Slaves to Darkness – Scourge of Aqshy Chaos Lord on Karkadrak

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SLAVES TO DARKNESS WARSCROLL
Scourge of Aqshy Chaos Lord
on Karkadrak
9"
10
3+
2
Those Chaos Lords who succeed in dominating a Karkadrak, a drake-like creature known for its frenzied rampages, are rewarded with a terrifying mount that inspires bloodlust in their warriors’ dark steeds.
SLAVES TO DARKNESS WARSCROLL
Scourge of Aqshy Chaos Lord
on Karkadrak
MELEE WEAPONS
AtkHitWndRndDmg
Hexed Weapons [Charge (+1 Damage), Crit (Mortal)]
Hexed Weapons
Charge (+1 Damage), Crit (Mortal)
53+3+12
Karkadrak’s Claws and Horn [Companion]
Karkadrak’s Claws and Horn
Companion
44+3+12
BATTLE PROFILE

Unit Size: 1      Points: 230
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: 0-1 Ruinous Champion, Any SLAVES TO DARKNESS
Notes: This HERO can join an eligible regiment as a Ruinous Champion.
This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

Once Per Turn (Army), Any Combat Phase
FEROCIOUS INFLUENCE: When a Karkadrak enters a blood frenzy, other creatures are swept up in its bloody mania, ripping chunks of flesh from limbs and torsos and caving in skulls with their hooves

Declare: You can only use this ability if this unit charged this turn. Pick an enemy unit in combat with this unit to be the target.

Effect: For the rest of the turn:
  • Add 1 to the Damage characteristic of this unit’s Companion weapons for attacks that target that enemy unit.
  • Add 1 to hit rolls for attacks made with Companion weapons used by friendly SLAVES TO DARKNESS CAVALRY and WAR MACHINE units while they are wholly within 12" of and visible to this unit.

Once Per Turn (Army), End of Any Turn
WRATHFUL ABANDON: Imbued with the eager fury of battle, the Chaos Lord and their warriors are and swiftly fall upon their foes.

Declare: If this unit charged this turn, pick this unit and a friendly non-HERO WARRIORS OF CHAOSunit that charged this turn and is wholly within 12" of this unit to be the targets.

Effect: Each target can move a number of inches equal to your fury level. If a target was in combat at the start of the move, it must end that move in combat with all of the units it was already in combat with at the start of the move. It cannot move into combat with units it was not already in combat with at the start of that move

KEYWORDS
HERO, CAVALRY
CHAOS, SLAVES TO DARKNESS, WARRIORS OF CHAOS
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).

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

• Fiends
Endless Spell

and others...

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

• Fiends
Endless Spell

and others...
Army List
Warscrolls collated

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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 may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.

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

Infantry Hero
Cavalry Hero
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.
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).
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.
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

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.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.

The SLAVES TO DARKNESS and WAR MACHINE keywords are used in the following Slaves to Darkness warscrolls:

The non-HERO WARRIORS OF CHAOS keyword is used in the following Slaves to Darkness warscrolls:

© Vyacheslav Maltsev 2013-2026