Slaves to Darkness – Slaves to Darkness Daemon Prince

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8"
10
3+
10
WARSCROLL

Slaves to Darkness Daemon Prince

Those champions who consistently please their patron god may eventually be granted immortality as a Daemon Prince. Each of these black-hearted monsters is a living icon of their master’s power, and a terrifying foe to face on the battlefield.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Daemonic Axe
Daemonic Axe2"73+3+-22
Hellforged Sword
Hellforged Sword2"73+4+-1D3
Malefic Talons
Malefic Talons1"123+3+-2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 60mm
Notes: Single

A Slaves to Darkness Daemon Prince is armed with 1 of the following weapon options: Daemonic Axe; or Hellforged Sword; or Malefic Talons. In addition, it has 1 of the following: Wings; or Trophy Rack.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Godsworn Champions of Ruin

WINGS: If this unit has wings, it can fly and has a Move characteristic of 12" instead of 8".

The Mounted Skulls of Fallen Foes: Some Daemon Princes revel in glory with each worthy foe slain by their hands, inspiring those who serve them to fight for the favour of the watching gods.
If this unit has a trophy rack, do not take battleshock tests for friendly units wholly within 9" of this unit. In addition, each time an enemy HERO or MONSTER is destroyed by this unit in the same turn, increase the range of this ability by 3".

Aura of Chaos: Waves of daemonic energy twist and coil around this fell creature, keeping it from harm.
This unit has a ward of 6+.

Hellforged Sword: This sword can carve through armour and flesh as if they were made of nothing more than parchment.
If the unmodified hit roll for an attack made with a Hellforged Sword is 6, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Immortal Champion: Revelling in the daemonic power granted to them. Daemon Princes can bend and shape reality to their will.
You can carry out one of the following heroic actions with this unit instead of any other heroic action you can carry out with it.

HEROIC ACTIONS
Fiendish Speed: UNDIVIDED DAEMON PRINCE only. Until the end of the turn, the strike-first effect applies to this unit.
Pledge of Skulls: KHORNE DAEMON PRINCE only. Until the end of the turn, each time an enemy model is slain by wounds allocated from attacks made by this unit, heal 1 wound allocated to this unit.
Eldritch Architect: TZEENTCH DAEMON PRINCE only. If it is the enemy hero phase, you can roll a dice each time a spell targets this unit. On a 2+, that spell has no effect on this unit. If it is your hero phase, and this unit is part of a Slaves to Darkness army, this unit can attempt to cast 1 spell from the Lore of the Damned in the same manner as a WIZARD. If this unit is already a WIZARD, this spell is in addition to any others it can attempt to cast.
Eroding Miasma: NURGLE DAEMON PRINCE only. Until the end of the turn, ward rolls cannot be made for enemy units while they are within 3" of this unit.
Ecstatic Carnage: SLAANESH DAEMON PRINCE only. If this unit makes a charge move this turn, add 1 to the Attacks characteristic of this unit’s melee weapons until the end of the turn.

KEYWORDS
CHAOS, SLAVES TO DARKNESS, MARK OF CHAOS, DAEMON, HERO, DAEMON PRINCE
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

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

The SLAVES TO DARKNESS keyword is used in the following Slaves to Darkness warscrolls:

Army List
Warscrolls collated

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14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.

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

Leader, Behemoth
Leader
Behemoth
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

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

Leader, Behemoth
Leader
© Vyacheslav Maltsev 2013-2024