1 to hit rolls for attacks made with that model’s melee weapons (excluding those of its mount).

MARK OF CHAOS: When you select this unit 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

Crashing Charge: Gorebeast Chariots crash into the enemy as a raging stampede of destruction.
After this unit makes a charge move, roll a dice for each enemy unit within 1" of this unit. On a 2+, that enemy unit suffers D3 mortal wounds.

Explosive Brutality: There is little as terrifying or as destructive as the sudden bursts of rage that characterise Gorebeasts.
If you make a charge move with this unit and the unmodified charge roll was 8+, add 1 to hit and wound rolls for attacks made by this unit’s Crushing Fists until your next hero phase.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, MARK OF CHAOS, GOREBEAST CHARIOTS


5"
1
4+
6
WARSCROLL

Iron Golems

Skilled blacksmiths, the Iron Golems believe themselves chosen to provide arms and armour to Archaon’s forces. Amongst the war-wracked lands of Chamon, their legions are renowned for their dauntless resilience and chilling efficiency.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Bolas8"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Legion Weapons1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 8 - 32      Points: 70
Battlefield Role: None

DESCRIPTION

A unit of Iron Golems has any number of models, each armed with Legion Weapons and Bolas.

DOMINAR: 1 in every 8 models in this unit must be a Dominar. Add 1 to the Attacks characteristic of a Dominar’s melee weapons.

SIGNIFER: 1 in every 8 models in this unit must be a Signifer. Add 2 to the Bravery characteristic of this unit while it includes any Signifers.

OGOR BREACHER: 1 in every 8 models in this unit must be an Ogor Breacher. Ogor Breachers have a Wounds characteristic of 3.

ABILITIES

Iron Resilience: At a barked command from their Dominar, the legionaries of the Iron Golems snap into an impenetrable shieldwall.
You can re-roll save rolls for attacks that target this unit if this unit has not made a normal move in the same turn.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, CULTISTS, IRON GOLEMS


10"
10
5+
10
WARSCROLL

Mindstealer Sphiranx

Mindstealer Sphiranxes are powerful and sinister telepaths. These cruel-hearted beasts enjoy nothing more than toying with their prey, plundering their innermost secrets before summarily ripping them to shreds with sharpened claws.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Shredding Claws1"33+3+-11
Lashing Tail1"24+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: None

DESCRIPTION

A Mindstealer Sphiranx is a single model armed with Shredding Claws and a Lashing Tail.

ABILITIES

Telepathic Dread: A Mindstealer Sphiranx delights in casting themself into the minds of their prey, and assailing them with visions of their deepest fears.
Subtract 2 from the Bravery characteristic of enemy units while they are within 12" of any friendly models with this ability.

Dominate Mind: A Sphiranx can manipulate the actions of their enemies with a simple glance.
In your hero phase, you can pick 1 enemy unit within 12" of this model that is visible to it. If you do so, both you and your opponent must secretly place a dice so that it shows any number, then reveal them. If the numbers shown on the dice are the same, this ability has no effect. If the numbers shown on the dice are different, the enemy unit you picked fights at the end of the combat phase until the next battle round. You cannot pick the same unit as the target for this ability more than once in the same turn (whether this ability has an effect or not).

KEYWORDS
CHAOS, MORTAL, MONSTER, SLAVES TO DARKNESS, MINDSTEALER SPHIRANX


10"
2
-
6
WARSCROLL

Raptoryx

One of the many forms of wildlife twisted by the power of Chaos, Raptoryx cross the land in vast flocks. Cunning and vicious beasts, they are willing to take on prey many times their size, pulling them down in a frenzy of slashing talons and snapping beaks.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Razor-sharp Beak and Talons1"23+3+-1
PITCHED BATTLE PROFILE

Unit Size: 6 - 30      Points: 90
Battlefield Role: None

DESCRIPTION

A unit of Raptoryx has any number of models, each armed with a Razor-sharp Beak and Talons.

ABILITIES

Crazed Flock: A flock of snapping, screeching Raptoryx is capable of swiftly bringing down any prey should they catch them unawares.
Add 1 to the Attacks characteristic of this unit’s melee weapons if it made a charge move in the same turn.

KEYWORDS
CHAOS, SLAVES TO DARKNESS, RAPTORYX


2D6"
5
5+
10
WARSCROLL

Slaves to Darkness Chaos Spawn

Those who receive too many gifts from the gods may degenerate into a hideous Chaos Spawn. Lumpen and misformed, these creatures lurch from their lairs when death is on the wind, slaughtering all before them with flailing tentacles and crooked claws.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Freakish Mutations1"2D64+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1 - 6      Points: 50
Battlefield Role: None

DESCRIPTION

A unit of Slaves to Darkness Chaos Spawn has any number of models, each armed with Freakish Mutations.

MARK OF CHAOS: When you select this unit 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

Writhing Tentacles: The body of a Chaos Spawn is ever in flux, making them wildly unpredictable adversaries.
If you roll a double when determining the number of attacks made by Freakish Mutations, add 1 to hit and wound rolls for attacks made by the attacking model until the end of the phase.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, MARK OF CHAOS, CHAOS SPAWN


6"
1
5+
5
WARSCROLL

Spire Tyrants

Each member of the Spire Tyrants has earned glory and renown in the fighting pits of the Varanspire. These ferocious gladiators constantly seek new and deadlier challenges, believing themselves to be favoured by Archaon himself.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Gladiatorial Weapons1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 9 - 36      Points: 70
Battlefield Role: None

DESCRIPTION

A unit of Spire Tyrants has any number of models, each armed with Gladiatorial Weapons.

PIT CHAMPION: 1 in every 9 models in this unit must be a Pit Champion. Add 2 to the Attacks characteristic of a Pit Champion’s melee weapons.

HEADCLAIMER: 1 in every 9 models in this unit must be a Headclaimer. Add 1 to the Damage characteristic of a Headclaimer’s melee weapons.

BESTIGOR DESTROYER: 1 in every 9 models in this unit must be a Bestigor Destroyer. Add 2 to the Attacks characteristic of a Bestigor Destroyer’s melee weapons.

ABILITIES

Pit Fighters: Years of experience in the Varanspire’s fighting pits have made the Spire Tyrants into brutally efficient killers.
You can add 1 to hit rolls for attacks made by this unit if it charged in the same turn.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, CULTISTS, SPIRE TYRANTS


6"
1
5+
5
WARSCROLL

Splintered Fang

The mystic leaders of the Splintered Fang lead their people in worship of the Coiling Ones, serpentine daemons who embody cunning and might. Poison is the greatest weapon of the Fangs, and a single cut from their blades can prove fatal.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Poisoned Weapons1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10 - 40      Points: 70
Battlefield Role: None

DESCRIPTION

A unit of Splintered Fang has any number of models, each armed with Poisoned Weapons.

TRUEBLOOD: 1 in every 10 models in this unit must be a Trueblood. Add 1 to the Attacks characteristic of a Trueblood’s melee weapons.

SERPENT CALLER: 1 in every 10 models in this unit must be a Serpent Caller.

SERPENTS: 1 in every 10 models in this unit must be a Serpents model. Serpents models have a Wounds characteristic of 2.

ABILITIES

One Cut, One Kill: The warriors of the Splintered Fang coat their blades with vile poisons before every battle.
If the unmodified hit roll for an attack made by this unit is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

Snake Charmer: Serpent Callers can summon their slithering familiars as if from nowhere.
You can return 1 slain Serpents model to this unit in your hero phase if this unit includes any Serpent Callers. Set up the returning model within 1" of a model from this unit. The returning model can only be set up within 3" of an enemy unit if any models from this unit are already within 3" of that enemy unit.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, CULTISTS, SPLINTERED FANG


6"
1
6+
5
WARSCROLL

The Unmade

The island of Tzlid, drifting ever closer to the Shyish Nadir, is home to the cannibal tribes of the Unmade. The self-mutilation performed by these pain worshippers is horrifying to behold, and their leaders are visions from the darkest of nightmares.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Maiming Weapons1"14+4+-1
Nightmare Sickles1"34+3+-12
PITCHED BATTLE PROFILE

Unit Size: 9 - 36      Points: 70
Battlefield Role: None

DESCRIPTION

A unit of Unmade has any number of models, each armed with Maiming Weapons.

BLISSFUL ONE: 1 in every 9 models in this unit must be a Blissful One. A Blissful One is armed with Nightmare Sickles instead of Maiming Weapons.

JOYOUS ONE: 1 in every 9 models in this unit must be a Joyous One. Add 1 to the Attacks characteristic of a Joyous One’s melee weapons.

ABILITIES

Frozen in Fear: The self-inflicted mutilation performed by the Unmade is a sight disturbing enough to momentarily freeze even a veteran warrior in horror.
Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any friendly units with this ability. In addition, enemy units within 3" of this unit cannot retreat.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, CULTISTS, UNMADE


6"
1
6+
5
WARSCROLL

Untamed Beasts

By devouring the flesh of Ghur’s many predators, the Untamed Beasts seek to gain their strength and power. These shamanistic savages worship Chaos as the Devourer of Existence, and are peerless trackers and hunters.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Jagged Harpoon8"14+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Hunting Weapons1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 9 - 36      Points: 70
Battlefield Role: None

DESCRIPTION

A unit of Untamed Beasts has any number of models, each armed with Hunting Weapons.

HEART-EATER: 1 in every 9 models in this unit must be a Heart-eater. Add 1 to the Attacks characteristic of a Heart-eater’s melee weapons.

FIRST FANG: 1 in every 9 models in this unit must be a First Fang. A First Fang is armed with a Jagged Harpoon in addition to their other weapons.

ROCKTUSK PROWLER: 1 in every 9 models in this unit must be a Rocktusk Prowler. Rocktusk Prowlers have a Wounds characteristic of 2.

ABILITIES

Unleash the Beast: With bursts of primal energy, the Untamed Beasts chase down their enemies with relentless fervour.
This unit can run and still charge later in the same turn. In addition, after armies are set up but before the first battle round begins, this unit can move up to 6".

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, CULTISTS, UNTAMED BEASTS


10"
5
3+
9
WARSCROLL

Varanguard

Each of the Varanguard is a mighty champion who has passed the many tests set for them by Archaon and sworn themselves to his service. Riding atop their hulking steeds, these lords of darkness bring inescapable death to the Everchosen’s enemies.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Ensorcelled Weapon1"63+3+-11
Fellspear2"33+4+-12
Daemonforged Blade1"33+3+-1D3
Tearing Fangs1"34+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 300
Battlefield Role: None
Notes: Battleline in Slaves to Darkness army if all units are HOST OF THE EVERCHOSEN

DESCRIPTION

A unit of Varanguard has any number of models. The unit is armed with one of the following weapon options: Ensorcelled Weapon and Warpsteel Shield; Fellspear and Warpsteel Shield; or Daemonforged Blade and Warpsteel Shield.

MOUNT: This unit’s Mutated Steeds attack with their Tearing Fangs.

MARK OF CHAOS: When you select this unit to be part of your army, you must give it one of the following Mark of Chaos keywords: KHORNE, NURGLE, SLAANESH, TZEENTCH 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 Daemonforged Blade is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Favoured of the Everchosen: When the Varanguard ride to war alongside their dark master they are truly formidable.
Add 1 to hit rolls for attacks made with melee weapons by this unit (excluding those of its mounts) if ARCHAON is in your army and on the battlefield.

Impaling Charge: Varanguard armed with Fellspears are utterly deadly on the charge, their weapons lowered to skewer the enemy upon their vicious points.
Add 1 to wound rolls for attacks made with this unit’s Fellspears and improve the Rend characteristic of this unit’s Fellspears by 1 if it made a charge move in the same turn.

Relentless Killers: The Varanguard have slaughtered foes beyond counting, butchering their way across the battlefields of the Mortal Realms without mercy.
Once per battle, in the combat phase, after this unit has fought in that phase for the first time, when it is your turn to pick a unit to fight, this unit can be picked to fight for a second time if it is within 3" of any enemy units.

Warpsteel Shields: The great shields carried by the Varanguard provide protection against even the most potent magical attacks.
Each time this unit is affected by a spell or endless spell, you can roll a dice. If you do so, on a 5+, ignore the effects of that spell or endless spell on this unit.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, EVERCHOSEN, MARK OF CHAOS, VARANGUARD


Battleline


6"
1
6+
5
WARSCROLL

Chaos Marauders

Hordes of Chaos Marauders form the backbone of many Slaves to Darkness tribes. These barbarous warriors number in the thousands, and fight ferociously to sweep away civilisation in the name of the Chaos Gods.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Barbarian Axe1"24+4+-1
Barbarian Flail2"14+3+-1
PITCHED BATTLE PROFILE

Unit Size: 20 - 40      Points: 150
Battlefield Role: Battleline

DESCRIPTION

A unit of Chaos Marauders has any number of models. The unit is armed with one of the following weapon options: Barbarian Axe and Darkwood Shield; or Barbarian Flail.

MARAUDER CHIEFTAIN: 1 model in this unit can be a Marauder Chieftain. Add 1 to the Attacks characteristic of that model’s melee weapons.

ICON BEARER: 1 in every 5 models in this unit can be an Icon Bearer. Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any friendly Icon Bearers.

BARBARIAN DRUMMER: 1 in every 5 models in this unit can be a Barbarian Drummer. Add 1 to run and charge rolls for this unit while it includes any Barbarian Drummers.

MARK OF CHAOS: When you select this unit 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

Barbarian Hordes: When a Marauder horde masses, entire enemy regiments can be swept away under a tide of barbarous muscle.
Add 1 to hit rolls for attacks made by this unit while it has at least 10 models. In addition, improve the Rend characteristic of this unit’s melee weapons by 1 while it has at least 20 models.

Boundless Ferocity: When the barbarous worshippers of Chaos smell death in the air, it is almost impossible to restrain their furious battle-lust.
When you make a charge roll for this unit, change the lowest dice in that roll to a 6. If the roll is a double, change one of the dice to a 6 instead.

Darkwood Shields: Though crude in appearance, these shields are still capable of providing a measure of defence against all but the most determined attacks.
Add 1 to save rolls for attacks that target a unit with Darkwood Shields.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, MARK OF CHAOS, CHAOS MARAUDERS


5"
2
4+
7
WARSCROLL

Chaos Warriors

Clad in hellforged iron and swollen with dark blessings, Chaos Warriors are the bane of civilisation. Entire legions of these armoured killers march into battle in search of divine favour, each warrior the equal of several lesser mortals.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Chaos Hand Weapon(s)1"23+3+-1
Chaos Halberd2"23+4+-1
Chaos Greatblade1"24+3+-11
PITCHED BATTLE PROFILE

Unit Size: 5 - 30      Points: 100
Battlefield Role: Battleline

DESCRIPTION

A unit of Chaos Warriors has any number of models. The unit is armed with one of the following weapon options: Chaos Hand Weapon and Chaos Runeshield; Chaos Halberd and Chaos Runeshield; Chaos Greatblade; or pair of Chaos Hand Weapons.

ASPIRING CHAMPION: 1 model in this unit can be an Aspiring Champion. Add 1 to the Attacks characteristic of that model’s melee weapons.

STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit while it includes any Standard Bearers.

HORNBLOWER: 1 in every 5 models in this unit can be a Hornblower. Add 1 to run and charge rolls for this unit while it includes any Hornblowers.

MARK OF CHAOS: When you select this unit 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

Chaos Runeshields: The dark runes inscribed upon these shields grant them the power to withstand even the most powerful attacks.
Roll a dice each time you allocate a mortal wound to a unit that carries Chaos Runeshields. On a 5+, that mortal wound is negated.

Legions of Chaos: A great number of Chaos Warriors acting in concert can prove almost unstoppable.
You can re-roll save rolls for attacks that target this unit while it has at least 10 models.

Pair of Chaos Hand Weapons: Chaos Warriors who wield a blade in each hand can unleash a blistering flurry of strikes.
You can re-roll hit rolls for attacks made with a pair of Chaos Hand Weapons.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, MARK OF CHAOS, CHAOS WARRIORS


Leader


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 WoundRendDamage
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


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


10"
8
4+
8
WARSCROLL

Chaos Lord on Daemonic Mount

Particularly favoured Chaos Lords may be granted a daemonic steed to bear them into battle. These champions become the rulers of feared cavalry warbands, driving their mounted brethren into battle with roared oaths to the Dark Gods.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Cursed Warhammer1"43+3+-12
Mighty Hooves1"34+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: Leader

DESCRIPTION

A Chaos Lord on Daemonic Mount is a single model armed with a Cursed Warhammer and Chaos Runeshield.

MOUNT: This model’s Daemonic Mount attacks with its Mighty Hooves.

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

Chaos Runeshield: The dark runes inscribed upon these shields grant them the power to withstand even the most powerful attacks.
Roll a dice each time you allocate a mortal wound to this model. On a 5+, that mortal wound is negated.

Cursed Warhammer: Those struck by this malevolent weapon are soon blasted apart in an explosion of unholy power.
If the unmodified hit roll for an attack made with a Cursed Warhammer is 6, that attack inflicts 2 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Fuelled by Carnage: Those Chaos Lords who rise high in the favour of the gods find themselves sustained by the act of killing alone.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s Cursed Warhammer in that phase, you can heal up to D3 wounds allocated to this model.

COMMAND ABILITIES

The Knights of Chaos: This Chaos Lord commands his mounted brethren to seek and destroy the foe with renewed hatred.
You can use this command ability in your hero phase. If you do so, pick 1 friendly CHAOS KNIGHTS, CHAOS CHARIOTS or GOREBEAST CHARIOTS unit wholly within 18" of a friendly SLAVES TO DARKNESS HERO with this command ability. You can re-roll charge rolls for that unit and add 1 to hit rolls for attacks made by that unit until your next hero phase. The same unit cannot benefit from this command ability more than once per turn.

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


9"
9
3+
8
WARSCROLL

Chaos Lord on Karkadrak

Karkadraks are monstrous lizard-beasts clad in thick scales, whose destructive rampages are almost impossible to stop. Only the strongest Chaos Lords can dominate a Karkadrak, but those who succeed become truly deadly linebreakers.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Hexed Battle-axe1"53+3+-2
Daemonbound Blade1"33+3+-1D3
Tearing Horn and Claws1"34+3+-12
Battering Tail1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 250
Battlefield Role: Leader

DESCRIPTION

A Chaos Lord on Karkadrak is a single model armed with a Hexed Battle-axe and Daemonbound Blade.

MOUNT: This model’s Karkadrak attacks with its Tearing Horn and Claws and its Battering Tail.

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

Brutish Rampage: A charging Karkadrak is an almost unstoppable force, capable of smashing straight through even the most determined shieldwall.
Roll a dice for each enemy unit that is within 1" of this model after this model makes a charge move. On a 2+, that unit suffers D3 mortal wounds.

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 Blade is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Fuelled by Carnage: Those Chaos Lords who rise high in the favour of the gods find themselves sustained by the act of killing alone.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s Hexed Battle-axe in that phase, you can heal up to D3 wounds allocated to this model.

Rune-etched Plating: The symbols carved across the armour of this champion radiate an aura of fell power that protects the wearer from harm.
Roll a dice each time you allocate a mortal wound to this model. On a 5+, that mortal wound is negated.

COMMAND ABILITIES

The Knights of Chaos: This Chaos Lord commands his mounted brethren to seek and destroy the foe with renewed hatred.
You can use this command ability in your hero phase. If you do so, pick 1 friendly CHAOS KNIGHTS, CHAOS CHARIOTS or GOREBEAST CHARIOTS unit wholly within 18" of a friendly SLAVES TO DARKNESS HERO with this command ability. Until your next hero phase, you can re-roll charge rolls for that unit and add 1 to hit rolls for attacks made by that unit. 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


5"
5
4+
7
WARSCROLL

Chaos Sorcerer Lord

The very air around a Sorcerer Lord is saturated with dark magic. With their command of daemonic powers and gift of foresight, these warlocks bolster the power of their allies while unleashing their own devastating spellcraft on the enemy.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Sorcerer Staff2"14+3+-1D3
Chaos Runeblade1"23+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader

DESCRIPTION

A Chaos Sorcerer Lord is a single model armed with a Sorcerer Staff and Chaos Runeblade.

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: NURGLE, TZEENTCH, SLAANESH or UNDIVIDED.

ABILITIES

Oracular Visions: A sorcerer can temporarily bestow the gift of foresight upon their allies, helping them ward against oncoming enemy blows.
In your hero phase, you can pick 1 friendly MORTAL SLAVES TO DARKNESS unit wholly within 12" of this model. If you do so, you can re-roll save rolls for attacks that target that unit until your next hero phase.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Daemonic Power spells.

Daemonic Power: The sorcerer bestows his followers with daemonic essence, boosting their skill and strength to unholy levels.
Daemonic Power has a casting value of 6. If successfully cast, pick 1 friendly MORTAL SLAVES TO DARKNESS unit wholly within 18" of the caster and visible to them. You can re-roll hit and wound rolls for attacks made by that unit until your next hero phase.

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


6"
6
5+
8
WARSCROLL

Darkoath Chieftain

Darkoath Chieftains lead their barbarian tribes to war with the fury and conviction of the truly devoted. These masterful warriors are always seeking greater challenges, and their skill-at-arms is spoken of in awe by their followers.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Warlord Axe1"13+3+-1
Cursed Broadsword1"34+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader

DESCRIPTION

A Darkoath Chieftain is a single model, armed with a Warlord Axe and Cursed Broadsword.

ABILITIES

Berserk Charge: A Darkoath Chieftain is on a constant quest for glory, charging into every battle with boundless ferocity.
Add 3 to the Attacks characteristic of this model’s Cursed Broadsword if it charged in the same turn.

Deathblow: Darkoath Chieftains are superlative warriors, and once the slaughter has begun their furious blows inevitably reap a fearsome toll of lives.
At the end of the combat phase, if any enemy models were slain by this model in that phase, each enemy unit within 1" of this model suffers 1 mortal wound.

COMMAND ABILITIES

Last Gasp of Glory: The Darkoath Chieftain exhorts the barbarian tribes they rule to fight on even as death claims them.
You can use this command ability at the start of the combat phase. If you do so, pick a friendly model with this command ability. Until the end of the phase, friendly CHAOS MARAUDERS and CULTISTS models that are slain within 12" of the model you picked and have not yet fought in that phase can fight before being removed from play. The same unit cannot benefit from this command ability more than once per turn.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, HERO, EYE OF THE GODS, DARKOATH CHIEFTAIN


6"
6
5+
8
WARSCROLL

Darkoath Warqueen

A Darkoath Warqueen has proven herself the rightful ruler of her barbarian tribesfolk time and again. She has sworn dread pacts to bring carnage to the Mortal Realms, and all who stand in her way must face both her wrath and that of her devoted warriors.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Rune-etched Axe1"63+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader

DESCRIPTION

A Darkoath Warqueen is a single model. She is armed with a Rune-etched Axe and carries an Infernal Runeshield.

ABILITIES

Infernal Runeshield: Inscribed with the runes of the barbarian tribes she has conquered, the Darkoath Warqueen’s shield is blessed with daemonic power.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 6, that wound or mortal wound is negated and the attacking unit suffers 1 mortal wound.

Savage Duellist: A Darkoath Warqueen is empowered by acts of personal conquest; when she fixes her gaze on a powerful foe in single combat, her battle-frenzy reaches new heights.
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.

In addition, add 1 to the Damage characteristic of this model’s Rune-etched Axe if the target is a HERO or MONSTER.

COMMAND ABILITIES

The Will of the Gods: A Darkoath Warqueen speaks with irresistible authority, for she has heard the wishes of the Chaos Gods. When she calls for her tribespeople to begin the slaughter, they are spurred to an all-out charge.
You can use this command ability at the start of your charge phase. If you do so, until the end of that phase, add 3 to charge rolls for friendly CHAOS MARAUDERS and CULTISTS units wholly within 12" this model when the charge roll is made. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, EYE OF THE GODS, HERO, DARKOATH WARQUEEN


5"
5
4+
8
WARSCROLL

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
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader

DESCRIPTION

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.

ABILITIES

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.

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


16"
6
6+
8
WARSCROLL

Gaunt Summoner on Disc of Tzeentch

The Gaunt Summoners are strange daemon-sorcerers of Tzeentch bound to the will of the Everchosen. They glide above the battlefield on scintillating Discs of Tzeentch, laying the enemy low with arcane power and cursed daggers.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Changestaff18"13+4+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Warptongue Blade1"13+4+-1
Blades and Stingers1"D34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 260
Battlefield Role: Leader

DESCRIPTION

A Gaunt Summoner on Disc of Tzeentch is a single model armed with a Changestaff and Warptongue Blade.

FLY: This model can fly.

MOUNT: This model’s Disc of Tzeentch attacks with its Blades and Stingers.

ABILITIES

Book of Profane Secrets: Whispering fell incantations, a Gaunt Summoner can temporarily divert the path of a Realmgate, allowing malefic Chaos entities to manifest on the battlefield.
Once per battle, at the start of your hero phase, you can say this model will use its Book of Profane Secrets. If you do so, you can summon 1 unit from the list below to the battlefield, and add it to your army, but the number of spells that this model can attempt to cast in that phase is reduced by 1. The summoned unit must be set up wholly within 9" of this model and more than 9" from any enemy units.

Choose 1 unit from the following list:

Hovering Disc of Tzeentch: A Gaunt Summoner mounted on a Disc of Tzeentch is capable of truly breathtaking feats of agility and evasion.
Add 2 to save rolls for attacks made with melee weapons that target this model unless the attacking unit is a MONSTER or can fly.

Warptongue Blade: Those cut by a Warptongue Blade soon find their bodies wracked with sickening and uncontrollable mutations.
If the unmodified wound roll for an attack made with a Warptongue Blade is 6, that attacks inflicts D6 mortal wounds on the target and the attack sequence ends (do not make a save roll).

MAGIC

This model is a WIZARD. It can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Infernal Flames spells.

Infernal Flames: The Gaunt Summoner conjures a rolling wave of scorching wyrdfire that engulfs enemy formations.
Infernal Flames has a casting value of 7. If successfully cast, pick 1 enemy unit within 12" of the caster and visible to them, and roll 1 dice for each model in that unit. For each 5+, that unit suffers 1 mortal wound. If that unit is a MONSTER or WAR MACHINE, roll 3 dice for each model instead.

KEYWORDS
CHAOS, DAEMON, MORTAL, SLAVES TO DARKNESS, EVERCHOSEN, TZEENTCH, HERO, WIZARD, GAUNT SUMMONER


6"
1
6+
6
WARSCROLL

Godsworn Hunt

MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Hunting Bow24"24+4+-1
Ensorcelled Javelin12"13+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Darkoath Knife1"34+4+-1
Great Weapon1"24+3+-12
Hunting Bow1"14+5+-1
Savage Bite1"23+3+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 60
Battlefield Role: Leader
Notes: Unique. Theddra Skull-Scryer and Godsworn Hunt must be taken as a set for a total of 130 points. Although taken as a set, each is a separate unit.

DESCRIPTION

The Godsworn Hunt is a unit that has 5 models. Jagathra is armed with an Ensorcelled Javelin and Darkoath Knife; Shond Head-Claimer and Grundann Blood-Eye are each armed with a Great Weapon; Ollo is armed with a Hunting Bow; and Grawl is armed with a Savage Bite.

ABILITIES

Pact of Soul and Iron: Every member of the Godsworn Hunt has sworn a blood-oath to hunt down and kill the upstart God-King’s so-called Stormcast Eternals.
You can re-roll hit rolls for attacks made by this unit. In addition, you can re-roll wound rolls for attacks made by this unit that target a STORMCAST ETERNAL unit.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, GODSWORN HUNT


6"
8
4+
8
WARSCROLL

Ogroid Myrmidon

Myrmidons are masters of the Varanspire’s fighting pits, and have spent decades mastering the gladiatorial arts. In battle they lead those who seek to join the Everchosen’s legions, for to impress a Myrmidon is to be marked for glory.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Gladiator Spear18"13+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Gladiator Spear2"63+3+-11
Great Horns1"13+3+-23
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader

DESCRIPTION

An Ogroid Myrmidon is a single model armed with a Gladiator Spear and Great Horns.

ABILITIES

Arcane Fury: The magical runes carved into a Myrmidon’s flesh glow with a blood-red light, their energies empowering the Ogroid’s blows.
If the unmodified hit roll for an attack made with a melee weapon by this model is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

Berserk Rage: Every wound inflicted on a Myrmidon only serves to stoke its rage further.
You can re-roll hit and wound rolls for attacks made with melee weapons by this model if any wounds or mortal wounds were allocated to this model earlier in the same phase.

COMMAND ABILITIES

Pit Marshal: Myrmidons rule the gladiatorial arenas of the Eightpoints, and those pit fighter warbands they lead into battle are spurred to greater acts of carnage by their presence.
You can use this command ability in the combat phase. If you do so, pick 1 friendly CULTISTS unit wholly within 12" of a friendly model with this command ability. Do not take battleshock tests for that unit until the start of your next hero phase.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, HERO, EYE OF THE GODS, OGROID MYRMIDON


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 WoundRendDamage
Daemonic Axe1"33+3+-22
Hellforged Sword2"44+3+-1D3
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


6"
5
5+
7
WARSCROLL

Theddra Skull-Scryer

Guided by searing visions of conquest and glory, the God-speaker known as Theddra Skull-Scryer leads warriors from the Tribe of the Black Fang through a combination of ruthlessness and awesome displays of gods-given power.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Darkoath Wand1"24+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 70
Battlefield Role: Leader
Notes: Unique. Theddra Skull-Scryer and Godsworn Hunt must be taken as a set for a total of 130 points. Although taken as a set, each is a separate unit.

DESCRIPTION

Theddra Skull-Scryer is a named character that is a single model. She is armed with a Darkoath Wand.

ABILITIES

Pact of Soul and Iron: Every member of the Godsworn Hunt has sworn a blood-oath to hunt down and kill the upstart God-King’s so-called Stormcast Eternals.
You can re-roll hit rolls for attacks made by this model. In addition, you can re-roll wound rolls for attacks made by this model that target a STORMCAST ETERNAL unit.

MAGIC

Theddra Skull-Scryer is a WIZARD. She can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. She knows the Arcane Bolt, Mystic Shield and Enfeeblement spells.

Enfeeblement: Waves of withering energy flood over Skull-Scryer’s foes.
Enfeeblement has a casting value of 6. If successfully cast, pick 1 enemy unit within 12" of the caster that is visible to them. Subtract 1 from wound rolls for attacks made with melee weapons by that unit until your next hero phase.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, HERO, WIZARD, GOD-SPEAKER, THEDDRA SKULL-SCRYER


Leader, Behemoth


20
3+
10
WARSCROLL

Archaon the Everchosen

Archaon is the Everchosen, the favoured warlord of the dark pantheon. From atop Dorghar, the monstrous Steed of the Apocalypse, Archaon commands his legions with an iron fist, his deadly skill and unholy powers sealing the doom of entire armies.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
The Slayer of Kings1"42+3+-23
Monstrous Claws1"22+3+-2D6
Lashing Tails3"2D64+3+-1
Three Heads3"3+3+-12
DAMAGE
Wounds SufferedMoveThree Heads
0-414"6
5-812"5
9-1210"4
13-158"3
16+6"2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 800
Battlefield Role: Leader, Behemoth
Notes: Unique

DESCRIPTION

Archaon is a named character that is a single model. He is armed with the Slayer of Kings.

FLY: This model can fly.

MOUNT: Dorghar attacks with his Monstrous Claws, Lashing Tails and Three Heads.

ABILITIES

The Armour of Morkar: Archaon’s armour is inscribed with powerful sigils of warding.
Roll a dice each time you allocate a mortal wound to this model. On a 1-3 nothing happens. On a 4-5, that mortal wound is negated. On a 6, that mortal wound is negated and the attacking unit suffers 1 mortal wound.

The Crown of Domination: This forbidding helm exudes a palpable aura of menace.
Add 2 to the Bravery characteristic of friendly CHAOS units wholly within 12" of this model. In addition, subtract 2 from the Bravery characteristic of enemy units while they are within 12" of this model.

The Eye of Sheerian: Ripped from the corpse of the Chaos Dragon Flamefang, this ancient treasure forewarns Archaon of events yet to pass.
Re-roll hit rolls of 6 for attacks made by enemy units that target this model.

The Everchosen: The Ruinous Powers shelter their champion from hostile enemy magics.
Each time this model is affected by a spell or endless spell, you can roll a dice. If you do so, on a 4+, ignore the effects of that spell or endless spell on this model.

The Slayer of Kings: This ancient daemonblade thirsts for the souls of champions and warlords.
Each time this model attacks, if the unmodified wound roll for 2 attacks that target the same enemy HERO with the Slayer of Kings is 6, that HERO is slain.

Three-headed Titan: The greater daemons consumed by Dorghar imbue the steed with unlimited power.
At the start of your hero phase, you can say that Dorghar will draw upon his daemonic might. If you do so, choose 1 of the following effects:

Filth-spewer: Dorghar’s Nurglesque head vomits a cascade of half-digested warriors and bile.
Pick 1 enemy unit within 12" of this model and roll a dice. On a 3+, that unit suffers D3 mortal wounds.

Skull-gorger: Dorghar’s Khornate head devours the skulls of prey to invigorate his master.
You can heal up to D3 wounds allocated to this model.

Spell-eater: Dorghar’s Tzeentchian head consumes eldritch energies from nearby spells.
Pick 1 endless spell within 18" of this model; that endless spell is dispelled.

Warlord Without Equal: Archaon’s mastery of war is near unparalleled, and under his command the Slaves to Darkness are an unstoppable force.
If this model is on the battlefield at the start of your hero phase, you receive 1 extra command point.

MAGIC

Archaon 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 and Mystic Shield spells.

COMMAND ABILITIES

By My Will: All Slaves to Darkness recognise Archaon’s supreme authority, and fear his wrath more than any foe should they fail him.
You can use this command ability once per turn in the hero phase. If you do so, pick 1 friendly SLAVES TO DARKNESS unit on the battlefield. Until the end of the battle round, if a model from that unit is slain by an attack made with a melee weapon, that model can fight before it is removed from play. The same unit cannot benefit from this command ability more than once per turn.

All-seeing Dominion: The Eye of Sheerian grants Archaon foreknowledge of the flow of battle. Enemies who place their hopes in a single tactical master stroke find themselves confounded when their efforts are met with the perfect counter.
You can use this command ability when your opponent spends a command point. If you do so, roll a dice before resolving the effects of any command ability that command point is spent on. On a 1, this command ability has no effect. On a 2+, this model can use the By My Will command ability above without a command point being spent, even if it is not the hero phase and even if that command ability has already been used in the same turn.

KEYWORDS
CHAOS, DAEMON, MORTAL, SLAVES TO DARKNESS, EVERCHOSEN, KHORNE, TZEENTCH, NURGLE, SLAANESH, HEDONITE, UNDIVIDED, MONSTER, HERO, WIZARD, ARCHAON


12
4+
8
WARSCROLL

Chaos Lord on Manticore

With raw strength and force of will, the greatest Chaos Lords seek to claim a ferocious Manticore as a mount. Those who succeed find their killing power greatly amplified, and are amongst the deadliest champions of the Ruinous Powers.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Daemon Blade1"33+3+-1D3
Chaos Lance2"33+3+-2
Chaos Flail2"63+3+-1
Honed Fangs and Claws1"53+-12
Shredding Tail3"4+4+-1
DAMAGE
Wounds SufferedMoveHoned Fangs and ClawsShredding Tail
0-212"1+5
3-410"2+4
5-78"3+3
8-96"4+2
10+6"5+1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 280
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Chaos Lord on Manticore is a single model armed with one of the following weapon options: Daemon Blade and Chaos Lance; Chaos Flail and Chaos Lance; Daemon Blade and Chaos Runeshield; Chaos Flail and Chaos Runeshield; Daemon Blade and Daggerfist; or Chaos Flail and Daggerfist.

MOUNT: This model’s Manticore attacks with its Honed Fangs and Claws, and Shredding Tail.

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, SLAANESH or UNDIVIDED.

ABILITIES

Chaos Runeshield: The dark runes inscribed upon these shields grant them the power to withstand even the most powerful attacks.
Roll a dice each time you allocate a mortal wound to this model. On a 5+, that mortal wound is negated.

Chaos Lance: This Chaos Lord seeks to finish his foes with the first strike of his charge.
Add 1 to the Damage characteristic and improve the Rend characteristic of this model’s Chaos Lance by 2 if this model made a charge move in the same turn.

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 Daemon Blade is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Daggerfist: This bladed gauntlet allows the wielder to swiftly counter enemy blows at close quarters.
If the unmodified save roll for an attack made with a melee weapon that targets a model with a Daggerfist is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

Territorial Predator: Any who stray into the territory of a Manticore are as good as dead, especially larger creatures that can be seen as a potential rival.
You can re-roll hit rolls for attacks made with this model’s Honed Fangs and Claws if the target is a MONSTER.

COMMAND ABILITIES

Iron-willed Overlord: Manticores are berserk killers, and any Chaos Lord who rides one to battle displays such obvious dominance that none would dare deny his orders.
You can use this command ability in your hero phase. If you do so, pick 1 friendly CHAOS WARRIORS unit wholly within 18" of a friendly model with this command ability. You can re-roll charge rolls and battleshock tests for that unit until your next hero phase.

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


12
4+
8
WARSCROLL

Chaos Sorcerer Lord on Manticore

The binding magic of a Sorcerer Lord can break the will of even a mighty Manticore. Upon such a mount they plunge headlong into the foe, summoning gales of dark energy as the Manticore tears the enemy asunder.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Sorcerous Reaping Staff2"33+3+-1D3
Honed Fangs and Claws1"53+-12
Shredding Tail3"4+4+-1
DAMAGE
Wounds SufferedMoveHoned Fangs and ClawsShredding Tail
0-212"1+5
3-410"2+4
5-78"3+3
8-96"4+2
10+6"5+1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 260
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Chaos Sorcerer Lord on Manticore is a single model armed with a Sorcerous Reaping Staff.

FLY: This model can fly.

MOUNT: This model’s Manticore attacks with its Honed Fangs and Claws and Shredding Tail.

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: TZEENTCH, NURGLE, SLAANESH or UNDIVIDED.

ABILITIES

Oracular Visions: A sorcerer can temporarily bestow the gift of foresight upon their allies, helping them ward against oncoming enemy blows.
In your hero phase, you can pick 1 friendly MORTAL SLAVES TO DARKNESS unit wholly within 12" of this model. If you do so, you can re-roll save rolls for attacks that target that unit until your next hero phase.

Territorial Predator: Any who stray into the territory of a Manticore are as good as dead, especially larger creatures that can be seen as a potential rival.
You can re-roll hit rolls for attacks made with this model’s Honed Fangs and Claws if the target is a MONSTER.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Wind of Chaos spells.

Wind of Chaos: The sorcerer summons the raw power of Chaos and sends a vortex of fell energies screaming across the battlefield.
Winds of Chaos has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. Roll a number of dice equal to the number of models in that unit. For each 5, that unit suffers 1 mortal wound. For each 6, that unit suffers D3 mortal wounds.

KEYWORDS
CHAOS, MORTAL, MANTICORE, SLAVES TO DARKNESS, MARK OF CHAOS, EYE OF THE GODS, MONSTER, HERO, WIZARD, CHAOS SORCERER LORD


Behemoth


12
4+
7
WARSCROLL

Chaos Warshrine

Carried to battle by two huge mutants, Chaos Warshrines are tributes to the glory of the dark pantheon. From atop the raised platform a Shrine Keeper beseeches the gods for their boon, granting their blessings to the legions of darkness.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Sacrificial Blade1"43+3+-12
Flailing Fists1"4+3+-2
DAMAGE
Wounds SufferedMoveFlailing FistsProtection of the Dark Gods
0-28"618"
3-47"512"
5-76"49"
8-95"36"
10+4"23"
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: Behemoth

DESCRIPTION

A Chaos Warshrine is a single model armed with a Sacrificial Blade.

MOUNT: This model’s Shrine Bearers attack with their Flailing Fists.

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

Protection of the Dark Gods: Worshippers of the Ruinous Powers gather around these shrines in the hope of receiving divine protection.
Roll a dice each time you allocate a wound or mortal wound to a friendly MORTAL SLAVES TO DARKNESS unit wholly within the range of any model with this ability as shown on the damage table above. On a 6, that wound or mortal wound is negated.

Favour of the Ruinous Powers: A Shrinemaster invokes the dark pantheon to bless nearby followers with their favour.
At the start your hero phase, you can say that this model will chant one of the following prayers. If you do so, pick 1 friendly MORTAL SLAVES TO DARKNESS unit wholly within 18" of this model and make a prayer roll by rolling a dice. On a 1-2, the prayer is not answered. On a 3+, the prayer is answered. The same unit cannot benefit from the same prayer more than once per turn.

Favour of Khorne: You can re-roll charge rolls for that unit until your next hero phase.

In addition, if that unit has the KHORNE keyword, you can re-roll hit rolls for attacks made with melee weapons by that unit until your next hero phase.

Favour of Tzeentch: You can re-roll save rolls for attacks that target that unit until your next hero phase.

In addition, if that unit has the TZEENTCH keyword, until your next hero phase, each time that unit is affected by a spell or endless spell, you can roll a dice. If you do so, on a 4+, ignore the effects of that spell or endless spell on that unit.

Favour of Nurgle: You can re-roll wound rolls for attacks made with melee weapons by that unit until your next hero phase.

In addition, if that unit has the NURGLE keyword, add 1 to save rolls for attacks that target that unit until your next hero phase.

Favour of Slaanesh: You can re-roll charge rolls for that unit until your next hero phase.

In addition, if that unit has the SLAANESH keyword, do not take battleshock tests for that unit until your next hero phase.

Favour of Chaos: You can re-roll hit and wound rolls for attacks made by that unit until your next hero phase.

In addition, if that unit has the UNDIVIDED keyword, you can re-roll charge rolls for that unit until your next hero phase.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, TOTEM, PRIEST, MARK OF CHAOS, CHAOS WARSHRINE


12
4+
7
WARSCROLL

Mutalith Vortex Beast

Within the pulsating star suspended above the back of a Mutalith Vortex Beast can be found a portal to the Realm of Chaos itself. These horrific monsters constantly seethe with the power of mutation, those around them rewrought into horrific forms.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Crushing Claws2"44+-1D3
Betentacled Maw2"4+4+-1
DAMAGE
Wounds SufferedMoveCrushing ClawsBetentacled Maw
0-210"1+3D6
3-48"2+2D6
5-78"3+D6
8-96"4+D3
10+4"5+1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: Behemoth

DESCRIPTION

A Mutalith Vortex Beast is a single model armed with Crushing Claws and a Betentacled Maw.

MARK OF CHAOS: When you select this model to be part of your army, you can give it the following Mark of Chaos keyword: TZEENTCH.

ABILITIES

Mutant Regeneration: This unnatural abomination is invigorated by the raw power of Chaos.
In your hero phase, you can heal up to D3 wounds allocated to this model.

Aura of Mutation: Merely standing in the presence of a Mutalith can have horrific consequences.
In your hero phase, you can pick 1 enemy unit within 18" of this model, roll a dice and look up the effect on the table below:

D6Effect
1Hideous Disfigurement: The faces of the enemy are disfigured by the mutating touch of Chaos.
Subtract 1 from the Bravery characteristic of the unit for the rest of the battle. 
2Troggbrains: Waves of Chaos energy assail the enemy, striking them dumb and making them stagger about blindly.
Subtract 1 from run rolls made for the unit for the rest of the battle. 
3Gift of Mutations: The legs of the enemy are mutated into twisted, limping parodies of their previous forms.
Subtract 1" from the Move characteristic of the unit for the rest of the battle. 
4Tide of Transmogrification: Horror spreads through the enemy ranks as their bodies turn messily inside out.
The unit suffers D3 mortal wounds
5Maelstrom of Change: Nearby opponents are reduced to madness as their minds are blasted by the glory of Chaos.
The unit suffers D6 mortal wounds
6Spawnchange: Groups of enemies are lost in the blink of an eye as they are broken and twisted into new and hideous forms.
The unit suffers D6 mortal wounds. If any models from the unit are slain by these mortal wounds, you can set up 1 SLAVES TO DARKNESS CHAOS SPAWN with the same Mark of Chaos keyword as this model within 3" of the unit (or, if the unit was destroyed, the last model from the unit to be slain) and add it to your army. If you do not add a SLAVES TO DARKNESS CHAOS SPAWN to your army, you can heal up to D3 wounds allocated to this model. 

KEYWORDS
CHAOS, SLAVES TO DARKNESS, MONSTER, MUTALITH VORTEX BEAST


12
4+
7
WARSCROLL

Slaughterbrute

Even the greatest champions cannot hope to bind a Slaughterbrute through physical might alone. Only through specially forged blades of binding can these monstrosities be controlled, and their boundless fury directed towards their master’s enemies.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Razor-tipped Claws2"4+3+-1D3
Mighty Jaws1"24+-3
Slashing Talons1"24+3+-1
DAMAGE
Wounds SufferedMoveRazor-tipped ClawsMighty Jaws
0-210"61+
3-48"52+
5-78"43+
8-96"34+
10+4"25+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: Behemoth

DESCRIPTION

A Slaughterbrute is a single model armed with Razor-tipped Claws, Mighty Jaws and Slashing Talons.

MARK OF CHAOS: When you select this model to be part of your army, you can give it the following Mark of Chaos keyword: KHORNE.

ABILITIES

Sigils of Enslavement: By carving runes of domination into a Slaughterbrute’s back and driving cursed blades of binding into its flesh, the monster’s will can be bound to a Champion of Chaos.
When this model is set up for the first time, you can pick 1 friendly SLAVES TO DARKNESS HERO on the battlefield to be its master. Add 1 to hit rolls for attacks made by this model while it is wholly within 12" of that HERO. The same HERO cannot be the master of more than 1 SLAUGHTERBRUTE.

Beast Unbound: A masterless Slaughterbrute is a terrifying force of destruction, running rampant and attacking anything that comes near.
If this model is within 6" of an enemy unit and more than 12" from its master (see left) at the start of the charge phase, you must roll a dice. On a 4+, the closest other unit within 6" of this model immediately suffers D3 mortal wounds.

KEYWORDS
CHAOS, MONSTER, SLAVES TO DARKNESS, SLAUGHTERBRUTE


16
4+
10
WARSCROLL

Soul Grinder

There is no act of destruction a Soul Grinder will not commit in an effort to complete the tithe of death demanded from it. These clanking daemon engines scuttle forth on huge mechanical legs, unable to rest while a single foe draws breath.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Harvester Cannon16"4+3+-11
Phlegm Bombardment20"14+3+-23
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Piston-driven Legs1"4+3+-11
Hellforged Claw2"14+3+-2D6
Warpmetal Blade2"24+3+-23
Daemonbone Talon2"43+3+-1D3
DAMAGE
Wounds SufferedMoveHarvester CannonPiston-driven Legs
0-312"66
4-610"55
7-108"44
11-137"33
14+6"22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 210
Battlefield Role: Behemoth

DESCRIPTION

A Soul Grinder is a single model armed with a Harvester Cannon, Phlegm Bombardment, Hellforged Claw, Piston-driven Legs and one of the following weapon options: Warpmetal Blade; or Daemonbone Talon.

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

Hellforged Claw: The crushing force of a Hellforged Claw can obliterate anything unfortunate enough to be caught in its grasp.
If the unmodified hit roll for an attack made with a Hellforged Claw is 6, that attack inflicts D6 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Implacable Advance: This daemonic engine is utterly relentless in its desire to pay off the soultithe owed to its masters.
This model can run and still shoot later in the same turn.

KEYWORDS
CHAOS, DAEMON, SLAVES TO DARKNESS, MONSTER, MARK OF CHAOS, SOUL GRINDER


Warscroll Battalion


Warscroll Battalion

Bloodmarked Warband

ORGANISATION
 • 1 MORTAL SLAVES TO DARKNESS KHORNE HERO
 • 8 MORTAL SLAVES TO DARKNESS KHORNE units
This warscroll battalion is part of the Khorne faction and the Slaves to Darkness faction.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 180
Battlefield Role: Warscroll Battalion

ABILITIES

Blood Rage: As a Khornate lord kills, waves of bloodlust wash over his comrades, filling them with an unstoppable fury that can only be satiated by slaughter.
If a HERO from this battalion slays any enemy models in the combat phase, you can pick 1 unit from the same battalion wholly within 12" of that HERO. Add 1 to the Attacks characteristic of that unit’s melee weapons until your next hero phase. The same unit cannot benefit from this ability more than once per battle round.


Warscroll Battalion

Chaos Horde

When a Chaos Horde is on the march, the Mortal Realms tremble. Hundreds of marauding barbarians and armoured warriors cut down all in their path as they roar oaths to the dark pantheon. They revel in slaughter, and the pace with which their battle-hungry armies cover ground can catch even the most astute foe off guard. Ruling over the Horde is a Godsworn Overlord, a formidable champion who has risen high in the gaze of the Chaos Gods and whose commands are followed without question – as long as they can exert their authority.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Oncoming Onslaught: Rallied under the banner of their overlord, a Chaos Horde on the warpath is all but unstoppable.
Once per turn, you can use 1 command ability on the warscroll of a HERO from this battalion without a command point being spent. In addition, add 2" to the Move characteristic of units from this battalion in the first battle round.


Warscroll Battalion

Fatesworn Warband

ORGANISATION
 • 1 MORTAL SLAVES TO DARKNESS TZEENTCH HERO
 • 9 MORTAL SLAVES TO DARKNESS TZEENTCH units
This warscroll battalion is part of the Tzeentch faction and the Slaves to Darkness faction.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 180
Battlefield Role: Warscroll Battalion

ABILITIES

Scions of Change: Tzeentch’s sacred number is nine; fortune favours those of his followers who adhere to it.
At the start of your hero phase, you can pick 1 unit from this battalion that has 9 or more models. If you do so, until the end of that phase, that unit can attempt to cast 1 spell and attempt to dispel 1 endless spell. It knows the Stolen Sting spell:

MAGIC

Stolen Sting: With a garbled cascade of change-incantations, the caster warps and blunts the enemy’s blades.
Stolen Sting has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. Worsen the Rend characteristic of that unit’s melee weapons by 1 until your next hero phase. A unit cannot be affected by this spell more than once per turn.


Warscroll Battalion

Godsworn Champions of Ruin

ORGANISATION
 • 1 unit chosen from the following list: CHAOS LORD, CHAOS SORCERER LORD, Exalted Hero of Chaos, Ogroid Myrmidon, Slaves to Darkness Daemon Prince, Darkoath Warqueen, Darkoath Chieftain
 • 4-8 units chosen in any combination from the following list: Chaos Chosen, Chaos Knights, Chaos Warriors, Chaos Marauders, Chaos Marauder Horsemen
PITCHED BATTLE PROFILE

Unit Size: -      Points: 180
Battlefield Role: Warscroll Battalion

ABILITIES

Fury of the Damned: The lords of the Slaves to Darkness are always seeking to prove their might before the gods, pushing themselves to new and terrifying feats of slaughter.
In your hero phase, you can pick 1 HERO from this battalion that is within 3" of an enemy unit. If you do so, that HERO can fight.


Warscroll Battalion

Godswrath Warband

ORGANISATION
 • 1 unit chosen from the following list: Chaos Lord on Manticore, Chaos Sorcerer Lord on Manticore, Chaos Lord on Daemonic Mount, Chaos Lord on Karkadrak, Chaos Lord or Chaos Sorcerer Lord
 • 4-8 units chosen in any combination from the following list: Chaos Chosen, Chaos Knights, Chaos Warriors, Chaos Marauders, Chaos Marauder Horsemen
 • 1 or more Chaos Warshrines
PITCHED BATTLE PROFILE

Unit Size: -      Points: 180
Battlefield Role: Warscroll Battalion

ABILITIES

Searing Doombolts: Empowered by chanting apostles, the Warshrine unleashes bolts of hellish energies.
In your hero phase, you can pick 1 CHAOS WARSHRINE from this battalion and roll a dice for each enemy unit within 24" of that CHAOS WARSHRINE and visible to it. For each 6, that unit suffers D3 mortal wounds.


Warscroll Battalion

Overlords of Chaos

ORGANISATION
 • 3-6 HOST OF THE EVERCHOSEN VARANGUARD units
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

ABILITIES

The Circles Unleashed: When Archaon has marked a specific foe for destruction, he will call to his side those of the Varanguard best suited to the task.
When you select this battalion to be part of your army, for each unit from this battalion, you can replace the keyword you chose from the list in the Eight Circles of the Varanguard battle trait with a different keyword from the same list.


Warscroll Battalion

Plaguetouched Warband

ORGANISATION
 • 1 MORTAL SLAVES TO DARKNESS NURGLE HERO
 • 7 MORTAL SLAVES TO DARKNESS NURGLE units
This warscroll battalion is part of the Nurgle faction and the Slaves to Darkness faction.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 180
Battlefield Role: Warscroll Battalion

ABILITIES

Grandfather’s Favour: The blessings of the Plague God prime these warriors with bile-swollen physiques that are ready to explode in torrents of foulness when struck.
If the unmodified wound roll for an attack made with a melee weapon that targets a unit from this battalion is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved. In addition, in your hero phase, you can pick 1 unit from this battalion and 1 enemy unit within 1" of it. If you do so, roll a dice. On a 3+, that enemy unit suffers D3 mortal wounds.


Warscroll Battalion

Pleasurebound Warband

ORGANISATION
 • 1 MORTAL SLAVES TO DARKNESS SLAANESH HERO
 • 6 MORTAL SLAVES TO DARKNESS SLAANESH units
This warscroll battalion is part of the Slaanesh faction and the Slaves to Darkness faction.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 160
Battlefield Role: Warscroll Battalion

ABILITIES

Perverse Yearnings: The sight of inflicted torment sees these decadent warriors surge forth, eager to give and receive the gift of agony.
If a model from this battalion is slain in the combat phase, units from the same battalion can move an extra 3" when they pile in until your next hero phase.


Warscroll Battalion

Ruinbringer Warband

ORGANISATION
 • 1 unit chosen from the following list: Chaos Lord on Daemonic Mount, Chaos Lord on Karkadrak
 • 4-8 units chosen in any combination from the following list: Chaos Knights, Chaos Chariots, Gorebeast Chariots, Chaos Marauder Horsemen
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Dark Cavalry: The charge of a Ruinbringer Warband can sweep away entire enemy formations.
Each time a unit from this battalion finishes a charge move, you can pick 1 enemy unit within 1" of that unit. If you do so, roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.


Endless Spell Warscroll


Endless Spell

Darkfire Daemonrift

Darkfire Daemonrifts are eldritch portals torn ajar by the darkest of incantations. Once the veil has been sundered the raw magic seeping from the Realm of Chaos forms an opening for the horrors beyond to vent their spite, widened and empowered further by spellcraft that draws upon the essence of Chaos.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 50
Battlefield Role: Endless Spell

DESCRIPTION

A Darkfire Daemonrift is a single model.

PREDATORY: A Darkfire Daemonrift is a predatory endless spell. It can move up to 12" and can fly.

MAGIC

Summon Darkfire Daemonrift: Reciting the names of ancient daemonic entities in the Dark Tongue, the sorcerer focuses their will to wrench the veil between the realms and the essence of Chaos wide open.
Summon Darkfire Daemonrift has a casting value of 6. Only SLAVES TO DARKNESS WIZARDS can attempt to cast this spell. If successfully cast, set up a Darkfire Daemonrift model wholly within 9" of the caster.

ABILITIES

Reality Screams: Once the skin of reality has been breached it is difficult to close, and so Darkfire Daemonrifts seem to move at random – the crack ‘healing’ in one place only to suddenly reappear and vent a gout of mutative witchflame elsewhere.
When this model is set up, the player who set it up can immediately make a move with it.

Billowing Energies: From the maw of a Darkfire Daemonrift foul predators from beyond unleash streams of Chaotic energy on their hapless victims.
After this model has moved, each unit that has any models it passed across, and each other unit that is within 1" of it at the end of its move, suffers D3 mortal wounds.

Fuelled by Sorcery: A Darkfire Daemonrift absorbs magical power, widening further and expelling more powerful gouts of ruinous energy as it hungrily devours arcane energies.
Add 1 to the number of mortal wounds inflicted by this endless spell for each WIZARD and each other ENDLESS SPELL within 12" of this model after it has moved.

KEYWORDS
ENDLESS SPELL, DARKFIRE DAEMONRIFT


Endless Spell

Eightfold Doom-Sigil

Eightfold Doom-Sigils are icons of Chaos in all its glory, blazing symbols of pure ruin. To fall in the presence of such a sorcerous construct is to be damned, for these lingering spells hungrily suck souls into the Realm of Chaos for the gods to feast upon, and a measure of this siphoned power is offered to those devoted who fight in the icon’s shadow.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 40
Battlefield Role: Endless Spell

DESCRIPTION

An Eightfold Doom-Sigil is a single model.

MAGIC

Summon Eightfold Doom-Sigil: Chanting invocations to the all-encompassing essence of undivided ruin, the shaman summons a burning icon of Chaotic supremacy.
Summon Eightfold Doom-Sigil has a casting value of 5. Only SLAVES TO DARKNESS WIZARDS can attempt to cast this spell. If successfully cast, set up an Eightfold Doom-Sigil model wholly within 12" of the caster.

ABILITIES

Empowered by Atrocity: The souls of those slain in the presence of an Eightfold Doom-Sigil are absorbed by the magical manifestation, feeding the Dark Gods’ eternal hunger and inspiring those mortal servants who fight nearby to battle on – even as their own lives are offered in tribute.
Keep track of the number of models that are slain within 12" of this model each turn. At the end of each turn, roll a dice for each model that was slain within 12" of this model during that turn. For each 3+, the player whose turn is taking place must pick 1 SLAVES TO DARKNESS unit wholly within 18" of this model. Add 1 to the Attacks characteristic of that unit’s melee weapons (excluding those of mounts) until that player’s next hero phase. A unit cannot benefit from this ability more than once per turn.

KEYWORDS
ENDLESS SPELL, EIGHTFOLD DOOM-SIGIL


Endless Spell

Realmscourge Rupture

Even by the standards of Chaos sorceries, Realmscourge Ruptures are not subtle weapons. When the necessary magical power has been channelled and released by a tribal shaman, the land itself writhes in the grip of Chaos, sharpened spikes surging forth like an accursed tidal wave to overwhelm anything in their path.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 60
Battlefield Role: Endless Spell

DESCRIPTION

A Realmscourge Rupture is a single model.

PREDATORY: A Realmscourge Rupture is a predatory endless spell. It can move up to 9" and can fly.

MAGIC

Summon Realmscourge Rupture: Slamming their staff against the earth, the sorcerer calls forth the power of a Realmscourge Rupture.
Summon Realmscourge Rupture has a casting value of 7. Only SLAVES TO DARKNESS WIZARDS can attempt to cast this spell. If successfully cast, set up a Realmscourge Rupture model wholly within 9" of the caster.

ABILITIES

Oncoming Annihilation: Once a Realmscourge Rupture has been conjured and let loose, it is almost impossible to stop.
When this model is set up, the player who set it up can immediately make a move with it.

Tide of Ruin: Realmscourge Ruptures surge across the battlefield as an inevitable wave of death, their jagged spikes retracting into the earth only to erupt once more further along the path of destruction.
Whenever you set up a Realmscourge Rupture, you must place it widthways in the direction you wish it to move. Whenever it moves, move it in a straight line in that direction (it cannot move backwards).

Debilitating Shockwave: The vicious spikes that erupt from an onrushing Realmscourge Rupture not only impale any unfortunate enough to be struck by them, but also send those nearby staggering through the tremors that rock the tortured earth.
After this model has moved, each unit that has any models it passed across, and each other unit that is within 1" of it at the end of its move, suffers D3 mortal wounds.

In addition, until the end of the battle round, halve the Move characteristic of each unit that has any models it passed across, and each other unit that is within 1" of it at the end of its move.

KEYWORDS
ENDLESS SPELL, REALMSCOURGE RUPTURE
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
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.
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.
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.
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.

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

None

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

None
Leader, Behemoth
Behemoth
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.

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

None
• Furies
Leader
Leader, Behemoth
Behemoth

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

Leader, Behemoth

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

None
Leader
Leader, Behemoth
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.
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.
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.

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
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

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

None

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

None

The GOREBEAST CHARIOTS keyword is used in following Slaves to Darkness warscrolls:

None

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

Leader
Leader, Behemoth

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

Battleline

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

None
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.

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

Leader
Leader, Behemoth
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.

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

Battleline

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

Leader, Behemoth

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

None

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

Behemoth

The MORTAL, SLAVES TO DARKNESS, KHORNE and HERO keywords are used in following Slaves to Darkness warscrolls:

Leader
Leader, Behemoth

The MORTAL, SLAVES TO DARKNESS and KHORNE keywords are used in following Slaves to Darkness warscrolls:

The MORTAL, SLAVES TO DARKNESS, TZEENTCH and HERO keywords are 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

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

Leader
Leader, Behemoth

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

Behemoth

The HOST OF THE EVERCHOSEN and VARANGUARD keywords are used in following Slaves to Darkness warscrolls:

None

The MORTAL, SLAVES TO DARKNESS, NURGLE and HERO keywords are used in following Slaves to Darkness warscrolls:

Leader
Leader, Behemoth

The MORTAL, SLAVES TO DARKNESS and NURGLE keywords are used in following Slaves to Darkness warscrolls:

The MORTAL, SLAVES TO DARKNESS, SLAANESH and HERO keywords are used in following Slaves to Darkness warscrolls:

Leader
Leader, Behemoth

The MORTAL, SLAVES TO DARKNESS and SLAANESH keywords are used in following Slaves to Darkness warscrolls:

Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.

The ENDLESS SPELL keyword is used in following Slaves to Darkness warscrolls:

Endless Spell
© Vyacheslav Maltsev 2013-2020