Slaves to Darkness – Daemon Prince

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SLAVES TO DARKNESS WARSCROLL
Daemon Prince
8"
10
3+
5
Daemon Princes are those champions who, through determination and countless atrocities, have surpassed the heights of the Path to Glory. Only the most vanishingly rare souls can hold the gods’ attention long enough to achieve this apotheosis, joining the infernal ranks of daemonkind as an embodiment of Chaos itself. The earth rebels at their presence, for they are things that should not exist. Palls of shadow surround a Daemon Prince as the land cracks and vomits torrents of hellflame. With talon and cursed blade, the Daemon Prince brings ruin to the realms, assured that there are none who might challenge them.
SLAVES TO DARKNESS WARSCROLL
Daemon Prince
MELEE WEAPONS
AtkHitWndRndDmg
Hellforged Weapons [Crit (Mortal)]
Hellforged Weapons
Crit (Mortal)
63+3+13
BATTLE PROFILE

Unit Size: 1      Points: 290
Base size: 60mm
Can be reinforced: No
Regiment Options: 0-1 Ruinous Champion, Any SLAVES TO DARKNESS

Marks of Chaos
During army composition, if this unit is part of a Slaves to Darkness army, you can pick 1 of the following Pledge to Chaos keywords for this unit:
  • PLEDGED TO KHORNE
  • PLEDGED TO TZEENTCH
  • PLEDGED TO NURGLE
  • PLEDGED TO SLAANESH

This unit is armed with Hellforged Weapons and has 1 of the following options:
  • Wings
  • Trophy Rack

Passive
THE MOUNTED SKULLS OF THE FALLEN: Some Daemon Princes revel in glory with each worthy foe slain by their hands.

Effect: If this unit has a Trophy Rack, its Hellforged Weapons also have Anti-HERO (+1 Rend).

Passive
AIRBORNE HORROR: Carried aloft by ragged leathery wings, this favoured champion of the Chaos Gods will bring ruin wherever they descend.

Effect: If this unit has Wings, it has a Move characteristic of 10" and has FLY.

Any Combat Phase
IMMORTAL CHAMPION: Those favoured enough to ascend to daemonhood are among the most deadly servants of the Ruinous Powers.

Effect: Roll a dice. On a 4+, this unit has STRIKE-FIRST for the rest of the turn.

KEYWORDS
HERO, INFANTRY, WARD (6+)
CHAOS, SLAVES TO DARKNESS, DAEMON
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).

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

• Fiends

The SLAVES TO DARKNESS keyword is used in the following Slaves to Darkness warscrolls:

• Fiends
Army List
Warscrolls collated

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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.

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.
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

Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
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.
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.
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.
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.
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.
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.
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.
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.
© Vyacheslav Maltsev 2013-2025