Slaves to Darkness – Daemon Prince

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•SLAVES TO DARKNESS WARSCROLL•
Daemon Prince
8"
10
3+
5
6+
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
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Hellforged Weapons [Crit (Mortal)]
Hellforged Weapons
Crit (Mortal)
63+3+13
BATTLE PROFILE

Unit Size: 1      Points: 230
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
FAQ
Q:When using the ‘Dark Apotheosis’ ability to set up a Daemon Prince, does that Daemon Prince have to be included on my army roster and do I need to spend points on it?
A:
No to both.
Errata
Battle Traits
Change the third sentence of the ‘Daemonhood’ effect of the ‘Dark Apotheosis’ ability to:
‘If the target is your general, the Daemon Prince becomes your general instead and is added to your general’s regiment’.
Battle Formations
Change the Despoilers’ ‘Feral Ruin’ ability to:
Once Per Turn (Army), End of Your Turn
FERAL RUIN
Declare: Pick a friendly Daemon Prince to use this ability. Then, pick a visible non-DAEMON non-UNIQUE SLAVES TO DARKNESS unit wholly within 12" of this unit to be the target.

Effect: Remove any PLEDGE TO CHAOS keywords the target has. Then, the target gains any PLEDGE TO CHAOS keywords this unit has.

Battle Formations
Change the Despoilers’ ‘Feral Ruin’ ability to:
Once Per Turn (Army), End of Your Turn
YOU WILL SERVE!: A Daemon Prince is manifest proof of the ultimate reward that awaits those who serve their patron. The awe they inspire is such that when they make demands in the name of their god, few have reason to deny them.

Declare: Pick a friendly Daemon Prince to use this ability. Then, pick a visible non-DAEMON non‐UNIQUE SLAVES TO DARKNESS unit that does not have an Ensorcelled Banner wholly within 12" of this unit to be the target.

Effect: Remove any PLEDGE TO CHAOS keywords the target has. Then, the target gains any PLEDGE TO CHAOS keywords this unit has.

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.

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
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).
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
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.

FAQ / Errata

FAQ
Q:If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model?
A:
No.
Errata
Addenda: 7.0 Combat Range
Add the following:

‘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.’
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).
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
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.
Obscuring
While every model in a non-MONSTER non‐WAR MACHINE unit that does not have the FLY keyword is within 1" of this terrain feature, the following apply:
  • That unit is only visible to enemy units that are within its combat range.
  • The Range characteristic of that unit’s ranged weapons is halved (rounding down to the nearest inch).
Unstable
Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall.
1.4.2 Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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.

FAQ / Errata

FAQ
Q:If a non-FLY INFANTRY HERO (e.g. a Scinari Cathallar) is a Shrine Guardian of a Shrine Luminor, and that Shrine Guardian is within 1" of an obscuring terrain feature, is the Shrine Guardian visible to enemy abilities that target the Shrine Guardian?
A:
Yes.
Errata
6.0 Visibility
Add the following:

‘If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.’
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.

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

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

Infantry Hero
Monster

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

Infantry Hero
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

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

FAQ

Q:When using the ‘Charge’ ability, does my unit need to end the charge move within 1⁄2" of an enemy unit that was visible to the charging unit at the start of that charge move?
A:
No. It must end the charge move within 1⁄2" of an enemy unit that is visible to the charging unit when it finishes that charge move.
Q:If an ability adds to or subtracts from the number of dice that make up a charge roll, is that a modifier to the charge roll?
A:
No.
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.

Errata

Addenda: fought
Add the following definition:

‘fought: A unit has fought if it used any FIGHT abilities in the same turn.’
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.

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

War Machine Hero

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

War Machine Hero
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.
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.

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Those HEROES can join an eligible regiment as a Ruinous Champion.

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

19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, 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.

FAQ / Errata

FAQ
Q:Can I use an ability that allows a friendly unit that does not have STRIKE-FIRST to fight immediately after a friendly unit that has STRIKE-FIRST if there are one or more enemy units with STRIKE-FIRST that have not yet been picked to fight?
A:
No. As mentioned in the sidebar next to 19.0, abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST constraints, so you cannot pick a unit that does not have STRIKE-FIRST to fight until all other units that have STRIKE-FIRST have fought.
Q:If a friendly unit is the only unit that has STRIKE-FIRST on the battlefield and it has an ability that allows a friendly unit to fight immediately after it, in what order would units be picked to fight?
A:
If you are the active player, the unit that has STRIKE-FIRST would fight first, then you could use the ability to allow another friendly unit to fight immediately after it, and then you would pick the next unit to fight (i.e. three friendly units would fight back to back). If your opponent is the active player, the unit that has STRIKE-FIRST would fight first, you could still use the ability to allow another friendly unit to fight, and then your opponent would pick the next unit to fight.
Q:In the combat phase, if all eligible non-STRIKE‑LAST units have used a FIGHT ability, which player gets to pick the first STRIKE-LAST unit to fight?
A:
The alternating sequence of picking units to use a FIGHT ability would continue and so the player who did not pick the last non-STRIKE-LAST unit would get to pick the first eligible STRIKE-LAST unit in their army to use a FIGHT ability.
Errata
19.0 STRIKE-FIRST and STRIKE-LAST
In the first sentence, replace ‘at the start of the phase’ with ‘after any non-FIGHT Combat Phase abilities have been used’.
STRIKE-LAST
Remove the following text from STRIKE-LAST:
‘If both players have units with STRIKE-LAST, they alternate fighting with those units after all other eligible units have fought, starting with the active player.’
STRIKE-LAST
In the glossary entry for STRIKE-LAST, remove ‘, starting with the active player’.
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 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, when making charge rolls for friendly PLEDGED TO SLAANESH units, you can roll 1 additional dice (to a maximum of 3), but if you do, you must discard 1 dice of your choice.
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 2013-2026