Slaves to Darkness – Slaves to Darkness Daemon Prince
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12"
8
3+
10
WARSCROLL

Slaves to Darkness Daemon Prince

Those champions who consistently please their patron god may eventually be granted immortality as a Daemon Prince. Each of these black-hearted monsters is a living icon of their master’s power, and a terrifying foe to face on the battlefield.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Daemonic Axe
Daemonic Axe1"33+3+-22
Hellforged Sword
Hellforged Sword2"44+3+-1D3
Malefic Talons
Malefic Talons1"33+3+-2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 210
Battlefield Role: Leader
Base size: 60mm
Notes: Single

BATTALIONS

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

DESCRIPTION

A Slaves to Darkness Daemon Prince is a single model armed with one of the following weapon options: Daemonic Axe and Malefic Talons; or Hellforged Sword and Malefic Talons.

FLY: This model can fly.

MARK OF CHAOS: When you select this model to be part of your army, you must give it one of the following Mark of Chaos keywords: KHORNE, TZEENTCH, NURGLE or SLAANESH.

ABILITIES

Bounding Charge: Little can hope to stand before the fury of a charging Daemon Prince.
Add 1 to hit rolls for attacks made by this model if it charged in the same turn.

Hellforged Sword: This sword can carve through armour and flesh as if they were made of nothing more than paper.
If the unmodified hit roll for an attack made with a Hellforged Sword is 6, that attack inflicts 2 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Immortal Champion: Those favoured enough to ascend to daemonhood are among the most deadly servants of the Ruinous Powers.
This model fights at the start of the combat phase. This model cannot fight again in that phase unless an ability or spell allows it to fight more than once.

COMMAND ABILITIES

Bloodslick Ground: The Daemon Prince summons pools of thick gore around itself to hinder the movement of its enemies.
You can use this command ability in your hero phase if this model has the KHORNE keyword. If you do so, until your next hero phase, run and charge rolls made for enemy units within 18" of this model are halved. You cannot use this command ability more than once per turn.

Arcane Influence: The Daemon Prince harnesses a fraction of Tzeentch’s arcane might.
You can use this command ability at the start of your hero phase if this model has the TZEENTCH keyword. If you do so, pick 1 friendly SLAVES TO DARKNESS WIZARD wholly within 12" of this model. Add 1 to casting rolls for that unit until the end of that phase.

Bloated Blessings: The Daemon Prince gifts their followers with pestilent pustules that spray bile and corrosive acid when burst open.
You can use this command ability at the start of your hero phase if this model has the NURGLE keyword. If you do so, pick 1 friendly SLAVES TO DARKNESS NURGLE unit wholly within 12" of this model. Until your next hero phase, each time that unit is picked as the target for any attacks made with melee weapons, if the unmodified hit roll for any of those attacks is 6, the attacking unit suffers D3 mortal wounds after all of its attacks have been resolved. The same unit cannot benefit from this command ability more than once per phase.

Revel in Agony: The deadly mania of this Daemon Prince and their followers only grows as they suffer blissful injury.
You can use this command ability at the start of the combat phase if this model has the SLAANESH keyword. If you do so, until your next hero phase, if any models from a friendly SLAVES TO DARKNESS SLAANESH unit wholly within 12" of this model are slain by an attack made with a melee weapon by an enemy unit, add 1 to hit rolls for attacks made by that friendly unit that target that enemy unit until your next hero phase. You cannot use this command ability more than once per turn.

KEYWORDS
CHAOS, DAEMON, SLAVES TO DARKNESS, HERO, MARK OF CHAOS, DAEMON PRINCE
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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).
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).
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.
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 SLAVES TO DARKNESS and WIZARD keywords are used in the following Slaves to Darkness warscrolls:

Leader
Leader, Behemoth
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).

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

None
• Furies
Leader
Leader, Behemoth
Behemoth

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

Leader
Leader, Behemoth
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021