Slaves to Darkness – Khagra’s Ravagers
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Khagra’s Ravagers

Though the sorcerer Zarshia Bittersoul once led this warband, her sister Khagra’s ambitions reached far indeed. Now the Usurper directs their actions – but she may well come to rue the fact that Zarshia has thus far been suffered to live…
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Daemonbound Mace
Daemonbound Mace1"33+3+-21
Sorcerer Staff
Sorcerer Staff3"13+3+-1D3
Chaos Hand Weapons
Chaos Hand Weapons1"33+3+-1

Unit Size: 4      Points: 125
Battlefield Role: None
Notes: Single, Unique. These units must be taken as a set. Although taken as a set, each is a separate unit.


Khagra’s Ravagers is a unit that has 4 models. Khagra the Usurper is armed with a Daemonbound Mace and Chaos Runeshield, Zarshia Bittersoul is armed with a Sorcerer Staff, and Dour Cragan and Razek Godblessed are each armed with Chaos Hand Weapons and a Chaos Runeshield.


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


Zarshia Bittersoul is a WIZARD. She can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. She knows the Arcane Bolt and Mystic Shield spells.

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

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.
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.
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.
© Vyacheslav Maltsev 2013-2022