Slaves to Darkness

Where the worshippers of the Dark Gods march, the Mortal Realms tremble. Under the gaze of their dread pantheon, the Slaves to Darkness carve their way through all who stand before them in pursuit of glory. At their head stride some of the most powerful servants of Chaos, forever seeking new challenges and conquests.

This page contains all of the rules you need to field your Slaves to Darkness miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.


Books

BookKindEditionLast update
  Slaves to Darkness
  Slaves to DarknessBattletome3February 2024
  Battlescroll: Nullstone Cache
  Battlescroll: Nullstone CacheRulebook3February 2024
  Regiments of Renown
  Regiments of RenownWarscroll3February 2024
  Dawnbringers Book I: Harbingers
  Dawnbringers Book I: HarbingersExpansion3June 2023
  Warhammer Underworlds: Gnarlwood (Gnarlspirit Pack)
  Warhammer Underworlds: Gnarlwood (Gnarlspirit Pack)Warscroll3December 2022
  Compendium: Monstrous Arcanum
  Compendium: Monstrous ArcanumExpansion3August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021

Designers’ Commentary

Battletome: Slaves to Darkness

Q:If I choose the Daemonhood effect for the Dark Apotheosis result on the Eye of the Gods table and the HERO has any wounds allocated to them, does the Daemon Prince added to my army have any wounds allocated to it?
A:
No.
Q:If a model with an Ensorcelled Banner is slain, does the effect of its Ensorcelled Banner still apply?
A:
No, unless the model with the Ensorcelled Banner is returned to the unit.
Q:Can HEROES that have the EYE OF THE GODS keyword be given the KHORNE keyword if I picked the Cabalists subfaction for my army?
A:
No.
Q:If Be’lakor uses the The Dark Master ability on a unit, and the player commanding Be’lakor rolls a 3+, can the target unit still use abilities that are used ‘instead’ of doing one of the actions they are prevented from doing? For instance, could a Treelord use Spirit Paths instead of moving if it is unable to move?
A:
No.
Q:If I roll the Dark Apotheosis result on the Eye of the Gods table during deployment, does that count as happening ‘during the battle’ for the purposes of the Follow the Path to Glory grand strategy?
A:
No.
Q:Can a unit use an ability, such as a Slaves to Darkness Chaos Lord’sWarlord’s Retinue’ ability, to pass non-negatable mortal wounds (such as those suffered by rolling a 1 when determining the damage inflicted by ‘Merciless Blizzard’) to a different unit?
A:
No.

Allies


Battle Traits

Marks of Chaos

In return for power, the Slaves to Darkness will forsake their soul by pledging it to one or all of the Dark Gods.

Some SLAVES TO DARKNESS units have one or more of the following keywords on their warscroll: UNDIVIDED, KHORNE, TZEENTCH, NURGLE and SLAANESH. For a Slaves to Darkness army, these keywords are referred to as Marks of Chaos. Other Slaves to Darkness units have the MARK OF CHAOS keyword. When you pick a SLAVES TO DARKNESS unit that has the MARK OF CHAOS keyword to be part of a Slaves to Darkness army, you must give it one of the following keywords: KHORNE, TZEENTCH, NURGLE, SLAANESH or UNDIVIDED and write it down on your roster. Units that are WIZARDS cannot be given the KHORNE keyword.

Depending on the keyword, SLAVES TO DARKNESS units benefit from the following battle traits.

MARKS OF CHAOS
Mark of Chaos Undivided
All MORTAL and OGROID SLAVES TO DARKNESS UNDIVIDED units that are not unique gain the EYE OF THE GODS keyword. When a SLAVES TO DARKNESS UNDIVIDED HERO rolls on the Eye of the Gods table, you can re-roll any 1 of the dice. In addition, UNDIVIDED SLAVES TO DARKNESS HEROES can issue the following command:

Slay Worthy Foes: There is glory to be won and the favour of the gods to be bestowed, these warriors are sent to slay a mighty enemy in offering.
You can use this command ability at the start of the combat phase. A friendly UNDIVIDED SLAVES TO DARKNESS unit must receive this command. Until the end of that phase, add 1 to wound rolls for attacks made with melee weapons by that unit that target an enemy HERO or MONSTER.
Mark of Khorne
Add 1 to the attacks characteristic of melee weapons used by KHORNE SLAVES TO DARKNESS units if they made a charge move in the same turn. In addition, KHORNE SLAVES TO DARKNESS HEROES can issue the following command:

Let the Blood Flow: Enemy blood is to be drawn without falter or hesitation.
You can use this command ability at the start of your charge phase. A friendly KHORNE SLAVES TO DARKNESS unit must receive this command. After that unit makes a charge move, pick an enemy unit within 1" and roll a dice. On a 2+ that enemy unit suffers D3 mortal wounds.
Mark of Tzeentch
You can roll a dice each time a spell targets a friendly TZEENTCH SLAVES TO DARKNESS unit. On a 6, that spell has no effect on that unit. In addition, TZEENTCH SLAVES TO DARKNESS WIZARDS know the following spell:

Warp Reality: Eldritch energy binds the sorcerer’s allies, translocating them back to the sorcerer’s side.
Warp Reality is a spell that has a casting value of 6 and a range of 9". If successfully cast, pick 1 other friendly TZEENTCH SLAVES TO DARKNESS unit visible to the caster. Remove that unit from the battlefield and set it up again wholly within range of the caster and more than 9" from all enemy units. That unit cannot move in the next movement phase.
Mark of Nurgle
Subtract 1 from wound rolls for attacks made with melee weapons that target NURGLE SLAVES TO DARKNESS units. In addition, NURGLE SLAVES TO DARKNESS HEROES can issue the following command:

Bestow Contagion: It is the decree of the Grandfather himself that his enemies come to know his blessings.
You can use this command ability at the start of the combat phase. A friendly NURGLE SLAVES TO DARKNESS unit must receive this command. After this unit fights for the first time in that phase, roll a dice for each enemy unit within 3" of this unit. On a 3+, that unit suffers D3 mortal wounds.
Mark of Slaanesh
Add 1 to run and charge rolls for SLAANESH SLAVES TO DARKNESS units. In addition, SLAANESH SLAVES TO DARKNESS HEROES can issue the following command:

Close in for the Kill: As the command is uttered, these warriors charge down their enemy without restraint.
You can use this command ability at the start of your charge phase. A friendly SLAANESH SLAVES TO DARKNESS unit must receive this command. That unit can run and still charge later in the same turn.

Eye of the Gods

The Slaves to Darkness seek to attract the notice of the gods through performing great deeds in battle. To court the gaze of these beings is perilous, yet those who prove worthy are made mighty indeed.

At the end of each phase, for each enemy HERO or MONSTER destroyed by a friendly SLAVES TO DARKNESS unit with the EYE OF THE GODS keyword, including those destroyed by an ability or spell used by that SLAVES TO DARKNESS unit, make 1 roll on the EYE OF THE GODS table for that SLAVES TO DARKNESS unit and apply the effect of the result.

In addition, if you gain control of an objective previously controlled by your opponent, make 1 roll on the Eye of the Gods table for each friendly SLAVES TO DARKNESS unit with the EYE OF THE GODS keyword that is contesting it.

When rolling on the Eye of the Gods table, roll 2D6 for SLAVES TO DARKNESS HEROES. For all other units, roll 1 dice and add 2 to the score (giving a score between 3-8).

Designer’s Note: Some effects on this table apply until the end of the battle. These effects are cumulative.

EYE OF THE GODS
2Spawndom: This warrior collapses into a writhing and twisting mass from which a hideous spawn emerges.
This HERO is slain. Before they are removed from the battlefield you can add 1 SLAVES TO DARKNESS CHAOS SPAWN to your army. If you do so, set it up within 1" of this HERO, then remove this HERO from play.
3Snubbed by the Gods: The gods demand more before granting their boon.
This result has no effect.
4Mutative Regrowth: Lost limbs and other grievous injuries instantly reform, although they may take on a different appearance to before.
You can heal up to D3 wounds allocated to this unit. If this unit has no wounds allocated to it, treat this result as ‘Snubbed by the Gods’ instead.
5Flames of Chaos: A corona of multihued flame is granted, one that devours hostile arcane energies.
The next time this unit is affected by a spell cast by an enemy unit, roll a dice. On a 2+, ignore the effects of that spell on this unit. A unit cannot be affected by this result more than once at the same time.
6Unearthly Reflexes: The passage of time slows, allowing the bestowed to thunder across the battlefield with dazzling speed.
Until the end of the battle, add 1 to charge rolls made for this unit.
7Unholy Resilience: The Dark Gods bestow a near immunity to pain.
Until the end of the battle, this unit has a ward of 6+.
8Slaughterer’s Strength: Swelling with daemonic energies, a warrior with this blessing can sunder even the most formidable armour.
Until the end of the battle, improve the Rend characteristic of this unit’s melee weapons by 1.
9Arcane Awakening: Dark sorcery crackles and dances upon the fingertips of this champion.

Until the end of the battle, this unit becomes a WIZARD. They can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. If this unit is already a WIZARD, they can attempt to cast 1 additional spell instead.

If this unit has the KHORNE keyword, treat this result as ‘Slaughterer’s Strength’ instead.
10Aura of Chaos: A palatable aura of chaotic energies swirl around this champion.

Until the end of the battle, this unit has a ward of 5+.
11‑12Dark Apotheosis: Favoured in the eyes of their patron god, this champion is bestowed with the dark glory of daemonhood.

If you roll this result you can choose either the Daemonhood effect below or any other result on this table instead.

Daemonhood: You can add a SLAVES TO DARKNESS Daemon Prince to your army. If you do so, set it up within 1" of this HERO then remove this HERO from play (they do not count as being slain).

The Daemon Prince has the same Mark of Chaos keyword that the HERO had. It has any enhancements that the HERO had. If the HERO was your general, the Daemon Prince is now your general. Any other results on the Eye of the Gods table that applied to the HERO now apply to the Daemon Prince.


Damned Legions

The hordes of Chaos wage war in all manner of ways, driven by the dark desires of their Overlords.

You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All SLAVES TO DARKNESS units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.

Vows of Darkness

In the name of the Chaos Gods, this warrior promises to bring wrath and ruin upon their hated enemies and asks for favour in return.

You can carry out one of the following heroic actions with a friendly SLAVES TO DARKNESS HERO with the EYE OF THE GODS keyword instead of any other heroic action you can carry out with that HERO.

HEROIC ACTIONS
Pledge to Dark Gods: Pick 1 friendly SLAVES TO DARKNESS HERO with the EYE OF THE GODS keyword. Until the end of that turn, each time you roll on the Eye of the Gods table for that HERO, you can roll 3 dice instead of 2, and pick any 2 of the dice rolled as your score.
Draw on Power: Pick 1 friendly SLAVES TO DARKNESS WIZARD. Until the end of that turn, when making casting rolls with that WIZARD, roll 3 dice instead of 2. However, if the unmodified roll on 2 or more of the dice is 1, the spell miscasts, and the caster suffers D6 mortal wounds instead of D3.

Command Traits

Ruinous Overlords

SLAVES TO DARKNESS HEROES only.

Death Dealer

Feared across the Mortal Realms, this warlord leaves naught in their wake but a trail of sun-bleached skulls.

Once per battle, in the combat phase, after this general has fought for the first time in that phase, you can say that they will deal death. If you do so, this general can fight for a second time in that phase. The strike-last effect applies to this general when they fight for that second time.

Favoured of the Pantheon

The gods watch this warlord’s deeds particularly closely.

EYE OF THE GODS HERO only. After deployment, you can roll once on the Eye of the Gods table for this general.

Arch-sorcerer

This warrior has sold their soul many times over in exchange for forbidden knowledge of the dark arts.

WIZARD only. This general knows all of the spells from the Lore of the Damned in addition to the other spells it knows.

Idolater Lord

Serving the Dark Gods as an oracle or prophet, this warlord leads a rabble of frenzied worshippers to battle.

This general becomes a PRIEST. In addition, you can choose to replace the UNDIVIDED keyword on every UNDIVIDED CULTIST unit in your army with one of the following keywords: KHORNE, TZEENTCH, NURGLE or SLAANESH. All CULTIST units must be given the same keyword and it must be one this general has too.


Aspects of the Ascended

SLAVES TO DARKNESS DAEMON PRINCES only.

Not to be Denied

Even with their ascension to daemonhood this Daemon Prince covets glory and will not be outdone.

In each hero phase, once you have carried out a heroic action, if you did not carry out the heroic action with this general you carry out an additional heroic action with this general. The heroic action carried out with this general cannot be the same as the other heroic action you carried out in this phase.

Bolstered by Chaos

This Daemon Prince was blessed with a monstrous frame upon their ascension to daemonhood.

Add 2 to this general’s Wounds characteristic. In addition, this general becomes a MONSTER.

Radiance of Dark Glory

In the presence of this daemon, the mutative energies of Chaos can seal shut even the most grievous of wounds.

At the start of your hero phase, roll a dice for each friendly model within 9" of this general that has any wounds allocated to them. On a 3+, you can heal 1 wound from the model being rolled for. If the model being rolled for is a MONSTER, on a 3+ you can heal up to 3 wounds instead.

Diabolic Majesty

With dark allure this Daemon Prince courts the attention of each of the Chaos Gods in turn as they vie to become this one’s master.

UNDIVIDED only. Once per battle, when you carry out a heroic action with this general you can carry out any one of the heroic actions on its warscroll even if it does not have the required keywords.

Artefacts of Power

Trophies of Conquest

SLAVES TO DARKNESS HEROES only.

Hellfire Sword

This blade was made from a single searing flame that was hammered into material form and quenched in the blood of a fire-djinn.

Pick 1 of the bearer’s melee weapons. If the unmodified wound roll for an attack made with that weapon is 6, that attack causes a number of mortal wounds to the target equal to the weapon’s Damage characteristic and the attack sequence ends (do not make a save roll).

Helm of the Oppressor

The blackened bone plates of this helmet induce soul-piercing dread in the champion’s enemies.

Enemy units cannot receive the Inspiring Presence and Rally commands while they are within 6" of the bearer.

The Conqueror’s Crown

Said to have been forged at the dawn of the Age of Chaos for a mighty warlord who sundered countless civilisations, this blasphemous diadem grants the bearer dominion over lesser mortals.

Enemy models with a Wounds characteristic of 1 or 2 that are within 6" of the bearer cannot contest objectives.


Chaos Esoterica

SLAVES TO DARKNESS WIZARD HEROES only.

Chaos Familiar

This impish daemon has memorised a single spell on behalf of its master, and waits for the moment its knowledge is called upon.

Once per battle, at the start of your hero phase you can say the bearer will call upon their Chaos Familiar. If you do so, the bearer can attempt to cast 1 additional spell in that hero phase, and that spell can be any from the Lore of the Damned.

Infernal Puppet

The blackened bone plates of this helmet induce soul-piercing dread in the champion’s enemies.

Once per battle, at the start of the enemy hero phase, you can pick 1 enemy WIZARD within 24" of the bearer and visible to them. Until the end of the phase, each time that WIZARD attempts to cast a spell they suffer D3 mortal wounds before the casting roll is made. If the WIZARD is slain by these mortal wounds, the casting attempt fails (do not roll the dice).

Helm of Eldritch Command

The profane runes etched into this diabolic helm grant the bearer dominion over malign sorceries.

When the bearer attempts to dispel an endless spell, if the dispel roll is greater than the casting value of that endless spell, instead of it being dispelled you can say the bearer has seized control of it. If you do so, the bearer now controls that endless spell in the same manner as if they had summoned it, and the model that summoned the endless spell does not control it. If that endless spell is later dispelled and summoned again the bearer does not control it.


Chaos Infernal Treasures

SLAVES TO DARKNESS DAEMON PRINCES only.

Helm of Many Eyes

The eyeballs that cover this helm stare into past and future alike, allowing the wearer to catch their foes off guard.

The strike-first effect applies to the bearer.

Doombringer Blade

When this cruel blade is pointed at a hated foe, searing visions pain the bearer’s minions until the target has been slain.

At the start of the first battle round, after set-up is complete but before the first turn begins, you can pick 1 enemy HERO or enemy MONSTER on the battlefield. If you do so, add 1 to wound rolls for attacks made with melee weapons by friendly units that target that unit.

Realmwarper’s Twist-rune

One who bears this cursed rune upon their flesh can bind warped landscapes to their will. Ruptured chasms open at their beckon as thick palls of dark energy obscure the favoured and their servants from view.

Once per battle, in your hero phase, you can pick 1 terrain feature within 12" of the bearer. Roll a dice for each model within 1" of that terrain feature. For each 5+, that model’s unit suffers 1 mortal wound. In addition, until your next hero phase, that terrain feature blocks visibility in the same manner as a wyldwood.

Spell Lores

The Lore of the Damned

SLAVES TO DARKNESS HERO WIZARDS (including Unique units) only.

Binding Damnation

At the caster’s urging, tendrils of raw Chaos burst from the tortured ground, entwining the limbs of their enemies and rendering them easy prey.

Binding Damnation is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. Until your next hero phase, the strike-last effect applies to that unit.

Spite-tongue Curse

Uttering the foul syllables of the Dark Tongue until blood pours from their mouth, the caster beseeches the Chaos Gods to destroy their enemies - though such pacts carry with them a terrible cost...

Spite-tongue Curse is a spell that has a casting value of 3 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers 3 mortal wounds. If the casting roll is unsuccessful or the spell is unbound, the caster suffers 3 mortal wounds.

Chaotic Conduit

Speaking in blasphemous tongues, the sorcerer attempts to open a conduit to the Realm of Chaos and imbue one of its allies with raw daemonic power.

Chaotic Conduit is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 friendly EYE OF THE GODS unit within range that is visible to the caster. You can immediately roll on the Eye of the Gods table for that unit.

Ruinous Vigour

Choosing a worthy beast from amongst the horde, the caster imbues the creature with monstrous strength, allowing it to fight on in spite of its wounds for a time.

Ruinous Vigour is a spell that has a casting value of 6 and a range of 12". If successfully cast, pick 1 friendly SLAVES TO DARKNESS MONSTER wholly within range and visible to the caster. Until the start of your next hero phase, use the top row on that unit’s damage table, regardless of how many wounds it has suffered.

Daemonic Speed

Fire erupts from the hooves of these daemonic steeds, as a dark energy fills them with unstoppable momentum.

Daemonic Speed is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 friendly SLAVES TO DARKNESS unit that has a Mount and is wholly within range and visible to the caster. Until the start of your next hero phase, you can attempt a charge with that unit if it is within 18" of the enemy instead of 12". In addition, roll 3D6 instead of 2D6 for charge rolls made for that unit until the start of your next hero phase.

Ensorcelled Banners

An Ensorcelled Banner is a unique enhancement. You can always take 1 Ensorcelled Banner enhancement for a Slaves to Darkness army. Each time you take an Ensorcelled Banner enhancement, you can pick 1 Ensorcelled Banner from the table below and give it to 1 Standard Bearer in a CHAOS CHOSEN, CHAOS WARRIORS or CHAOS KNIGHTS unit in your army.

If a rule allows you to take an extra enhancement, you can take an Ensorcelled Banner enhancement as that extra enhancement, but if you do so, you cannot pick the same Ensorcelled Banner from the table below more than once and you cannot give an Ensorcelled Banner to a unit that already has one.

Designer’s Note: If a standard bearer that has an Ensorcelled Banner is in a unit that has multiple standard bearers, when that unit is set up for the first time, inform your opponent which standard bearer in the unit is the one that has the Ensorcelled Banner.

ICONS OF CHAOS

The Blasphemous Icon: Emblazoned with profanities scrawled in the Dark Tongue, the mere sight of this banner can churn the stomach of any follower of faith.
While this model is on the battlefield, subtract 1 from chanting rolls for prayers chanted by PRIESTS that do not have the CHAOS keyword.
The Dread Banner: Marked with sigils of each of the Dark Gods, the bearers of this banner beseech blessings and favour from any who will bestow it.
UNDIVIDED unit only. Each time this unit rolls on the Eye of the Gods table, you can roll 2 dice instead of 1 and pick 1 to be used as your roll.
The Banner of Rage: Sewn from strings of congealed gore, this banner radiates bloodlust so strong that those beneath it are goaded into a state of permanent rage.
KHORNE unit only. Add 1 to wound roll for attacks made with melee weapons by this unit.
The Blasted Standard: Woven from threads of dark magic, this standard is inscribed with writhing runes and surrounded with the coruscating fires of change.
TZEENTCH unit only. This unit has a ward of 4+ for attacks made with missile weapons that target this unit.
The Eroding Icon: As this fell icon arrives upon the enemy line, warriors find their weapons corroding and crumbling to rust.
NURGLE unit only. Worsen the Rend characteristic of melee weapons that target this unit by 1, to a minimum of ‘-’.
The Banner of Screaming Flesh: Fashioned from flayed aelven faces that scream in perpetual agony, the exhilarating pitch of this banner heightens the senses of the followers of the Dark Prince.
SLAANESH unit only. Add 1 to the Attacks characteristic of this unit’s melee weapons if it made a charge move in the same turn.

Damned Legions

Host of the Everchosen

Legions of Darkness: Archaon’s host marches upon the Mortal Reams, never faltering, never wavering. Beneath blasphemous banners emblazoned with the Everchosens mark they stand united with dark purpose, to see the realms razed to ruin.
When a HOST OF THE EVERCHOSEN unit that is a CHAOS CHOSEN, CHAOS KNIGHTS or CHAOS WARRIORS unit receives the Rally command, you can return 1 slain model to that unit for each 5+ instead of each 6. In addition, you can pick 1 additional Ensorcelled Banners enhancement for your army.

Legion of the First Prince

The Favour of the Four: Be’lakor courts the favour of all of the Chaos Gods to crush his foes.
At the start of your hero phase, you can pick 1 LEGION OF THE FIRST PRINCE UNDIVIDED unit and then pick 1 of the following Marks of Chaos keywords; KHORNE, TZEENTCH, NURGLE or SLAANESH. That unit has that Mark of Chaos until the start of your next hero phase in addition to the UNDIVIDED Mark of Chaos.

Designer’s Note: If you pick a WIZARD unit to have the TZEENTCH Mark of Chaos, it knows the ‘Warp Reality’ spell (see Marks of Chaos) until the start of your next hero phase.

Infernal Servants: Lesser daemons bound to the Dark Master’s will swell Be’lakor’s legions.
Allied Bloodletters, Horrors of Tzeentch, Plaguebearers and Daemonettes units benefit from the Marks of Chaos battle trait as if they had the SLAVES TO DARKNESS keyword.

Cabalists

Blasphemous Rituals: The sorcerers of the Cabalists are adepts in the art of the chaotic magics. Through dark ritual they work in covens to better harness the many powers and gifts of Chaos.
CABALIST HEROES become WIZARDS. They can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. If the HERO is already a WIZARD, they can attempt to cast 1 additional spell in each of your hero phases and know 1 additional spell from the Lore of the Damned spell lore.

In addition, if you carry out the Draw on Power heroic action with a CABALIST HERO, you can immediately carry out the same heroic action with each other CABALIST HERO that has the EYE OF THE GODS keyword and that is within 3" of the first.

Despoilers

The Favoured and the Cursed: The legions of the Despoilers are led by powerful Daemon Princes, each an unholy champion of a Chaos patron. In their wake approach hordes of hideously mutated beasts, drawn to the dark power they exude.
Add 2 to the Wounds characteristic of friendly DESPOILERS MONSTER units. In addition, each DESPOILER DAEMON PRINCE can be given a command trait in addition to your general, which can be used as if they were a general. Each command trait must be different.

Ravagers

Rally the Tribes: Seizing the moment to prove their supremacy, one of the horde’s commanders lets loose a terrifying battle cry, calling more of their blade-sworn warriors to their side.
You can carry out the following heroic action with a RAVAGERS HERO instead of any other heroic action you can carry out with that HERO.

HEROIC ACTIONS
Rally the Tribes: Pick 1 CHAOS MARAUDERS, CHAOS MARAUDER HORSEMEN, CULTIST or DARKOATH unit in your army that has been destroyed. If you do so, a new replacement unit with half the number of models in the unit that was destroyed (rounding up) is added to your army. Set up that unit wholly within 12" of the HERO carrying out this heroic action and more than 9" from all enemy units. Each destroyed unit can only be replaced once - replacement units cannot themselves be replaced.

Knights of the Empty Throne

Unmatched Conquerors: Tasked by the Everchosen to bring ruin to the realms, the Knights of the Empty Throne know no respite in war.
KNIGHTS OF THE EMPTY THRONE units that have a Mount can run and still charge in the same turn.

Dread Lieutenant: In Archaons absence, one of his most loyal servants is granted command over the army.
When you pick the general for your army, if Archaon is not included in the army, you can pick a model in a friendly VARANGUARD unit to be your general. If you do so, that unit gains the Leader battlefield role. In addition, if that general issues the Rally command and a friendly VARANGUARD unit receives it, you can return 1 slain model to that unit for each 5+ instead of each 6.

Designer s Note: This general cannot be given a command trait as it is not a HERO.

PATH TO GLORY

The following section includes rules for your Path to Glory campaign if you are using a Slaves to Darkness army.

Mark of Chaos

When you add a Slaves to Darkness unit with the MARK OF CHAOS keyword to your order of battle, you must record its Mark of Chaos on your order of battle. That unit must always be given that Mark of Chaos when you include it in an army.

Eye of the Gods

Rolls on the Eye of the Gods table have the following additional effects.

Spawndom: If a friendly SLAVES TO DARKNESS HERO is replaced with a SLAVES TO DARKNESS CHAOS SPAWN, then that HERO is removed from the army’s order of battle in step 2 of the aftermath sequence and replaced with a SLAVES TO DARKNESS CHAOS SPAWN unit that has 1 model. If that HERO had any enhancements, it is considered to have been ‘killed’. Use the rules for Killed Units and Enhancements in Core Book.

Dark Apotheosis: If a friendly SLAVES TO DARKNESS HERO is replaced with a SLAVES TO DARKNESS DAEMON PRINCE, then that HERO is removed from the army’s order of battle in step 2 of the aftermath sequence and replaced with a SLAVES TO DARKNESS DAEMON PRINCE unit. This HERO is considered to have had a heroic upgrade (although no glory points are spent and no prerequisite amount of renown is required), use the rules for Heroic Upgrades and Core Enhancements.

Ensorcelled Banners

If a unit removed from your roster had been given an Ensorcelled Banner as a core enhancement, you can choose for a different eligible unit on your order of battle to be given a new Ensorcelled Banner as a core enhancement.

Gifts of Chaos

During your Path to Glory campaign, your Warlord can earn favour. This is represented by a favour score which you can keep track of in their notes section on your order of battle.

When your Warlord is first added to your order of battle they have a favour score of 0. They earn favour as follows:

FAVOURS
+1 favour each time they slay an enemy HERO.
+1 favour each time they slay an enemy MONSTER.
+2 favour each time they slay a unique enemy HERO.
+1 favour if they were contesting an objective controlled by the enemy when you gained control of it.
+1 favour if they were included in your army and were not slain during the battle.
+1 favour if they were included in your army and you won a minor victory.
+2 favour if they were included in your army and you won a major victory.

Each of these are cumulative. For example, if your Warlord slays an enemy HERO that is also a MONSTER and is unique, they would earn 4 favour.

In step 7 of the aftermath sequence, you can choose to spend any of the favour your Warlord has earned, up to a maximum of six, for them to receive one or more Gifts of Chaos. To spend favour, first deduct the amount favour you wish to spend from their favour score, then roll a number of dice equal to the amount spent. Each double (2 dice with a matching score) and triple (3 dice with a matching score) will grant your Warlord a Gift of Chaos from the table below.

For example if your Warlord had a favour score of 9 and you chose to spend the maximum of 6, you would roll 6 dice. If the results were 1, 6, 6, 6, 6, 6, your Warlord would receive 2 Gifts of Chaos: 66 and 666.

If a Gift of Chaos has any restrictions that your Warlord does not meet, they do not receive that Gift of Chaos. If a Gift of Chaos would add a unit to your order of battle, it can only be received if they would not exceed any of your order of battle limits.

GIFTS OF CHAOS
11Prophetic Visions: Visions of events to come plague your dreams, use this granted knowledge to your advantage.
If you are embarked on a quest that uses quest points, you receive 1 quest point.
22Bestowed Glory: Your deeds have not gone unnoticed, you are gifted with resources and wealth with which to grow your army.
You earn D6 glory points.
33Road to Power: On the eve of your next battle you are granted a boon from your patron god. Use your newly bestowed power to ensure victory.
If your Warlord has the EYE OF THE GODS keyword and your next battle is fought against another Path to Glory army, after deployment, you can roll once of the Eye of the Gods table for your Warlord.
44Vile Servants: Out from the blasted wastes beyond flock wretched creatures eager to serve. Do with them as you will.
You can add 1 unit of one of the following types to your order of battle without spending any glory points: Chaos Spawn, Furies or Raptoryx.
55Granted Foresight: The positions of your enemies are revealed to you. Use this knowledge to crush them in battle.
If your next battle is fought against another Path to Glory army, once in that battle your Warlord can issue a command without a command point being spent.
66Impervious to Pain: You are granted immortality, for a short while at least. A tempting taste of what is to come.
Do not make injury rolls for your Warlord for your next 3 Path to Glory battles.
111Chaos Monolith: Seeking your approval, your servants have raised a mighty monolith in your honour.
If you do not control a Chaos Monolith territory, you can immediately bring the territory under your control without spending any glory points.
222Infernal Allies: Your patron god has sent you servants from the Realm of Chaos to further your conquests.
You can add 1 unit of one ally unit with the DAEMON keyword to your order of battle without spending any glory points.
333Daemonic Steed: With a violent demeanour and ferocious temper, this steed will serve as a worthy mount for you or a favoured of your retinue.
You can pick the Chaos Lord on Daemonic Mount heroic upgrade for one Chaos Lord on your order of battle without spending any glory points or requiring them to have a certain amount of renown points to do so.
444Mighty Relic: Your patron god gifts you with a powerful weapon of dread reputation.
You can immediately add 1 new artefact of power to your vault.
555Oathsworn Warriors: In the aftermath of battle, a band of black-clad warriors approach from the horizon and swear fealty to your banner.
You can add 1 unit of one of the following types to your order of battle without spending any glory points: Chaos Chosen, Chaos Knights or Chaos Warriors. This unit has 5 renown points, pick a veteran reward for them.
666Daemonhood: Pleased with your service, your dark patron grants you what your blackened heart most desires: ascension to daemonhood.
If your Warlord has the EYE OF THE GODS keyword you can pick the Daemon Prince heroic upgrade for your Warlord without spending any glory points or requiring them to have a certain amount of renown points to do so.

Quests

You can pick from the following 4 quests in addition to those in the Core Book.

QUEST

Glory of Chaos

To gain greater power, and ultimately to attain immortality through ascension to daemonhood, is the ambition of all Slaves to Darkness.
Pick 1 SLAVES TO DARKNESS HERO that has the EYE OF THE GODS keyword. Write down their name in the Quest Reward section of your quest log.

At the end of each Path to Glory battle, at the end of the battle, if that HERO has not been slain or replaced with another model during the battle, add 1 quest point to the progress section of your quest log for each roll you made for that HERO on the Eye of the Gods table that was not a roll of 2, 3, 11 or 12.

Once you have gained 3 or more quest points, you complete this quest. When you complete this quest you can pick the Daemon Prince heroic upgrade for that HERO without spending any glory points or requiring them to have a certain amount of renown points to do so.

If the roll on the Eye of the Gods table for that HERO was 2, 3, 11 or 12, then this quest ends - remove it from your quest log.

QUEST

Reap the Spoils

Send your enemies sprawling as you deliver crushing defeats upon them. In the wake of battle, upon the blasted remains of your foe, will be territory to claim as your own.
At the end of each Path to Glory battle, you earn 1 quest point if you won a minor victory and 2 quest points if you won a major victory.

In addition, at the end of each Path to Glory battle, you can spend 1 glory point to gain 1 additional quest point.

Once you have gained 3 or more quest points, you complete this quest. When you complete this quest, you can make 1 additional exploration roll in the aftermath sequence of that Path to Glory battle. When you do so, the tens roll is a 6, meaning your roll will be between 61-66.

QUEST

Seek Out an Ensorcelled Banner

You have heard tales of a powerful relic in the lands beyond: an ensorcelled standard, wrought with dark power. Seek it out, and use it to aid your dark crusade.
Pick 1 Ensorcelled Banner that is not on your Path to Glory roster. Write it down in the Quest Reward section of your quest log.

At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log for each friendly unit wholly within your opponent’s territory.

In addition, at the end of each Path to Glory battle, you can spend 1 glory point to gain 1 additional quest point.

Once you have gained 3 or more quest points, 1 you complete this quest. When you complete this quest, you can add the Ensorcelled Banner that you picked to your vault.

QUEST

Drive Them Back

The Mortal Realms are the domain of Chaos, and ever shall that be so. Drive the false god Sigmar back to Azyr and you shall be rewarded in kind.
At the end of a Path to Glory battle, you complete this quest if you won a major victory and your opponent’s general had the ORDER keyword.

When you complete this quest, each unit in your army that was not destroyed earns 1 bonus renown point. In addition, add 1 to your Warlord’s favour.

Veteran Abilities

Each time a SLAVES TO DARKNESS unit on your Path to Glory roster gains a veteran ability, you can choose one of the veteran abilities from the table below instead of one from the table in the Core Rules.

SLAVES TO DARKNESS VETERAN ABILITIES
Countless Recruits: Such is the renown of this regiment that countless cultists and marauders are drawn to join its ranks.
CULTIST or CHAOS MARAUDERS only. This unit can use this veteran ability once per battle in your hero phase, you can return D6 slain models to this unit.
Favoured of the Gods: The exploits of these mighty warriors has captured the eye of their patron, who now guides them in their battles to come.
Once per battle, this unit can issue one of the following commands to itself, without a command point being spent, if it has the correct Mark of Chaos keyword: Slay Worthy Foes, Let the Blood Flow, Warp Reality, Bestow Contagion or Close in for the Kill.
Blood-fuelled Berzerkers: These warriors live only for battle and the carnage and slaughter they can wreak upon the enemy. Even in defeat they will muster all their strength to claim one last skull from their foe as offering to the Blood God.
KHORNE units only. This unit can use this veteran ability once per battle in the combat phase. If it does so, until the end of that phase, if a model in this unit is slain, that model can fight before it is removed from play.
Acolytes of Change: Dabblers in the eldritch and arcane, these warriors employ the winds of magic in battle to deflect enemy blows with a protective glamour or blast a foe with a twisting bolt of sorcery.
TZEENTCH units only. This unit can use this veteran ability once per battle in your hero phase. This unit can attempt to cast the Arcane Bolt or Mystic Shield spell even if it is not a WIZARD and even if a WIZARD has already attempted to cast that spell in that hero phase.
Bearers of Rot: Swarms of flies, each a bearer of all manner of vile contagions, crawl across the flesh of these warriors. At their command these insects take flight and spread their deadly gifts to any foolish enough to stand defiant against their bearers.
NURGLE units only. This unit can use this veteran ability once per battle in your hero phase. Roll a dice of each enemy unit within 7" of this unit. On a 4+, that unit suffers D3 mortal wounds.
Deadly Grace: With senses attuned the exhilarating thrill of battle, these warriors move with uncanny speed and reflex, cutting down opponents before even a shield can be raised to thwart their strike.
SLAANESH units only. This unit can use this veteran ability once per battle at the start of the combat phase. The strike-first effect applies to that unit until the end of that phase.

Territories

When making an exploration roll, if the roll is 61-66, that roll will correspond to a territory on the table below. Alternatively, you can pick 1 result from the Territories table in the Core Book that corresponds to a roll of 21-42. Some of these territories allow you to send a unit to them. A unit cannot be sent to more than 1 territory in each aftermath sequence, and any such units cannot be picked for the Borderlands territory in the Core Book.

SLAVES TO DARKNESS FACTION TERRITORIES (D66)
61 CHAOS WASTES
An ancient, cataclysmic breach in this region allows the corrupting energy of the Ruinous Powers to bleed into the Mortal Realms.
You can only control 1 territory of this type at a time. This territory cannot be upgraded. Increase the Allied Units limit on your order of battle by 2. However, any allied units you include in your order of battle because of this territory must have the DAEMON keyword.

62 CHAOS MONOLITH
Your warriors have raised a monolith in your name, emblazoned with blasphemous sigils of power. To have their names marked alongside your own is a great honour.
You can only control 1 territory of this type at a time. This territory cannot be upgraded. In step 3 of the aftermath sequence, you can re-roll the dice that determines how many renown points the unit picked to be your favoured warriors gain.

63 CHAOS DREADHOLD
This is the perfect location to build a dominating fortress, to solidify your claim over these conquered lands.
This territory has no effect until it is upgraded.
[Upgrade 5GP] Raised Dreadhold: Each time you upgrade a territory or your stronghold, reduce the glory points cost by D6 (to a minimum of 0).

64 WARPIT
Gladiatorial arenas can hone the martial prowess of your warriors as well as venerating the Dark Gods with their brutal displays of violence.
In step 3 of the aftermath sequence, you can pick 1 unit on your order of battle that was not included in your army in that battle to be sent to this territory. If you do so, roll a dice. On a 3+, that unit gains 1 renown point. However, on the roll of a 1, that unit must either make an injury roll, or have its casualty score increased by 1 (whichever is applicable).
[Upgrade 10GP] Notorious Arena: You can send 2 such units instead of 1.

65 UNHOLY SITE
The followers of darkness are attracted to this mysterious site and cultists of all manner make pilgrimage here. Claim it for yourself and dedicate it to the Dark Pantheon and you will be rewarded in kind.
Each time a unit rolls on the Eye of the Gods table, it gains 1 renown point.
[Upgrade 30GP] Altar to the Gods: When you upgrade this territory, you must choose for it to be marked Undivided, Khorne, Tzeentch, Nurgle or Slaanesh. In middle and higher tier battles, after deployment, you can pick 1 friendly EYE OF THE GODS HERO with the Mark of Chaos that matches this territory and roll once of the Eye of the Gods table for them.

66 REALMGATE
You have seized dominion of a realmgate, now serving as a portal to the Realm of Chaos in its corruption. The Dark Gods look favourably upon such an accomplishment and you can expect to be rewarded thusly.
You can only control 1 territory of this type at a time. This territory has no effect until it is upgraded. Once you have conquered this territory you can fight Path to Glory battles using the Ritual of Corruption battleplan. If you win a major victory or a minor victory when fighting the Ritual of Corruption battleplan this territory is upgraded.
[Upgrade] Corrupted Realmgate: When setting up terrain in a Path to Glory battle against another Path to Glory army, if you can set up faction terrain, you can instead set up 1 Baleful Realmgate terrain feature wholly within your territory. At the end of each of your movement phases roll 2D6. On an 8+, you can add 1 unit of the following type to your army: Bloodletters, Horrors of Tzeentch, Plaguebearers, Daemonettes of Slaanesh or Furies. Set up that unit anywhere on the battlefield, wholly within 6" of the Baleful Realmgate and more than 9" from all enemy units.

Heroic Upgrades

During your Path to Glory campaign, you may be able to pick heroic upgrades for your HEROES. A heroic upgrade replaces the warscroll of a HERO with another, more powerful, one and represents them becoming a mighty champion in your army.

You can pick a heroic upgrade in step 7 of the aftermath sequence. To do so, consult the table below and pick 1 of the eligible options. Each heroic upgrade lists the warscroll the HERO will be upgraded to, which warscroll is required, the amount of renown points the HERO must have earned (note, these are not deducted), and the amount of glory points you must spend. Once you have picked a heroic upgrade, replace your HERO’s warscroll on your order of battle with the new one chosen. You can only pick 1 heroic upgrade in each aftermath sequence.

If the new warscroll is a type that is limited on your order of battle, for example if it is a MONSTER, you will need to have increased your order of battle limits to accommodate it before it can be upgraded.

CORE ENHANCEMENTS
When you pick a heroic upgrade for a HERO, they keep their renown points and any core enhancements that they are still eligible for. If your HERO had any core enhancements they are no longer eligible for, they lose those core enhancements. If this enables you to pick a new core enhancement for your order of battle, you can do so.

Upgraded WarscrollRequired WarscrollRequired Renown PointsGlory Points Cost
Chaos Lord on ManticoreChaos Lord356
Chaos Lord on Daemonic MountChaos Lord204
Chaos Lord on KarkadrakChaos Lord254
Chaos LordExalted Hero of Chaos154
Chaos Sorcerer Lord on ManticoreChaos Sorcerer Lord356
Slaves to Darkness Daemon PrinceIn order to pick this heroic upgrade the HERO must have completed the Path to Glory quest. As long as this is the case you can pick the HERO and upgrade them to a Slaves to Darkness Daemon Prince.

Battleplan

Ritual of Corruption

Through brute force you have seized control of a realmgate, a portal that bridges two of the Mortal Realms. While a powerful asset already, the true reason for its capture was to corrupt its pathway to create a gateway straight to the Realm of Chaos. To do so is an act of unimaginable glory and will allow daemonic legions to flood into the Mortal Realms.

PATH TO GLORY BATTLEPLAN
You can use this battleplan if one player is using a Slaves to Darkness army that controls a realmgate territory that has not been upgraded. Use the Path to Glory battlepack.

THE ARMIES
Each player picks an army. The player using the Slaves to Darkness army is the ritualist. The other player is the disruptor.

THE BATTLEFIELD
The players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which long edge of the battlefield is the northern edge.

After the terrain features have been set up, starting with the player that won the roll-off, each player picks 1 terrain feature and rolls on the Mysterious Terrain table to determine which scenery rule applies to that terrain feature during the battle.

DEPLOYMENT
The disruptor sets up their army first, wholly within their territory and more than 6" away from their opponent’s territory. Then, the ritualist sets up their army wholly within their territory and more than 6" away from their opponent’s territory.

OBJECTIVES
Place 5 objectives as shown on the map. One objective is the realmgate; the other four objectives are Chaotic Lodestones. The realmgate can be replaced with a Baleful Realmgate terrain feature.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

FIRST TURN
The disruptor chooses which player takes the first turn in the first battle round.

RITUALISTS AND DISRUPTORS
In this battle each HERO that is a WIZARD or PRIEST counts as 10 models for the purposes of contesting objectives.

DESTROYING THE LODESTONES
At the end of each turn, if the disruptor controls any Chaotic Lodestone, they can attempt to destroy them. To do so, the disruptor rolls a dice, adding 1 to the roll if there are any friendly WIZARDS or PRIESTS within 3" of the Chaotic Lodestone. On a 3+, the Chaotic Lodestone is destroyed and removed from play.

VICTORY POINTS
Victory points are scored as follows:

The ritualist scores D3 victory points each time an enemy WIZARD or PRIEST is slain.

The ritualist loses D3 victory points each time a friendly WIZARD or PRIEST is slain.

The ritualist loses D6 victory points each time a Chaotic Lodestone is destroyed.

At the end of each battle round, if the ritualist controls the realmgate, they score D6 victory points plus D3 victory points for each Chaotic Lodestone they control. Then, the ritualist loses D3 victory points for each objective controlled by the disruptor (roll for each objective).

The ritualist’s victory points can never be reduced to less than zero.

GLORIOUS VICTORY
When the battle ends:

- If the ritualist has 18 or more victory points, they win a major victory.

- If the ritualist has 15-17 victory points, they win a minor victory.

- If the ritualist has 12-14 victory points, the disruptor wins a minor victory.

- If the ritualist has fewer than 12 victory points, the disruptor wins a major victory.

PATH TO GLORY REWARDS
If the ritualist wins a major victory or minor victory, their realmgate territory is upgraded. If the disruptor wins a major victory or minor victory, they receive D6 glory points and can re-roll the dice if they won a major victory.

BONUS RENOWN
At the end of the battle, each unit on the battlefield gains 1 renown point.

MATCHED PLAY

If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.

Grand Strategies

After you have picked your army, you can pick 1 of the grand strategies from the list below and record it on your army roster.

CONQUERORS OF THE REALMS
Slaves to Darkness army only.

Dominating Presence: When the battle ends, you complete this grand strategy if there is at least 1 friendly SLAVES TO DARKNESS unit wholly within each large quarter of the battlefield.
Follow the Path to Glory: When the battle ends, you complete this grand strategy if you rolled the Dark Apotheosis result on the Eye of the Gods table one or more times during the battle.
Bring Ruin to the Realms: When the battle ends, you complete this grand strategy if you completed at least 4 battle tactics and every battle tactic you completed this battle was from the Glory of Chaos list below.
Masters of Dark Ritual: When the battle ends, you complete this grand strategy if there are any SLAVES TO DARKNESS endless spells on the battlefield that you set up.

Battle Tactics

At the start of your hero phase, you can pick 1 battle tactic from the list below. You must reveal your choice to your opponent, and if your battle tactic instructs you to pick something, you must tell your opponent what you pick. You have until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once per battle.

GLORY OF CHAOS
Slaves to Darkness army only.

In Thrall to Chaos: Pick 1 objective marker on the battlefield that is within 12" of any enemy units. You complete this battle tactic if there are no enemy units within 12" of that objective marker at the end of this turn.
Lust for Power: Pick 1 friendly SLAVES TO DARKNESS HERO that has the EYE OF THE GODS keyword. You complete this battle tactic if you roll on the Eye of the Gods table for that HERO during this turn.
The March of Ruin: Pick 1 friendly SLAVES TO DARKNESS unit that includes a Standard Bearer with an Ensorcelled Banner and is not within enemy territory. You complete this battle tactic if at the end of this turn that unit is wholly within enemy territory and within 3" of any other friendly units.
Iconoclasts: Pick 1 enemy unit that is a PRIEST or TOTEM. You complete this battle tactic if that unit is destroyed at the end of this turn.
Champions of Chaos: You complete this battle tactic if at the end of your turn there are 3 or more friendly HEROES within 3" of enemy HEROES.
Run Them Down: You complete this battle tactic if at the end of your turn, 3 or more friendly SLAVES TO DARKNESS units made a charge move in that turn.

Core Battalions

You can include any of the following core battalions in a Slaves to Darkness army if the battlepack you are using says that you can use core battalions.

CHAOS WARBAND
OVERLORDS OF CHAOS

UNIT ICONS
(Mandatory/Optional)
SLAVES TO DARKNESS Leader.
SLAVES TO DARKNESS unit that is not Leader, Behemoth or VARANGUARD.
SLAVES TO DARKNESS Behemoth.
VARANGUARD unit.
BATTALION ABILITY ICONS
Unified: One-drop Deployment (see 26.2.1).
Expert: Once per battle, 1 unit from this battalion can receive the All-out Attack or All-out Defence command without the command being issued and without a command point being spent.
Magnificent: When you pick enhancements for your army (see 27.3), you can pick 1 extra enhancement.
Slayers: Once per battle, 1 unit from this battalion can receive the All-out Attack or Unleash Hell command without the command being issued and without a command point being spent.
Strategists: Once per battle, when you receive command points at the start of your hero phase, you can receive 1 extra command point.
Swift: Once per battle, 1 unit from this battalion can receive the At the Double or Forward to Victory command without the command being issued and without a command point being spent.

The EYE OF THE GODS keyword is used in the following Slaves to Darkness warscrolls:

Leader, Behemoth
Leader

Follow the Path to Glory

When the battle ends, you complete this grand strategy if you rolled the Dark Apotheosis result on the Eye of the Gods table one or more times during the battle.

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.

Merciless Blizzard

Embracing the savage magic of Andtor, the wizard becomes a conduit through which a storm of raw aetheric energy blasts directly into the foe.

Merciless Blizzard is a spell that has a casting value of 12 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers 4D6 mortal wounds, but for each roll of 1, the caster also suffers D3 mortal wounds that cannot be negated. The range of this spell cannot be modified and must be measured from the caster, even if an ability would allow you to measure it from elsewhere. This spell cannot be cast by a unit that was set up or moved earlier in this phase.

The OGROID, SLAVES TO DARKNESS and UNDIVIDED keywords are used in the following Slaves to Darkness warscrolls:

Leader
None
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
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).
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.

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

Leader, Behemoth
Leader

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

Leader, Behemoth
Leader

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

Leader, Behemoth
Leader
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.

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

Leader, Behemoth
Leader
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.
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.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).

The EYE OF THE GODS and HERO keywords are used in the following Slaves to Darkness warscrolls:

Leader, Behemoth
Leader

The UNDIVIDED and CULTISTS keywords are used in the following Slaves to Darkness warscrolls:

Battleline

The SLAVES TO DARKNESS and DAEMON PRINCE keywords are used in the following Slaves to Darkness warscrolls:

Leader, Behemoth
Leader
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.
Inspiring Presence
The stoic leaders of these mighty warriors never falter, inspiring their comrades to fight no matter the odds.
You can use this command ability at the start of the battleshock phase. The unit that receives the command does not have to take battleshock tests in that phase.
Rally
At a shouted command, injured warriors stagger back to their feet and prepare to fight once more.
You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3" from all enemy units. Roll 1 dice for each slain model from that unit. For each 6, you can return 1 slain model to that unit.

You can only return models to that unit that have a combined Wounds characteristic of 10 or less. For example, if the unit that received the command has a Wounds characteristic of 2, you can return a maximum of 5 models to that unit.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.

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

Leader, Behemoth
Behemoth
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.

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

Battleline
None
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.

The DESPOILERS and MONSTER keywords are used in the following Slaves to Darkness warscrolls:

Leader, Behemoth
Behemoth
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.

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

Battleline

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

Leader
Battleline
None
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).
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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.
All-out Attack
With a singular purpose, these warriors attack with all of their might.
You can use this command ability when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase. That unit must receive the command. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
All-out Defence
With consummate skill, these cunning warriors protect themselves from attack.
You can use this command ability when a friendly unit is picked as the target of an attack in the shooting or combat phase. That unit must receive the command. Add 1 to save rolls for attacks that target that unit until the end of that phase.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.
At the Double
Eager for battle, the warriors pick up their pace and surge towards the enemy.
You can use this command ability after you declare that a friendly unit will run. That unit must receive the command. The run roll is not made for that unit. Instead, 6" is added to that unit’s Move characteristic in that phase. The unit is still considered to have run.
Forward to Victory
Nothing will stop these ferocious warriors from reaching combat.
You can use this command ability after you make a charge roll for a friendly unit. That unit must receive the command. You can re-roll the charge roll for that unit.
Army List
Warscrolls collated

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