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.

The Legion of the First Prince faction does not have a battletome. Instead, if you choose this faction, BE’LAKOR and units with the DAEMON keyword in Battletome: Blades of Khorne, Battletome: Disciples of Tzeentch, Battletome: Maggotkin of Nurgle, Battletome: Hedonites of Slaanesh and Battletome: Slaves to Darkness, excluding units with the EVERCHOSEN keyword, can be part of 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’lakorExpansion21.1August 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

LEGION OF THE FIRST PRINCE WIZARDS (including Unique units) only.

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

Leader, Behemoth

The warscrolls using EVERCHOSEN keyword can be found in the following Factions:

Chaos: Disciples of Tzeentch, Slaves to Darkness.

The EVERCHOSEN keyword is used in the following warscrolls:

None
Leader
Leader, Behemoth
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 BE’LAKOR keyword is used in the following Slaves to Darkness warscrolls:

Leader, Behemoth
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.

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

Leader, Behemoth
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.

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

Chaos: Beasts of Chaos, Blades of Khorne, Disciples of Tzeentch, Hedonites of Slaanesh, Maggotkin of Nurgle, Skaven, Slaves to Darkness.

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

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

Chaos: Beasts of Chaos, Blades of Khorne, Disciples of Tzeentch, Hedonites of Slaanesh, Maggotkin of Nurgle, Skaven, Slaves to Darkness.

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

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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
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).
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
© Vyacheslav Maltsev 2013-2021