Slaves to Darkness – Scourge of Ghyran Abraxia, Spear of the Everchosen

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SLAVES TO DARKNESS WARSCROLL
Scourge of Ghyran Abraxia
Spear of the Everchosen
10"
14
3+
5
5+
Few of the Dark Gods’ champions have wrought more horror upon the Everspring Swathe than Abraxia, the Spear of the Everchosen. She has sworn to drown the jungles in the blood of her foes and charges into battle at the head of a vast Chaos horde. Her warriors dread her anger and will obey whatever order she gives, no matter how likely it is to result in their gruesome deaths.
SLAVES TO DARKNESS WARSCROLL
Scourge of Ghyran Abraxia
Spear of the Everchosen
MELEE WEAPONS
AtkHitWndRndDmg
Gorbolga the Accurs’d [Anti-HERO (+1 Rend), Charge (+1 Damage)]
Gorbolga the Accurs’d
Anti-HERO (+1 Rend), Charge (+1 Damage)
53+3+23
The Thanatorg’s Claws and Fangs [Companion]
The Thanatorg’s Claws and Fangs
Companion
64+2+22
BATTLE PROFILE

Unit Size: 1      Points: 360
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Ruinous Champion, Any SLAVES TO DARKNESS
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of The Thanatorg’s Claws and Fangs is 4.

Once Per Turn (Army), Any Charge Phase
UNSTOPPABLE INVASION: Demonstrating its legendary ferocity, the Thanatorg smashes through the ranks of the foe.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target.

Effect: Inflict D3 mortal damage on the target. Then, roll 2D6. This unit can move a distance up to the value of the roll. It can pass through models in the target unit but must end that move in combat.
KEYWORDSRAMPAGE

Your Combat Phase
CHAMPION OF THE UNDIVIDED: Abraxia’s fell reputation inspires her followers to embark on murderous rampages to gain her attention – perhaps even her approval. Such success is rare, but the resulting carnage is unquestionable.

Declare: Pick a friendly non-UNIQUE SLAVES TO DARKNESS unit wholly within 12" of this unit and that does not have a Pledge to Chaos keyword to be the target.

Effect: For the rest of the turn, add 1 to the Rend characteristic of melee weapons used by the target while they are contesting an objective you do not control.

End of Any Turn
UNENDING WILL TO CONQUER: Abraxia once consumed the flesh of the High Anointed of the Temple of the Ur-Phoenix, an act swiftly followed by her desecration of the sacred flame at the shrine’s heart. Now, when the thrill of battle ignites within her, the power of rebirth sees her wounds rapidly heal over as if they had never occurred.

Effect: If this unit is contesting an objective you do not control. Heal (D6) this unit.

End of Any Turn
MUTATIVE SPEAR: Gorbolga the Accurs’d causes rampant mutation in its victims, their twisted, mewling remains a source of absolute horror to their surviving allies.

Declare: Pick an enemy unit that had any damage points allocated to it this turn by this unit’s combat attacks to be the target.

Effect: The target has a maximum control score of 1 for the rest of the turn.

KEYWORDS
UNIQUE, HERO, MONSTER, WARD (5+)
CHAOS, SLAVES TO DARKNESS, WARRIORS OF CHAOS
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).
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.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.

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
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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.
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’).
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 PLEDGED TO TZEENTCH keyword is used in the following Slaves to Darkness warscrolls:

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).
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.
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

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.
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.
© Vyacheslav Maltsev 2013-2025