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 faction rules to a range of warscrolls. The rules are split into the following sections:


Books

BookKindEditionLast update
  Slaves to Darkness
  Slaves to DarknessFaction Pack4September 2024
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4September 2024
  Skaven
  SkavenBattletome4September 2024
  Warhammer Underworlds Legends
  Warhammer Underworlds LegendsWarscroll4August 2024
  Miscellaneous Legends
  Miscellaneous LegendsWarscroll4August 2024

Faction Rules


Battle Traits

Once Per Turn, End of Any Turn
EYE OF THE GODS: The Slaves to Darkness seek to attract the notice of the gods by performing great deeds in battle. To court the gaze of these beings is perilous, yet those who prove worthy are made mighty indeed.

Declare: Each friendly SLAVES TO DARKNESS unit that destroyed an enemy unit this turn is a target. Friendly BEASTS and non-HERO MONSTERS cannot be targeted by this ability.

Effect: Make a reward roll of D6 for each target and apply the corresponding effect below. You can re-roll the reward roll for the target, but if you do so and you roll a 1, inflict D3 mortal damage on the target.

1Snubbed by the Gods: No effect.
2Mutative Regrowth: Heal (3) the target.
3Unnatural Grace: Add 1 to hit rolls for the target’s combat attacks for the rest of the battle.
4Lurid Aura: The target has WARD (6+) for the rest of the battle. If the target already has WARD (6+), it has WARD (5+) instead.
5Slaughterer’s Might: Add 1 to the Rend characteristic of the target’s melee weapons for the rest of the battle.
6Champion of Chaos: Pick any other effect.

The same effect can be applied multiple times to a unit, and more than 1 effect can apply to a unit at the same time.

Passive
MARKS OF CHAOS: In return for power, a mortal may forsake their soul by pledging it to one or all of the Dark Gods.

Effect: FRIENDLY SLAVES TO DARKNESS units have 1 of the following effects based on the Mark of Chaos keyword they have.

  • UNDIVIDED: Add 1 to wound rolls for the unit’s combat attacks that target a HERO or MONSTER.
  • KHORNE: Add 1 to the Attacks characteristic of the unit’s melee weapons for the rest of the turn if the unit charged in the same turn.
  • TZEENTCH: The unit has WARD (4+) against mortal damage inflicted by SPELL abilities and abilities used by MANIFESTATIONS.
  • NURGLE: Subtract 1 from wound rolls for combat attacks that target the unit.
  • SLAANESH: Add 1 to run rolls and charge rolls for the unit.

If a unit with a Mark of Chaos keyword is replaced, the replacement unit has the same Mark of Chaos keyword.

Battle Formations

You can pick 1 of the following battle formations for a Slaves to Darkness army. Each battle formation grants a different ability you can use in the battle.

Legion of Chaos

Passive
UNITED IN DARKNESS: The myriad forces of Chaos march to war under a common cause, led by warlords who have put aside their rivalries in the name of laying waste to the lands of a shared foe.

Effect: While there is at least 1 friendly WARRIORS OF CHAOS HERO and 1 other friendly DAEMON HERO or DARKOATH HERO on the battlefield, add 2 to the control scores of friendly SLAVES TO DARKNESS units while they are contesting an objective that is wholly outside friendly territory.


Despoilers

Once Per Turn (Army), Reaction: You declared a FIGHT ability for a friendly DAEMON PRINCE unit
FERAL RUIN: A Daemon Prince’s unholy radiance draws to them the most savage of chaotic creatures, abominations against nature that hunger to spill blood.

Used By: The Daemon Prince unit using that FIGHT ability.

Effect: Pick a friendly non-HERO SLAVES TO DARKNESS MONSTER or non-BEAST unit that has not used a FIGHT ability this turn and is wholly within 12" of this unit to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.


Godswrath Warband

Once Per Turn (Army), End of Your Turn
IRONCLAD ONSLAUGHT: When a Chaos horde is on the march, the realms tremble. Hundreds of heavily armoured warriors desecrate all in their path as they roar oaths to the Dark Pantheon.

Declare: Pick an objective that is contested by any friendly units to be the target.

Effect: Place a defiled token next to the target objective. Then, roll a D3 for each enemy unit contesting an objective that has a defiled token. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.


Darkoath Horde

Once Per Turn (Army), Your Movement Phase
RALLY THE TRIBES: One of the horde’s commanders looses a terrifying battle cry, calling more of their blade-sworn warriors to their side.

Declare: If there is a friendly DARKOATH HERO on the battlefield, pick a friendly non-HERO non-UNIQUE DARKOATH unit that has been destroyed to be the target.

Effect: Roll a dice. On a 3+, set up a replacement unit with half the number of models from the target unit (rounding up) on the battlefield, wholly within 6" of a battlefield edge and more than 3" from all enemy units.

Heroic Traits

Ruinous Overlords

HERO only

Deployment Phase
FAVOURED OF THE PANTHEON: The gods watch this warlord’s deeds particularly closely.

Effect: This unit can use the ‘Eye of the Gods’ ability as if it were the end of the turn and it had destroyed an enemy unit this turn.

Once Per Battle, Any Combat Phase
DEATHMONGER: Feared across the realms, this hero leaves naught in their wake but a trail of sun-bleached bones.

Effect: This unit can use 2 FIGHT abilities this phase. After the first is used, however, this unit has STRIKE-LAST for the rest of the turn.

Any Hero Phase
RADIANCE OF DARK GLORY: In the presence of this champion, the mutative energies of Chaos can seal shut even the most grievous of wounds.

Declare: Pick each damaged friendly unit wholly within 12" of this unit to be the targets.

Effect: Roll a dice for each target. On a 3+, Heal (1) the target. Heal (3) the target instead if it is a MONSTER.

Artefacts of Power

Infernal Treasures

HERO only

Once Per Battle, Start of Any Turn
INFERNAL PUPPET: As it dances upon the aetheric winds, this eldritch marionette violently disrupts the spellcraft of enemy mages.

Declare: Pick a visible enemy WIZARD within 24" of this unit to be the target.

Effect: For the rest of the turn, each time the target is picked to use a SPELL ability, inflict D3 mortal damage on the target as a reaction. If the target is destroyed by this ability, do not resolve the effect of that SPELL ability.

Passive
THE CONQUEROR’S CROWN: This blasphemous diadem grants the bearer dominion over the minds of lesser mortals.

Effect: Subtract 5 from the control scores of enemy INFANTRY units while they are in combat with this unit.

Once Per Battle, Your Hero Phase
REALMWARPER’S TWIST-RUNE: One who bears this cursed rune can bind warped landscapes to their will. Ruptured chasms open as thick palls of dark energy obscure the favoured and their servants from view.

Declare: Pick a terrain feature within 12" of this unit to be the target.

Effect: If the target does not have the ‘Obscuring’ terrain ability, it gains that ability until the start of your next turn. Then, roll a dice for each model (friendly and enemy) within 1" of the target. For each 5+, inflict 1 mortal damage on that model’s unit.

Spell Lore

Lore of the Damned

Your Hero Phase
5
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…

Declare: Pick a friendly SLAVES TO DARKNESS WIZARD to cast this spell, pick a visible enemy unit within 12" of them to be the target, then make a casting roll of 2D6. If the casting attempt is unsuccessful or if the spell is unbound, inflict D3 mortal damage on the caster.

Effect: Inflict 3 mortal damage on the target.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
7
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.

Declare: Pick a friendly SLAVES TO DARKNESS WIZARD to cast this spell, pick a visible enemy unit within 12" of them to be the target, then make a casting roll of 2D6.

Effect: The target has STRIKE-LAST until the start of your next turn.
KEYWORDSSPELL

Your Hero Phase
7
DAEMONIC SPEED: Infernal winds blow at the back of these hordes, speeding them into battle against the enemies of the gods.

Declare: Pick a friendly SLAVES TO DARKNESS WIZARD to cast this spell, pick a visible friendly SLAVES TO DARKNESS unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: For the rest of the turn, add 1 to the number of dice rolled when making charge rolls for the target, to a maximum of 3.
KEYWORDSSPELL

Manifestation Lore

Manifestations of Malevolence

Your Hero Phase
7
SUMMON DARKFIRE DAEMONRIFT: Darkfire Daemonrifts are eldritch portals torn ajar by dark incantations. Once the veil has been sundered, raw magic seeping from the Realm of Chaos forms an opening for the horrors beyond to vent their spite, widened and empowered by spellcraft that draws upon the essence of Chaos.

Declare: If there is not a friendly Darkfire Daemonrift on the battlefield, pick a friendly SLAVES TO DARKNESS WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Darkfire Daemonrift wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSUMMON, SPELL

Your Hero Phase
7
SUMMON REALMSCOURGE RUPTURE: Realmscourge Ruptures are not subtle weapons. When the necessary magical power has been channelled and released by a tribal shaman, the land itself writhes in the grip of Chaos, sharpened spikes surging forth like an accursed tidal wave to overwhelm anything in their path.

Declare: If there is not a friendly Realmscourge Rupture on the battlefield, pick a friendly SLAVES TO DARKNESS WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Realmscourge Rupture wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSUMMON, SPELL

Your Hero Phase
7
SUMMON EIGHTFOLD DOOM-SIGIL: Eightfold Doom-Sigils are icons of Chaos in all its glory, blazing symbols of pure ruin. To fall in the presence of such a sorcerous construct is to be damned, for these lingering spells hungrily suck souls into the Realm of Chaos for the gods to feast upon.

Declare: If there is not a friendly Eightfold Doom-Sigil on the battlefield, pick a friendly SLAVES TO DARKNESS WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up an Eightfold Doom-Sigil wholly within 12" of the caster and visible to them.
KEYWORDSSUMMON, SPELL

Army of Renown

The Swords of Chaos

When you pick the Slaves to Darkness faction for your army, you can choose for it to be a The Swords of Chaos Army of Renown. If you do so, use the faction rules on these pages instead of the Slaves to Darkness faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the Swords of Chaos keyword.

ROSTER OPTIONS
  • You cannot include Regiments of Renown
  • Varanguard
  • Abraxia, Spear of the Everchosen
  • Archaon the Everchosen

Battle Traits

Once Per Turn (Army), Start of Battle Round
DEMANDS OF THE DARK GODS: Each of the Dark Gods covets Archaon’s service and that of the Swords of Chaos also. The Varanguard may exploit this to wrest boons from them – so long as their loyalty to the Everchosen remains paramount.

Effect: Pick 1 of the following effects:

Demand of Khorne: For the rest of the battle round, add 1 to the Rend characteristic of melee weapons used by friendly Swords of Chaos units.

Demand of Tzeentch: Pick 1 visible enemy unit within 9" of a friendly Swords of Chaos unit that is not in combat and roll a D6. On a 3+, inflict an amount of mortal damage on that enemy unit equal to the roll.

Demand of Nurgle: Heal (D3) each friendly Swords of Chaos unit. Then pick a friendly Swords of Chaos unit that healed any damage points this turn. Until the start of the next battle round, that unit has Ward (6+).

Demand of Slaanesh: Add 2" to the Move characteristic of friendly Swords of Chaos units until the start of the next battle round.

Your Movement Phase
DESCENT FROM RUINOUS SKIES: Riding down from fell portals torn open in the sky, the Swords of Chaos descend to unleash apocalyptic destruction upon the enemies of the Everchosen.

Declare: Pick a friendly Swords of Chaos unit that is in the Ruinous Skies.

Effect: Set up that unit anywhere on the battlefield more than 9" from all enemy units.

Deployment Phase
KNIGHTS OF THE FIRST CIRCLE: The First Circle of the Varanguard comprises Archaon’s own elite retinue. When they strike from the Chaos-cursed skies, ruin surely follows.

Declare: If there are more friendly Swords of Chaos units on the battlefield than there are set up in reserve, pick a friendly Swords of Chaos unit that has not been deployed.

Effect: Set up that unit in reserve in the Ruinous Skies. It has now been deployed.
KEYWORDSDEPLOY

Army of Renown

Tribes of the Snow Peaks

When you pick the Slaves to Darkness faction for your army, you can choose for it to be a Tribes of the Snow Peaks Army of Renown. If you do so, use the faction rules on these pages instead of the Slaves to Darkness faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the Snow Peaks keyword.

ROSTER OPTIONS
  • Darkoath units
  • You cannot include Regiments of Renown

Battle Traits

Once Per Phase (Army), Your Charge Phase
SPEED OF THE BLOOD CROW: A single scarlet crow flies in the skies above, imbuing these warriors with a supernatural swiftness and predatory focus.

Declare: If you have 1 or more oath points, pick a friendly Snow Peaks unit that has not used an Oath ability this turn to be the target.

Effect: Spend 1 oath point. For the rest of the turn, the target can use Charge abilities even if it used a Run ability in the same turn.
KEYWORDSOATH

Once Per Phase (Army), Your Combat Phase
HUNGER OF SHESH’SHAN: Possessed by a wild euphoria, these warriors launch themselves at the foe with abandon, gloating as they revel in the screams and arterial sprays of blood.

Declare: If you have 1 or more oath points, pick a friendly Snow Peaks unit that has not used an Oath ability this turn to be the target.

Effect: Spend 1 oath point. For the rest of the turn, add 1 to the Attacks characteristic of the target’s melee weapons.
KEYWORDSOATH

Once Per Phase (Army), Your Combat Phase
RAGE OF ARKHAR: Unholy anger is stoked in the hearts of these warriors, filling them with hate-fuelled stamina.

Declare: If you have 1 or more oath points, pick a friendly Snow Peaks unit that has not used an Oath ability this turn to be the target.

Effect: Spend 2 oath points. The target can use 2 Fight abilities this phase. After the first is used, however, the target has Strike‑last for the rest of the turn.
KEYWORDSOATH

Once Per Phase (Army), Your Combat Phase
DAEMONFIRE WEAPONS: As if kissed by the breath of the Chimera, the weapons of these warriors blaze with black flames that make a mockery of armour.

Declare: If you have 1 or more oath points, pick a friendly Snow Peaks unit that has not used an Oath ability this turn to be the target.

Effect: Spend 1 oath point. For the rest of the turn, add 1 to the Rend characteristic of the target’s melee weapons.
KEYWORDSOATH

Once Per Phase (Army), End of Any Turn
MESSENGERS OF THE GODS
Declare: If you have 1 or more oath points, pick a friendly Snow Peaks Darkoath Marauders or Fellriders unit that has been destroyed and has not used an Oath ability this turn to be the target.

Effect: Spend 2 oath points. Set up a replacement unit with half the number of models from the target unit (rounding up) on the battlefield, wholly within 6" of a battlefield edge and more than 3" from all enemy units.
KEYWORDSOATH

Passive
PLEDGES TO THE DARK GODS: Few Darkoath tribes swear such grand and terrible oaths as those of the Snow Peaks. Fewer still fulfil so many of their brutal pledges.

Effect: Each time a friendly Snow Peaks unit uses 1 of the following abilities, gain 1 oath point.

• ‘Oath of Bloodshed’
• ‘Oath of Murder’
• ‘Oath of Supremacy’
• ‘Oath of the Marauder’
• ‘Oath of the Raider’
• ‘Oath of Conquest’

Designer’s Note: The abilities listed above are abilities on Darkoath warscrolls. By using those abilities (i.e. completing the oaths), the player gains oath points, which can then be spent to use the Oath abilities in these Army of Renown rules.

Once Per Phase (Army), Reaction: Opponent declared an Attack ability
SHROUD OF THE PALE ELK: A thick, shimmering miasma swirls around these warriors, surrounding them in fractal mirages that confuse the foe and cause them to strike at nothing but thin air.

Effect: If that friendly Snow Peaks unit has not used an Oath ability this turn, spend 1 oath point. For the rest of the turn, that friendly unit has Ward (4+).
KEYWORDSOATH


Heroic Traits

Hero only
Passive
OATH OF KINSHIP: Before the eyes of their fellow tribe members, this chieftain has made a bold oath that they are compelled to honour in order to reaffirm their right to rule.

Effect: While this unit is within the combat range of another friendly Snow Peaks unit, add 1 to hit rolls for this unit’s attacks.


Artefacts of Power

Once Per Battle (Army), Any Movement Phase
GRAND OFFERING: Before the battle, sacrifices were heaped before the lair of a particularly dreaded Wilderfiend known to haunt the region.

Declare: Pick a friendly Snow Peaks Wilderfiend within 9" of this unit to be the target.

Effect: Give the target D6 sacrifice points.

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

The non-HERO MONSTER keyword is used in the following Slaves to Darkness warscrolls:

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.

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


- Archaon receive Mark of Chaos keyword during deployment.
- This unit receive Mark of Chaos keyword during army composition.

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


- Archaon receive Mark of Chaos keyword during deployment.
- This unit receive Mark of Chaos keyword during army composition.
- This sorcerer unit receive Mark of Chaos keyword during army composition.
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.

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


- Archaon receive Mark of Chaos keyword during deployment.
- This unit receive Mark of Chaos keyword during army composition.
- This sorcerer unit receive Mark of Chaos keyword during army composition.

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


- Archaon receive Mark of Chaos keyword during deployment.
- This unit receive Mark of Chaos keyword during army composition.
- This sorcerer unit receive Mark of Chaos keyword during army composition.
2.1 Battle Formations
Many factions contain one or more battle formations. Each battle formation grants unique benefits to your army. The faction rules for your faction will explain any battle formation options.

The DAEMON and HERO keywords are used in the following Slaves to Darkness warscrolls:

The DARKOATH and HERO keywords are used in the following Slaves to Darkness warscrolls:

32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
This HERO can join an eligible regiment as a DAEMON PRINCE.

Infantry Hero

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

The non-HERO SLAVES TO DARKNESS and BEAST keywords are used in the following Slaves to Darkness warscrolls:

32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.

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

Once Per Turn, End of Any Turn
EYE OF THE GODS: The Slaves to Darkness seek to attract the notice of the gods by performing great deeds in battle. To court the gaze of these beings is perilous, yet those who prove worthy are made mighty indeed.

Declare: Each friendly SLAVES TO DARKNESS unit that destroyed an enemy unit this turn is a target. Friendly BEASTS and non-HERO MONSTERS cannot be targeted by this ability.

Effect: Make a reward roll of D6 for each target and apply the corresponding effect below. You can re-roll the reward roll for the target, but if you do so and you roll a 1, inflict D3 mortal damage on the target.

1Snubbed by the Gods: No effect.
2Mutative Regrowth: Heal (3) the target.
3Unnatural Grace: Add 1 to hit rolls for the target’s combat attacks for the rest of the battle.
4Lurid Aura: The target has WARD (6+) for the rest of the battle. If the target already has WARD (6+), it has WARD (5+) instead.
5Slaughterer’s Might: Add 1 to the Rend characteristic of the target’s melee weapons for the rest of the battle.
6Champion of Chaos: Pick any other effect.

The same effect can be applied multiple times to a unit, and more than 1 effect can apply to a unit at the same time.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, il might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
Obscuring
A unit cannot be targeted by shooting attacks if it is behind or wholly on this terrain feature, unless it has the FLY keyword.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Army List
Warscrolls collated

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