Slaves to Darkness – Be’lakor, the Dark Master

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SLAVES TO DARKNESS WARSCROLL
Be’lakor
the Dark Master
14"
14
4+
10
Once, Be’lakor – first of the Daemon Princes – stood paramount before the Ruinous Powers. How he fell from these heights is not known; likely his ambitions played a part, for Be’lakor craves godhood. His punishment was to crown each Everchosen but be denied the mantle himself. Yet Be’lakor is a creature of matchless cunning; even as he raged at his predicament, nursing hatred for the ‘False King’ Archaon, he schemed to reclaim his place at the forefront of the hordes of Chaos. Be’lakor prefers to work in the shadows, orchestrating manipulations over decades. Most infamous of his schemes was the genesis of the Cursed Skies, clouds of corruption that spill across the heavens and can even prevent the souls of slain Stormcasts from returning to Azyr. When the Dark Master takes to the field in person, he is a force to be reckoned with. Through sorcery and guileful whispers, he leaves ordered battlelines in milling disarray, or he engineers events to ensure they never arrive at all. Those few who stand firm are swiftly bisected, body and soul, by the Blade of Shadows. The terror of mortals is as the sweetest nectar to Be’lakor, who takes it as proof of his own supremacy.
SLAVES TO DARKNESS WARSCROLL
Be’lakor
the Dark Master
MELEE WEAPONS
AtkHitWndRndDmg
Blade of Shadows [Crit (Auto-wound)]
Blade of Shadows
Crit (Auto-wound)
83+3+22
Fell Claw and Spearing Tail [Charge (+1 Damage)]
Fell Claw and Spearing Tail
Charge (+1 Damage)
22+2+22
BATTLE PROFILE

Unit Size: 1      Points: 440
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Eternus or Ruinous Champion, Any SLAVES TO DARKNESS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Blade of Shadows is 6.

Passive
SHADOW FORM: Be’lakor can shift his physical form to be as insubstantial as the mists of Ulgu – and just as hard to land a telling blow upon.

Effect: Ignore modifiers to save rolls for this unit (positive and negative).

Once Per Turn (Army), Enemy Combat Phase
DEADLY TRAP: The Dark Master delights in lethal reversals of expectation and fate.

Declare: Pick this unit and up to 2 friendly SLAVES TO DARKNESS units within this unit’s combat range to be the targets.

Effect: Roll a dice for each target. On a 4+, that target has STRIKE-FIRST for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Battle, Enemy Hero Phase
THE DARK MASTER: Many puppets dance on Be’lakor’s infernal strings. Few realise as much until their fate is sealed.

Declare: Pick a visible enemy unit to be the target.

Effect: Until the start of your next turn, each time the target is picked to use an ability, roll a dice as a reaction. On a 3+, that ability has no effect.

Your Hero Phase
6
ENFEEBLE FOE: With a series of hissed incantations, Be’lakor instils visions of loss and despair in the minds of his enemies to drain them of their fighting spirit.

Declare: Pick a visible enemy unit within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • Subtract 1 from hit rolls from the target’s combat attacks.
  • The target’s combat attacks cannot score critical hits (treat them as regular hits instead).
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (2), FLY, WARD (6+)
CHAOS, SLAVES TO DARKNESS, DAEMON, UNDIVIDED
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).
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.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
Army List
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Those HEROES can join an eligible regiment as a Ruinous Champion.

Infantry Hero
Cavalry Hero
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.

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

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 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 WARMASTER keyword is used in the following Slaves to Darkness warscrolls:

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

15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
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.
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.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
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

© Vyacheslav Maltsev 2013-2024