The Daemon Prince Be’lakor is a being of ancient evil who claims to have the favour of all four Chaos Gods. Be’lakor commands the Legion of the First Prince, a vast host of daemons that he has led into battle countless times to crush empires to dust.

When you pick the Chaos allegiance for your army, you can say that it will be a Legion of the First Prince army. If you do so, you can only include units with the CHAOS DAEMON keywords in your army, all of the units in your army gain the LEGION OF THE FIRST PRINCE keyword and you can use the Legion of the First Prince allegiance abilities on this page. These allegiance abilities replace the Legion of Chaos Ascendant and the Legion of the First Prince allegiance abilities in Wrath of the Everchosen.

Please note that warscroll battalions from Soul Wars: Wrath of the Everchosen have been removed as they have the deprecated CHAOS ASCENDANT keyword. In addition, they are excluded from the official GW Warscroll Builder.


Books

BookKindEditionVersionLast update
  Broken Realms: Be’lakor
  Broken Realms: Be’lakorExpansion2April 2021

Battle Traits

First-Damned Prince

Be’lakor claims to be the first entity to earn the combined favour of the Dark Gods.

You can re-roll hit rolls for attacks made by BE’LAKOR while he is within 18" of at least 1 friendly unit from each of the following warscrolls: Bloodletters, Horrors of Tzeentch, Plaguebearers, Daemonettes.

In addition, before you allocate a wound or mortal wound to BE’LAKOR, pick 1 friendly unit within 9" of him from one of the following warscrolls and roll a dice: Bloodletters, Horrors of Tzeentch, Plaguebearers, Daemonettes. On a 4+, that wound or mortal wound is allocated to that unit instead.

The Cursed Skies

The storms of Chaos energies released by Be’lakor’s disruption of the realmgates make it easier for daemons to pierce the skin of reality and invade the Mortal Realms.

At the end of the battleshock phase, if BE’LAKOR is your general and on the battlefield, roll a dice for each friendly unit on the battlefield from the following warscrolls: Bloodletters, Horrors of Tzeentch, Plaguebearers, Daemonettes, Furies. On a 3+, you can return D3 slain models to that unit, but if it is a HORRORS unit, you can only return 1 model to that unit.

Infernal Realmwalkers

The Legion of the First Prince is anchored to the material realms by the collective will of the Dark Gods.

You can roll a dice each time you allocate a wound or mortal wound to a friendly LEGION OF THE FIRST PRINCE unit. On a 6+, that wound or mortal wound is negated.

Unyielding Legions

In battle, the overlords of the Legion of the First Prince can call upon near-infinite reinforcements from the Realm of Chaos.

At the end of your movement phase, you can pick 1 friendly LEGION OF THE FIRST PRINCE HERO that is on the battlefield and roll 3D6. On a 10+, you can summon 1 of the following units to the battlefield and add it to your army. The unit that you can summon is determined by the HERO’s keyword as shown:
The summoned unit must be set up wholly within 12" of the HERO you picked and more than 9" from any enemy units. If the unmodified roll included a double, that HERO suffers 1 mortal wound. If the unmodified roll was a triple, that HERO suffers D3 mortal wounds instead.

Spell Lores

Lore of Ruinous Sorcery

Each LEGION OF THE FIRST PRINCE WIZARD knows the following spell in addition to any others that they know.

The Master’s Command: Invoking the will of Be’lakor, the caster orders their daemonic warriors to fight on with relentless fury.
The Master’s Command has a casting value of 7. If successfully cast, pick 1 friendly LEGION OF THE FIRST PRINCE unit wholly within 12" of the caster and visible to them. 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.

Command Traits

LEGION OF THE FIRST PRINCE general only.

D3COMMAND TRAIT
1

Primordial Commander

This daemonic general has fought for the Dark Gods since time immemorial.

If you pick this general to summon a unit using the Unyielding Legions battle trait, add 1 to the roll.

2

Ruinous Aura

A potent aura of unreality surrounds this warlord.

Add 1 to rolls for the Infernal Realmwalkers battle trait made for friendly LEGION OF THE FIRST PRINCE units wholly within 8" of this general.

3

Infernal Charge

This warlord is an unstoppable force of destruction.

You can re-roll charge rolls for friendly LEGION OF THE FIRST PRINCE units wholly within 12" of this general.


Artefacts of Power

LEGION OF THE FIRST PRINCE HERO only.

D3ARTEFACT OF POWER
1

Fourfold Blade

This fell blade has been blessed by each of the Chaos Gods.

Pick 1 of the bearer’s melee weapons. If the unmodified hit roll for an attack made with that weapon is 5+, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

2

Armour of the Pact

Saturated in the raw stuff of Chaos, this hellforged armour makes a mockery of mortal weapons.

You can re-roll save rolls for attacks made with melee weapons that target the bearer.

3

Saintskin Banner

This terrifying standard is woven from the flayed skins of priests and holy warriors.

Subtract 1 from the Bravery characteristic of enemy units while they are within 9" of the bearer.

The warscrolls using CHAOS and DAEMON keywords can be found in following Factions:

Chaos: Beasts of Chaos, Khorne, Legion of Azgorh, Nurgle, Skaventide, Slaanesh, Slaves to Darkness, Tzeentch.

The CHAOS and DAEMON keywords are used in following warscrolls:

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.
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.

The BE’LAKOR keyword is used in following Slaves to Darkness warscrolls:

Leader, Behemoth
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
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.

The BE’LAKOR keyword is used in following Slaves to Darkness warscrolls:

Leader, Behemoth
Slain Models
Once the number of wounds allocated to a model during the battle equals its Wounds characteristic, the model is slain. Place a slain model to one side – it is removed from play.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The warscrolls using CHAOS, DAEMON and LEGION OF THE FIRST PRINCE keywords can be found in following Factions:

Chaos: Beasts of Chaos, Khorne, Nurgle, Skaventide, Slaanesh, Slaves to Darkness, Tzeentch.

The CHAOS, DAEMON and LEGION OF THE FIRST PRINCE keywords are used in following warscrolls:

The warscrolls using CHAOS, DAEMON, LEGION OF THE FIRST PRINCE and HERO keywords can be found in following Factions:

Chaos: Beasts of Chaos, Khorne, Nurgle, Skaventide, Slaanesh, Slaves to Darkness, Tzeentch.

The CHAOS, DAEMON, LEGION OF THE FIRST PRINCE and HERO keywords are used in following warscrolls:

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.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
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.
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.
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.
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.
© Vyacheslav Maltsev 2013-2021