Slaves to Darkness – Chaos Lord

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SPEARHEAD WARSCROLL
Chaos Lord
5"
6
3+
2
Chaos Lords are baleful champions who have walked the Path to Glory and are now only one step away from ascension or damnation. They are the rulers of great warbands and hordes, and their followers would rather risk death than face their wrath. Each one is a legendary warrior, gifted by the gods with enough raw strength to command by pure fear, for deep down, they know that it only takes a single misstep to disappoint their fell patrons. Their feats of epic violence inspire the bloodthirsty throngs that follow them, shaping them into an unstoppable legion of dark-hearted killers.
SPEARHEAD WARSCROLL
Chaos Lord
MELEE WEAPONS
AtkHitWndRndDmg
Reaperblade [Crit (Mortal)]
Reaperblade
Crit (Mortal)
53+3+12
Your Hero Phase
FAVOURED OF THE PANTHEON: The gods watch this warlord’s deeds particularly closely.

Effect: Roll a dice. On a 4+, you can roll on the Eye of the Gods table for this unit.

Any Combat Phase
IRON-WILLED CHAMPION: This champion of Chaos demands that their warriors give no quarter.

Declare: Pick a friendly unit wholly within 12" of this unit to be the target and roll a dice. You cannot pick this unit.

Effect: On a 2+, add 1 to hit rolls for attacks made by the target unit this phase.

KEYWORDS
HERO, INFANTRY
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.
Army List
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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.

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).
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.
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).
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.
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

5.4 Passive Abilities
Abilities that have the Passive timing are called passive abilities. Passive abilities are not declared. The effects of passive abilities always apply if the conditions of the ability are met, and they must be applied if it is possible to do so.
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.

Declare: Pick one of the following friendly units to use this ability:
  • A unit that is contesting an objective not controlled by your opponent and is not in combat.
  • A unit that destroyed an enemy unit this turn.

Effect: Roll once on the Eye of the Gods table for that unit. That unit gains the Eye of the Gods passive ability that corresponds to the roll (the unit keeps all Eye of the Gods abilities gained in previous turns). If the same unit gains the same ability more than once in the battle, the effects are not cumulative.

D6ABILITY
1Snubbed by the Gods: No effect.
2WARD OF TZEENTCH: This unit has WARD (6+).
3GRACE OF SLAANESH: Add 1 to run rolls for this unit.
4BLESSING OF NURGLE: Subtract 1 from wound rolls for attacks that target this unit.
5FURY OF KHORNE: Add 1 to the Rend characteristic of this unit’s melee weapons.
6Champion of Chaos: Pick any ability from the table.
© Vyacheslav Maltsev 2013-2026