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 DarknessBattletome4December 2024
  Disciples of Tzeentch
  Disciples of TzeentchFaction Pack4December 2024
  Blades of Khorne
  Blades of KhorneFaction Pack4December 2024
  Maggotkin of Nurgle
  Maggotkin of NurgleFaction Pack4December 2024
  Hedonites of Slaanesh
  Hedonites of SlaaneshFaction Pack4December 2024
  Kharadron Overlords
  Kharadron OverlordsFaction Pack4December 2024
  Sons of Behemat
  Sons of BehematFaction Pack4December 2024
  Gloomspite Gitz
  Gloomspite GitzFaction Pack4December 2024
  Flesh-eater Courts
  Flesh-eater CourtsFaction Pack4December 2024
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4December 2024
  Warhammer Underworlds Legends
  Warhammer Underworlds LegendsWarscroll4November 2024
  Miscellaneous Legends
  Miscellaneous LegendsWarscroll4November 2024
  Skaven
  SkavenBattletome4September 2024

Faction Rules


Battle Traits

Once Per Battle (Army), Deployment Phase
EYE OF THE GODS: The mortal champions of Chaos seek to attract the notice of the gods by performing great deeds in battle.

Declare: Pick a friendly non-UNIQUE WARRIORS OF CHAOS or DARKOATH HERO to be the target.

Effect: During the battle, the target gains Dark Apotheosis points as follows:
  • Each time the target uses a FIGHT ability, it gains D3 Dark Apotheosis points.
  • At the end of each of your turns, if the target is contesting an objective that is wholly outside friendly territory, it gains D3 Dark Apotheosis points.

Once Per Turn (Army), Your Hero Phase
PLEDGE TO CHAOS: The Slaves to Darkness forsake their souls by pledging to the Dark Gods.

Declare: Pick a friendly non-UNIQUE SLAVES TO DARKNESS unit that does not already have one of the keywords below to be the target.

Effect: Pick 1 of the following Pledge to Chaos keywords:
  • PLEDGED TO KHORNE
  • PLEDGED TO TZEENTCH
  • PLEDGED TO NURGLE
  • PLEDGED TO SLAANESH
The target has that keyword for the rest of the battle.

Once Per Turn (Army), Your Movement Phase
PLEDGED TO TZEENTCH: Reality twists and weaves around these warriors as they become intertwined in the machinations of the Change God.

Declare: Pick a friendly PLEDGED TO TZEENTCH unit to be the target.

Effect: Roll 2D6. Then pick a point within a number of inches of the target equal to the roll. Remove the target from the battlefield and set it up again on the battlefield wholly within 6" of that point and more than 9" from all enemy units.

Once Per Battle (Army), Any Hero Phase
DARK APOTHEOSIS: Favoured by the Dark Gods, this champion is bestowed with fell glory.

Declare: Pick a friendly unit with 8 or more Dark Apotheosis points to be the target.

Effect: Pick 1 of the following:

Aura of Chaos: Heal (X) the target, where X is the number of damage points allocated to the target. In addition, the target has WARD (5+) for the rest of the battle.

Daemonhood: Set up a Daemon Prince within 1" of the target. Then, remove the target from the battlefield. If the target is your general, the Daemon Prince becomes your general instead. If the target has any enhancements, the Daemon Prince has those enhancements instead. If the target has a Pledge to Chaos keyword, the Daemon Prince has the same keyword. Otherwise, pick 1 Pledge to Chaos keyword for the Daemon Prince to have for the rest of the battle.

Passive
PLEDGED TO KHORNE: The Blood God instils a blind rage in his most frenzied adherents.

Effect: Add 1 to the Attacks characteristic of melee weapons used by friendly PLEDGED TO KHORNE units.

Passive
PLEDGED TO NURGLE: The Father of Plagues bestows gifts of rot and decay upon his followers.

Effect: Friendly PLEDGED TO NURGLE units have WARD (6+). If a unit already has WARD (6+), it has WARD (5+) instead.

Your Charge Phase
PLEDGED TO SLAANESH: The thrill of battle drives these warriors to charge at spectacular speed.

Effect: For the rest of the turn, add 1 to the number of dice rolled when making charge rolls for friendly PLEDGED TO SLAANESH units, to a maximum of 3.

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.

Effect: Pick a friendly non-HERO SLAVES TO DARKNESS MONSTER or 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: If this unit is picked as the target of the ‘Eye of the Gods’ ability, it gains 3 Dark Apotheosis points.

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 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

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

Ensorcelled Banners

An Ensorcelled Banner is a unique enhancement that can be given to SLAVES TO DARKNESS INFANTRY and CAVALRY units with the STANDARD BEARER keyword. A unit can only have 1 Ensorcelled Banner.

Passive
THE DREAD BANNER: Marked with sigils of each of the Dark Gods, the bearers of this banner strike fear into those who oppose them.

Effect: While this unit includes any standard bearers, enemy units cannot use commands while they are in combat with this unit.
KEYWORDSENSORCELLED BANNER

Passive
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.

Effect: This unit has the PLEDGED TO KHORNE keyword.

In addition, while this unit includes any standard bearers, add 1 to wound rolls for this unit’s combat attacks.
KEYWORDSENSORCELLED BANNER

Passive
THE BLASTED STANDARD: Woven from threads of dark magic, this standard is inscribed with writhing runes and surrounded with the coruscatingfires of change.

Effect: This unit has the PLEDGED TO TZEENTCH keyword.

In addition, while this unit includes any standard bearers, this unit has WARD (4+) against damage inflicted by shooting attacks.
KEYWORDSENSORCELLED BANNER

Passive
THE ERODING ICON: As this fell icon arrives upon the enemy line, warriors find their weapons corroding and crumbling to rust.

Effect: This unit has the PLEDGED TO NURGLE keyword.

In addition, while this unit includes any standard bearers, attacks that target this unit cannot score critical hits (treat them as regular hits instead).
KEYWORDSENSORCELLED BANNER

Passive
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.

Effect: This unit has the PLEDGED TO SLAANESH keyword.

In addition, if this unit charged this turn, for the rest of the turn, add 1 to the Attacks characteristic of this unit’s melee weapons.
KEYWORDSENSORCELLED BANNER

Army of Renown

Legion of the First Prince

When you pick the Slaves to Darkness faction for your army, you can choose for it to be a Legion of the First Prince 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 opposite. All units in your army gain the LEGION OF THE FIRST PRINCE keyword.

Battle Traits

Passive
FIRST-DAMNED PRINCE: Be’lakor courts the favour of all of the Chaos Gods to crush his foes. In battle, he surrounds himself with their lesser daemons to do his bidding.

Effect: While a friendly Be’lakor is within the combat range of any friendly non-HERO LEGION OF THE FIRST PRINCE DAEMON units:

That friendly Be’lakor has WARD (4+).

In addition, each time you make a successful ward roll for that friendly Be’lakor, allocate 1 damage point to a friendly non-HERO LEGION OF THE FIRST PRINCE DAEMON unit within this unit’s combat range after the damage sequence for this unit has been resolved (ward rolls cannot be made for those damage points).

Once Per Battle (Army), Your Combat Phase
STORM OF BLACKENED BLADES: Eternus commands the mortal legions sworn to Be’lakor to bring ruin to all who dare oppose the First Prince.

Declare: Pick a friendly Eternus that is in combat and up to 2 friendly non-HERO non-DAEMON LEGION OF THE FIRST PRINCE units wholly within 12" of that Eternus to be the targets.

Effect: Add 1 to the Attacks characteristic of the targets’ melee weapons for the rest of the turn.

Once Per Turn (Army), Any Movement Phase
1
DAEMONIC REINFORCEMENTS: Lesser daemons bound to the Dark Master’s will are summoned forth from the Realm of Chaos to swell Be’lakor’s ranks.

Declare: Pick a friendly non-HERO LEGION OF THE FIRST PRINCE DAEMON INFANTRY or CAVALRY unit that has been destroyed to be the target.

Effect: Set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of a friendly Be’lakor and more than 9" from all enemy units.

Once Per Turn (Army), Your Hero Phase
BESTOW FAVOUR: The Great Game plays out in the blackened skies above the First Prince’s legions as oaths are sworn, enemies are crushed, and dark rewards are granted.

Declare: If a friendly Be’lakor is on the battlefield, pick a non-HERO LEGION OF THE FIRST PRINCE unit to be the target.

Effect: Until the start of your next turn:
  • Add 5 to the target’s control score.
  • If the target is a DAEMON unit, add 1 to save rolls for the target.
  • If the target is a non-DAEMON unit, it has WARD (6+).


Heroic Traits

HERO only
Any Charge Phase
DREAD MARSHAL: This mighty warrior has proved their devotion to Be’lakor above all, and their loyalty has been rewarded with a host of warriors to command.

Declare: Pick up to 3 friendly units wholly within 12" of this unit to be targets.

Effect: Add 1 to charge rolls for the targets for the rest of the turn.


Artefacts of Power

HERO only
Once Per Turn, Reaction: You declared a SPELL ability for a friendly unit wholly within 12" of this unit
BLACK RITUAL DAGGER: Dark tendrils of chaotic magic coil around this obsidian blade. The bearer’s mind is filled with promises of arcane power if its thirst for blood is quenched.

Effect: Allocate 1 damage point to this unit. Then, you can re-roll the casting roll.


Spell Lore

Your Hero Phase
6
DARK CANTRIP: Uttering blasphemous words in the Dark Tongue, the sorcerer calls forth bolts of black chaotic energy that strike the foe, searing flesh, melting armour and leaving them as a bubbling mass of tentacles.

Declare: Pick a friendly LEGION OF THE FIRST PRINCE WIZARD to cast this spell, pick up to 3 visible enemy units within 18" of them to be the targets, then make a casting roll of 2D6.

Effect: Inflict 1 mortal damage on each target.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
7
SHROUD IN DARKNESS: At the sorcerer’s bidding, unnatural shadows fall upon Be’lakor’s warriors, allowing them to move unseen.

Declare: Pick a friendly LEGION OF THE FIRST PRINCE WIZARD to cast this spell, pick a visible friendly LEGION OF THE FIRST PRINCE unit that is not in combat and is wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: The target can move D6". It cannot end that move in combat. In addition, until the start of your next turn, the target is not visible to enemy units while they are more than 12" away.
KEYWORDSSPELL


Manifestation Lore

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 LEGION OF THE FIRST PRINCE 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.
KEYWORDSSPELL, SUMMON

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

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.

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

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.


First Circle Titles

You can include up to 3 First Circle Title enhancements in your army. First Circle Titles can only be given to Varanguard units. The same unit cannot have more than 1 First Circle Title.
Passive
THE GRIMROOT ORDER: Corruption suffuses these warriors so deeply that it is said they can endure wounds that would slay even fellow Varanguard.

Effect: Add 1 to this unit’s Health characteristic.

Passive
TAMERS OF HARADH’S TORMENT: The steeds of these knights once roamed Haradh’s Torment, where a gargant warlord roused the beasts of the Eightpoints to challenge Archaon – and was later punished for it.

Effect: Add 1 to the Damage characteristic of this unit’s Companion weapons.

Passive
THE HOUNDS APOCALYPTUS: These champions have ridden far across the realms and are rabid in seizing whatever the Everchosen deems a worthy prize.

Effect: While this unit is wholly within enemy territory, add 1 to the Attacks characteristic of this unit’s melee weapons.

Passive
THE BLACKSTORM APOSTATES: These warriors are a rare prize indeed for the Everchosen: Azyrites who have embraced Chaos and speed themselves with imprisoned and tortured celestial winds.

Effect: Add 3" to this unit’s Move characteristic.

Passive
BETRAYERS OF THE ANVILKING: To earn Archaon’s favour, these former apprentices of an ancient smith-lord betrayed their master but preserved his secrets of forgecraft.

Effect: This unit has WARD (6+).

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

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), 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), 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), 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

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), 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

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

13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
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.

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.

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.
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).
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.

3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.
4.1 Enhancements
Each set of faction rules include a number of enhancements that can be given to units, e.g. heroic traits, mount traits and artefacts of power. You can take 1 enhancement from each enhancement table in your faction rules. Each enhancement table lists which units are eligible to be given that enhancement. UNIQUE units cannot be given enhancements.

While some abilities allow you to take extra enhancements, the same unit can never have more than 1 enhancement of the same type, and you can never include the same enhancement in your army more than once.
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

The DAEMON 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.

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

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

• Fiends
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.
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).

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

24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
Once Per Battle (Army), Deployment Phase
EYE OF THE GODS: The mortal champions of Chaos seek to attract the notice of the gods by performing great deeds in battle.

Declare: Pick a friendly non-UNIQUE WARRIORS OF CHAOS or DARKOATH HERO to be the target.

Effect: During the battle, the target gains Dark Apotheosis points as follows:
  • Each time the target uses a FIGHT ability, it gains D3 Dark Apotheosis points.
  • At the end of each of your turns, if the target is contesting an objective that is wholly outside friendly territory, it gains D3 Dark Apotheosis points.
Once Per Battle (Army), Any Hero Phase
DARK APOTHEOSIS: Favoured by the Dark Gods, this champion is bestowed with fell glory.

Declare: Pick a friendly unit with 8 or more Dark Apotheosis points to be the target.

Effect: Pick 1 of the following:

Aura of Chaos: Heal (X) the target, where X is the number of damage points allocated to the target. In addition, the target has WARD (5+) for the rest of the battle.

Daemonhood: Set up a Daemon Prince within 1" of the target. Then, remove the target from the battlefield. If the target is your general, the Daemon Prince becomes your general instead. If the target has any enhancements, the Daemon Prince has those enhancements instead. If the target has a Pledge to Chaos keyword, the Daemon Prince has the same keyword. Otherwise, pick 1 Pledge to Chaos keyword for the Daemon Prince to have for the rest of the battle.
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, it 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

Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.
3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

Passive
PLEDGED TO KHORNE: The Blood God instils a blind rage in his most frenzied adherents.

Effect: Add 1 to the Attacks characteristic of melee weapons used by friendly PLEDGED TO KHORNE units.
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.
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.
Once Per Turn (Army), Your Movement Phase
PLEDGED TO TZEENTCH: Reality twists and weaves around these warriors as they become intertwined in the machinations of the Change God.

Declare: Pick a friendly PLEDGED TO TZEENTCH unit to be the target.

Effect: Roll 2D6. Then pick a point within a number of inches of the target equal to the roll. Remove the target from the battlefield and set it up again on the battlefield wholly within 6" of that point and more than 9" from all enemy units.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Passive
PLEDGED TO NURGLE: The Father of Plagues bestows gifts of rot and decay upon his followers.

Effect: Friendly PLEDGED TO NURGLE units have WARD (6+). If a unit already has WARD (6+), it has WARD (5+) instead.
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).
Your Charge Phase
PLEDGED TO SLAANESH: The thrill of battle drives these warriors to charge at spectacular speed.

Effect: For the rest of the turn, add 1 to the number of dice rolled when making charge rolls for friendly PLEDGED TO SLAANESH units, to a maximum of 3.
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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.
Those HEROES can join an eligible regiment as a Legion of the First Prince Daemon.

Cavalry
Infantry
Beast
• Fiends
War Machine
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.

The non-HERO DAEMON and LEGION OF THE FIRST PRINCE keywords are used in the following Slaves to Darkness warscrolls:

• Fiends

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

Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.

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

3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
Army List
Warscrolls collated

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