Slaves to Darkness – Warscrolls


Cavalry Hero


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Centaurion Marshal
8"
10
4+
2
Centaurions are terrifying opponents. These towering, heavily muscled quadrupeds have four upper limbs, each clutching a deadly gladiatorial weapon. Enemies not cleaved, spitted or otherwise shredded by these implements are trampled by the creature’s iron-hard hooves. It would be easy to dismiss the Centaurions as base beasts, and it is true that they are often encountered in fighting pits dedicated to the Ruinous Power. Yet Centaurions possess surprising cunning and subtlety. Moreover, they are beings with a purpose – to cast down Archaon and, in his place, raise up Be’lakor, the Dark Master. How Be’lakor came to command the Centaurions is unclear. Some say he forged some deal with their ancestors; others say that the first Daemon Prince had some direct hand in their creation. Either way, the Centaurions serve him with brutal loyalty. Each Marshal can each call upon cells of Be’lakor’s agents to do their bidding, and warriors who catch their attention in the fighting pit are targeted for initiation into the Legion of the First Prince. Many would-be initiates are swayed by the Centaurions’ promises of power; those more truculent are violently compelled to stare into the eyes of an Icon of the Dark Master, hollowing them out and turning them into vessels of the daemon’s will for the Centaurions to direct.
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Centaurion Marshal
MELEE WEAPONS
AtkHitWndRndDmg
Mauling Spear, Skull Bludgeon and Varanspire Gladius [Charge (+1 Damage)]
Mauling Spear, Skull Bludgeon and Varanspire Gladius
Charge (+1 Damage)
63+3+12
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 80mm
Can be reinforced: No
Regiment Options: 0-1 MONSTER, Any Chaos Legionnaires, Any DAEMON
Notes: This HERO can join an eligible regiment as a Ruinous Champion.

Reaction: You declared a FIGHT ability for this unit
MARSHAL OF THE LEGIONS: Not only formidable combatants, Centaurion Marshals lead the forces of the First Prince into battle with an iron fist.

Effect: Pick a friendly non-HERO UNDIVIDED unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to hit rolls for the target’s attacks for the rest of the turn.

KEYWORDS
HERO, CAVALRY
CHAOS, SLAVES TO DARKNESS, UNDIVIDED


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Chaos Lord
on Daemonic Mount
10"
8
3+
2
The lords of Chaos have long walked the Path to Glory, leaving mountains of dead in their wake. Their towering frames are clad in hellforged armour; their eyes and their weapons blaze with the favour of the Dark Powers. Other champions must offer due respect to these dark-hearted monarchs, for they are warriors and conquerors of grim renown, their names omens of disaster. Whether ruling from a spiked Dreadhold or battling amidst the wastelands, a Chaos Lord eagerly embraces any test of their might. They are killers of the most terrible magnitude, burners of nations and eradicators of civilisations. Chaos Lords lead from the front. To do any less would see them stripped of divine favour. No normal steed will suffice for them; they ride daemonic beasts, creatures granted to them by their patrons as a reward. Daemonic Mounts often appear as mutated flame-snorting warhorses, but some are reptilian or avian in nature – or even stranger still. With such a mount, a Chaos Lord leads thundering charges into the enemy, trampling them beneath a stampede of ironshod hooves.
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Chaos Lord
on Daemonic Mount
MELEE WEAPONS
AtkHitWndRndDmg
Cursed Weapons [Charge (+1 Damage)]
Cursed Weapons
Charge (+1 Damage)
53+3+22
Daemonic Mount’s Mighty Hooves [Companion]
Daemonic Mount’s Mighty Hooves
Companion
35+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: 0-1 Ruinous Champion, 0-1 MONSTER, Any WARRIORS OF CHAOS

MARK OF CHAOS
During army composition, pick 1 of the following keywords for this unit:
  • UNDIVIDED
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH

Reaction: You declared a FIGHT ability for this unit
THE KNIGHTS OF CHAOS: At the head of a charge, this Chaos Lord leads their cavalry to crush any foe before them.

Effect: Pick a friendly non-HERO WARRIORS OF CHAOS CAVALRY unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to wound rolls for the target’s attacks for the rest of the turn.

KEYWORDS
HERO, CAVALRY
CHAOS, SLAVES TO DARKNESS, WARRIORS OF CHAOS


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Chaos Lord
on Karkadrak
9"
10
3+
2
The lords of Chaos have long walked the Path to Glory, leaving mountains of dead in their wake. Their towering frames are clad in hellforged armour; their eyes and their weapons blaze with the favour of the Dark Powers. Other champions must offer due respect to these dark-hearted monarchs, for they are warriors and conquerors of grim renown, their names omens of disaster. Whether ruling from a spiked Dreadhold or battling amidst the wastelands, a Chaos Lord eagerly embraces any test of their might. They are killers of the most terrible magnitude, burners of nations and eradicators of civilisations. Exceptionally brutal Chaos Lords may seek to master a Karkadrak. These reptilian beasts possess scales as hard as duardin-forged steel, and the momentum of their charges can plough through a stone barricade. Only the rarely exposed underside of these beasts is vulnerable, and it is here a Chaos Lord must strike to subdue a Karkadrak. Most who try are crushed for their troubles; the few who are worthy gain a fearsome and nigh-on impervious steed to carry them into the bloodiest press of the melee.
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Chaos Lord
on Karkadrak
MELEE WEAPONS
AtkHitWndRndDmg
Hexed Weapons [Crit (Mortal), Charge (+1 Damage)]
Hexed Weapons
Crit (Mortal), Charge (+1 Damage)
53+3+12
Karkadrak’s Claws and Horn [Companion]
Karkadrak’s Claws and Horn
Companion
44+3+12
BATTLE PROFILE

Unit Size: 1      Points: 240
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: 0-1 Ruinous Champion, 0-1 MONSTER, Any WARRIORS OF CHAOS

MARK OF CHAOS
During army composition, pick 1 of the following keywords for this unit:
  • UNDIVIDED
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH

Any Charge Phase
BRUTUSH RAMPAGE: A charging Karkadrak is an almost unstoppable force, capable of smashing straight through even the most determined shieldwall.

Declare: If this unit charged this phase, pick up to 3 enemy units within 1" of it to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Once Per Battle (Army), Any Charge Phase
DRIVE THE LEGIONS FORWARD: Mounted atop a mighty Karkadrak, the Chaos Lord signals the charge.

Declare: Pick this unit and up to 2 friendly non-HERO WARRIORS OF CHAOSunits wholly within 12" of this unit to be the targets.

Effect: Add 2 to charge rolls for the targets for the rest of the turn.

KEYWORDS
HERO, CAVALRY
CHAOS, SLAVES TO DARKNESS, WARRIORS OF CHAOS


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Darkoath Chieftain
on Warsteed
12"
7
4+
2
To rise to leadership in a Darkoath tribe is no meagre feat. Only those who prove their strength by fulfilling the most deadly oaths can rise to the rank of Chieftain. They must often defeat the tribe’s current leader in combat, as well as earn the favour of the accursed Wilderfiend that shadows their clan. Even should they succeed in these martial trials, the Chieftain must hone their tactical cunning, wielding their tribal kin as a weapon with which to complete even bolder oaths. The gods do not look kindly on those who rest on their laurels, and the Chieftains are expected to win ever greater glories – or face the consequences. Darkoath Chieftains lead from the front, demonstrating their right to rule by ploughing headlong into enemies and setting about with hewing strokes from axe or blade. Their favoured steeds are the hulking warhorses that can survive in the wastes of the realms, which the Darkoath clad in bladed masks and hang with the remains of especially powerful foes. The presence of a Chieftain can lend the charge of Darkoath cavalry even greater impetus, for the eye of the gods falls upon these figures, and as a result, there are plenty of opportunities to catch divine attention.
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Darkoath Chieftain
on Warsteed
MELEE WEAPONS
AtkHitWndRndDmg
Darkoath Cursed Weapon [Crit (Mortal)]
Darkoath Cursed Weapon
Crit (Mortal)
54+3+12
Warsteed’s Hooves [Companion]
Warsteed’s Hooves
Companion
25+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 75 × 42mm
Can be reinforced: No
Regiment Options: 0-1 Oathsworn, 0-1 MONSTER, Any DARKOATH

Passive
CAVALRY WARLEADER: The Darkoath Chieftain leads the cavalry swiftly into the enemy ranks.

Effect: You can re-roll charge rolls for friendly DARKOATH CAVALRY units while they are wholly within 12" of this unit.

Once Per Battle, End of Any Turn
OATH OF MURDER: Darkoath Chieftains offer up the souls of enemy lords and champions in exchange for divine power.

Effect: If this unit destroyed an enemy HERO or MONSTER this turn, this unit has STRIKE-FIRST for the rest of the battle.

KEYWORDS
HERO, CAVALRY
CHAOS, SLAVES TO DARKNESS, UNDIVIDED, DARKOATH


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Eternus
Blade of the First Prince
9"
9
3+
2
Eternus was once Atarus, captain of the Varanguard’s Eighth Circle. Few were more loyal to the Everchosen. Yet as the Era of the Beast raged, Atarus’s faith in Archaon crumbled. The Everchosen’s obsessive hatred for all deities, even his own ruinous patrons, seemed to blind him to the perils his dark empire faced – the mark of an unworthy king. Atarus sought a new patron, one who truly bathed in the favour of Chaos. He found it in Be’lakor. Pledging himself to the first Daemon Prince, Atarus was carried into the Cursed Skies, bathed in the soul-energies trapped there. He was reborn as Eternus, a creature of dark lightning who would reform from the hellish storm if slain. Eternus commands the Legion of the First Prince on his new liege’s behalf, spitting opponents on his crackling glaive. He also oversees the networks of spies that serve the Dark Master; Eternus is both eloquent and merciless, and he has lured many into Be’lakor’s service. This commitment is born as much through dread as hatred for Archaon, for Eternus knows that Be’lakor could strip away his false immortality should he no longer prove useful, leaving him little more than a raving lightning-gheist.
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Eternus
Blade of the First Prince
MELEE WEAPONS
AtkHitWndRndDmg
Death Glaive and Skull Flail [Charge (+1 Damage)]
Death Glaive and Skull Flail
Charge (+1 Damage)
63+3+12
Drakocephalus’s Fangs [Companion]
Drakocephalus’s Fangs
Companion
34+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 210
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: 0-1 MONSTER, Any Chaos Furies, Any Chaos Legionnaires, Any WARRIORS OF CHAOS
Notes: This HERO can join Be’lakor’s regiment.

Any Movement Phase
VEINS OF BLACK LIGHTNING: Reborn in the Cursed Skies above the realms, Eternus’s soul is tethered to the Mortal Realms through the dark magics of his master; whenever he is struck down, a flash of black lightning sees him stand defiant once more.

Declare: This unit can use this ability if it has been destroyed.

Effect: Roll 2D6. Add 1 to the roll if a friendly Be’lakor is on the battlefield. On an 8+, set up a replacement unit on the battlefield more than 9" from all enemy units.
KEYWORDSCORE

Reaction: Opponent declared a command for a unit within 12" of this unit
NETWORK OF SPIES: Eternus commands a legion of agents and operatives to ensure he is always one step ahead of his enemies.

Effect: Roll a dice. Add 1 to the roll if the enemy unit is in combat with a friendly Chaos Legionnaires or Chaos Furies unit. On a 5+, that command has no effect. The command still counts as having been used and the command points spent to use the command are still lost.

KEYWORDS
UNIQUE, HERO, CAVALRY
CHAOS, SLAVES TO DARKNESS, UNDIVIDED


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Gaunt Summoner
on Disc of Tzeentch
14"
6
4+
2
The Gaunt Summoners are nine favoured daemons of Tzeentch, each a formidable sorcerer-monarch. They are masters of the Silver Towers, esoteric fortresses that drift beyond time and space and are filled to the brim with gibbering daemons. The Gaunt Summoners were once free to pursue their agendas how they saw fit, but Archaon the Everchosen coveted their service. Through great cunning, he managed to acquire the true names of each and, thus, was able to bind them to his will. Though they despise the Everchosen, the Gaunt Summoners have since proven an invaluable cabal of advisors, seers and agents. Gaunt Summoners are immensely proud beings who consider walking the crudely mundane earth of the realms to be an indignity. Often, they will summon a Disc of Tzeentch to serve as their mount – a fellow daemon they have bound and shaped through magic into a floating, bladed conveyance. Stood atop a Disc, the Gaunt Summoner hurtles across the battlefield, attending to critical elements of their schemes in person. When needs must, they summon torrents of mutative wyrdflame to overcome the foe or open portals to their Silver Towers in which to trap especially intriguing adversaries.
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Gaunt Summoner
on Disc of Tzeentch
RANGED WEAPONS
RngAtkHitWndRndDmg
Changestaff [Crit (Mortal)]
Changestaff
Crit (Mortal)
12"34+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Warptongue Blade
Warptongue Blade33+3+12
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 230
Base size: 40mm
Can be reinforced: No
Regiment Options: Any SLAVES TO DARKNESS

Deployment Phase
MINIONS OF THE SILVER TOWER: The warped fortresses of the Gaunt Summoners are infested with their thrall hosts.

Declare: Pick a friendly unit that has not been deployed to be the target.

Effect: The target is set up in reserve in a Silver Tower. It has now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
BOOK OF PROFANE SECRETS: Using this arcane tome, the Gaunt Summoner calls forth minions from their Silver Tower.

Declare: Pick a friendly unit in a Silver Tower to be the target.

Effect: Set up the target on the battlefield wholly within 12" of this unit and more than 9" from all enemy units.

Your Hero Phase
7
ARCANE IMPRISONMENT: Gaunt Summoners delight in banishing foes to their Silver Towers.

Declare: Pick an enemy HERO in combat with this unit to be the target, then make a casting roll of 2D6.

Effect: If the unmodified casting roll exceeds the target’s Health characteristic, it is automatically destroyed. For the rest of the battle, that unit cannot be picked to be the target of an ability that allows a replacement unit to be set up.
KEYWORDSSPELL

KEYWORDS
HERO, WIZARD (2), CAVALRY, FLY, WARD (6+)
CHAOS, SLAVES TO DARKNESS, DAEMON, TZEENTCH


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Singri Brand
12"
4
5+
2
Singri is the daughter of Gunnar Brand, heir apparent to the Darkoath tribes of the Snow Peaks. Like that legendary chieftain, she is a warrior both courageous and merciless, as suspicious of the Dark Gods as she is contemptuous towards the Sigmarites. If anything, Singri is more outspoken than her father in her contempt for the divine – but though there is danger to bearing such views, it has a hard time catching her, for she is a horselord without equal in the Great Parch. Even the riders of the rival Takblood tribe concede that none are as capable of teasing out speed from a warhorse, nor as skilled in loosing pinpoint arrows while galloping at full tilt, as Singri. Singri charges into battle with a brash ferocity, one that often vexes her father. Yet though the pair argue frequently, a deep affection runs between them; they are all the family they have, since Singri’s mother was killed by Azyrites and her uncle Jorvik fell to the temptations of Chaos. No matter how far she rides, Singri always keeps an eye upon her father, and Gunnar has been saved more than once by her keen-eyed arrow fire.
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Singri Brand
RANGED WEAPONS
RngAtkHitWndRndDmg
Singri’s Warbow [Crit (Auto-wound)]
Singri’s Warbow
Crit (Auto-wound)
18"23+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Brand Ancestral Knife
Brand Ancestral Knife34+3+11
Warsteed’s Hooves [Companion]
Warsteed’s Hooves
Companion
25+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 0
Base size: 63 × 33mm sculpted
Can be reinforced: No
Regiment Options: None
Notes: This unit can only be taken in Gunnar Brand’s regiment.

Passive
SWIFT AS THE WIND: Singri’s horsemanship is unrivalled by any of the Darkoath. She weaves deftly across the battlefield, avoiding enemy fire and loosing deadly accurate shots with her bow in return.

Effect: Only critical hits score successful hits for shooting attacks that target this unit.

Passive
UNCANNY SHOT: Gunnar Brand has been saved on more than one occasion by a well-placed arrow from Singri.

Effect: Add 1 to the Rend characteristic of this unit’s Singri’s Warbow for attacks that target enemy units that are within 6" of a friendly Gunnar Brand.

KEYWORDS
UNIQUE, HERO, CAVALRY
CHAOS, SLAVES TO DARKNESS, UNDIVIDED, DARKOATH, GUNNAR’S OATHSWORN

Infantry Hero


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Chaos Lord
5"
6
3+
2
The lords of Chaos have long walked the Path to Glory, leaving mountains of dead in their wake. Their towering frames are clad in hellforged armour; their eyes and their weapons blaze with the favour of the Dark Powers. Other champions must offer due respect to these dark-hearted monarchs, for they are warriors and conquerors of grim renown, their names omens of disaster. Whether ruling from a spiked Dreadhold or battling amidst the wastelands, a Chaos Lord eagerly embraces any test of their might. They are killers of the most terrible magnitude, burners of nations and eradicators of civilisations. Chaos Lords command hordes of murderous killers desperate to earn the favour of the Dark Gods. These warbands view their overlord as a tangible link to the power of ruin and will fight with unmatched fanaticism to impress them. From these supplicants, the champion will choose their retinue, the most skilled and merciless fighters amongst their number. When fighting alongside such favoured warriors, these champions can carve bloody furrows in even the most determined enemy formation.
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Chaos Lord
MELEE WEAPONS
AtkHitWndRndDmg
Reaperblade [Crit (Mortal)]
Reaperblade
Crit (Mortal)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Ruinous Champion, 0-1 MONSTER, Any WARRIORS OF CHAOS

MARK OF CHAOS
During army composition, pick 1 of the following keywords for this unit:
  • UNDIVIDED
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH

Reaction: You declared a FIGHT ability for this unit
GLORY IN BATTLE: Under the command of their warlord, the warriors sworn to them waste no time in slaying the enemy.

Effect: Pick a friendly non-HERO WARRIORS OF CHAOS INFANTRY unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to wound rolls for the target’s attacks for the rest of the turn.

KEYWORDS
HERO, INFANTRY
CHAOS, SLAVES TO DARKNESS, WARRIORS OF CHAOS


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Chaos Sorcerer Lord
5"
5
4+
2
Chaos Sorcerers wield the energies of magic unbound. Theirs are the old traditions of the soothsayer and the tribal shaman, empowered by eldritch gifts from their patron deities. Sorcerers are obsessed with increasing their arcane potential at any cost, and they do not shy away from shortcuts to power, be they wielding deadly artefacts or making pacts with the denizens of the Realm of Chaos. Though this may seem unwise, these magi consider such courses to be only prudent. After all, to develop their abilities through measured study risks being usurped by others not so reticent to grasp the power of the gods. Sorcerer Lords glut themselves on the esoteric energy of Chaos, channelling it to empower their servants or sending it blazing towards the enemy in coruscating storms of warpfire. They view such powers as theirs to wield by right, and they scorn those who believe that the gods favour only the clumsy arts of the blade. Many Sorcerers have profound oracular talents, scrying the paths of the future in exchange for service from other champions of Chaos. If so inclined, such a mage may share a portion of their knowledge with useful underlings, granting them uncanny insight that may well postpone their doom.
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Chaos Sorcerer Lord
MELEE WEAPONS
AtkHitWndRndDmg
Sorcerer Staff and Runeblade
Sorcerer Staff and Runeblade34+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Ruinous Champion, 0-1 MONSTER, Any WARRIORS OF CHAOS

MARK OF CHAOS
During army composition, pick 1 of the following keywords for this unit:
  • UNDIVIDED
  • TZEENTCH
  • NURGLE
  • SLAANESH

Once Per Turn (Army), Your Hero Phase
ORACULAR VISIONS: A sorcerer can temporarily bestow the gift of foresight upon their allies, helping them ward against enemy blows.

Declare: Pick a friendly WARRIORS OF CHAOS unit wholly within 12" of this unit to be the target and roll a dice.

Effect: On a 3+, the target has WARD (5+) until the start of your next turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY
CHAOS, SLAVES TO DARKNESS, WARRIORS OF CHAOS


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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. Daemon Princes are embodiments 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. Many Daemon Princes spend most of their existence within the Realm of Chaos, fighting in the endless wars of the dark powers. The most egotistical and war-hungry, however, revel in the adulation of their mortal lessers – for they are as living gods to the hordes of ruin, proof that ascension is possible to achieve. Daemon Princes will look for any opportunity to bolster their magnificence, from sporting grisly trophy racks to sprouting vast wings. They are forces of obliteration that few can match, ruling over empires of Chaos dedicated to their glorification.
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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

MARK OF CHAOS
During army composition, pick 1 of the following keywords for this unit:
  • UNDIVIDED
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH

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

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.

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).

Your Hero Phase
RUINOUS FAVOUR: A Daemon Prince is an unholy conduit for the power and influence of their patron, and those who fight in their monstrous shadow may find themselves marked by the divine.

Declare: Pick a friendly non-UNIQUE unit wholly within 12" of this unit that shares a Mark of Chaos keyword with this unit to be the target.

Effect: Roll a dice. On a 3+, the target can immediately use the ‘Eye of the Gods’ ability as if it were the end of the turn and they had destroyed an enemy unit this turn.

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


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Darkoath Chieftain
5"
5
5+
2
To rise to leadership in a Darkoath tribe is no meagre feat. Only those who prove their strength by fulfilling the most deadly oaths can rise to the rank of Chieftain. They must often defeat the tribe’s current leader in combat, as well as earn the favour of the accursed Wilderfiend that shadows their clan. Even should they succeed in these martial trials, the Chieftain must hone their tactical cunning, wielding their tribal kin as a weapon with which to complete even bolder oaths. The gods do not look kindly upon those who rest on their laurels, and the Chieftains are expected to win ever greater glories – or face the consequences. Darkoath Chieftains know that reputation is a powerful weapon. By gaining glory through bloodshed, they are able to bind even greater throngs of tribal warriors to their side – warriors who will fight and die without fear to share in their champion’s victories. The best way to accrue notoriety is to fell the greatest warriors one can find. Chieftains carve their oathstones with vows of profound ambition, promising to offer the strongest of souls to their gods in exchange for the will and power to rise above the masses.
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Darkoath Chieftain
MELEE WEAPONS
AtkHitWndRndDmg
Cursed Broadsword [Crit (Mortal)]
Cursed Broadsword
Crit (Mortal)
54+3+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 MONSTER, Any DARKOATH
Notes: This HERO can join an eligible regiment as an Oathsworn.

Once Per Battle, End of Any Turn
OATH OF MURDER: Darkoath Chieftains offer up the souls of enemy lords and champions in exchange for divine power.

Effect: If this unit destroyed an enemy HERO or MONSTER this turn, this unit has STRIKE-FIRST for the rest of the battle.

Reaction: You declared a FIGHT ability for this unit
TRIBAL WARLEADER: With strength and fierce purpose, the rulers of the Darkoath tribes lead those sworn to their banners into the fray to fulfil their oaths.

Effect: Pick a friendly non-HERO DARKOATH INFANTRY unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.

KEYWORDS
HERO, INFANTRY
CHAOS, SLAVES TO DARKNESS, UNDIVIDED, DARKOATH


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Darkoath Warqueen
5"
5
5+
2
Through a mix of personal magnetism, bloody-handed brutality and the favour of the Ruinous Powers, a Darkoath Warqueen rises to command a great horde of barbarians and killers. The sigils adorning her shield speak to the clans she has yoked to her will, as well as the oaths she has made and completed in the name of the gods. A Warqueen has succeeded in drawing the dark powers’ attention to such a degree that she no longer requires shamans or seers to interpret their will; they speak to her personally – or, at least, so the Warqueen believes – whispering of the lands they wish her to ravage and the deeds they want her to perform in their name. Warqueens are always seeking opportunities to accrue greater personal glory, but there is a simple and practical motive behind this. The gods are fickle entities, liable to shower favour on any upstart that catches their gaze. To hold their attention requires escalating acts of evil in their name. A Warqueen relishes any chance to lead her tribal hordes against the bastions of civilisations, casting down their proud banners and burning their places of sanctuary to ash.
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Darkoath Warqueen
MELEE WEAPONS
AtkHitWndRndDmg
Rune-etched Axe [Crit (Mortal)]
Rune-etched Axe
Crit (Mortal)
54+3+12
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Oathsworn, 0-1 MONSTER, Any DARKOATH

Once Per Turn (Army), Your Hero Phase
RUIN-BLESSED CONQUEROR: A Warqueen heeds the whispers of the gods, ravaging lands in their name and drawing their gaze onto her warrior hordes.

Declare: Pick an objective that this unit is contesting.

Effect: Roll a dice. On a 3+, for the rest of the turn, other friendly DARKOATH units have WARD (5+) while they are contesting that objective.

Once Per Battle, Any Charge Phase
OATH OF SUPREMACY: By the will of the gods, this warrior leads her barbarous horde into the lands of the enemy, allowing none to oppose them.

Effect: If this unit is wholly within enemy territory and charged this phase, for the rest of the battle, add 1 to hit rolls for combat attacks made by friendly DARKOATH units while they are wholly within 12" of this unit.

KEYWORDS
HERO, INFANTRY, WARD (5+)
CHAOS, SLAVES TO DARKNESS, UNDIVIDED, DARKOATH


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Exalted Hero of Chaos
5"
6
3+
2
Champions who have excelled on the Path to Glory are exalted amongst their fellows. Though not yet true lords of ruin, they have made a name for themselves through hewing down prestigious enemies through gore-spraying axe blows. An Exalted Hero cares only for accumulating greater glory beneath the gaze of the Ruinous Powers. To rest on their laurels is not in their nature; indeed, it would be fatal, for the gods lose interest in their pawns quickly. If they wish to rise higher and avoid the grim fate of Spawndom, these warriors must constantly present tribute to their patrons in the form of slain sovereigns, warpriests and other worthy adversaries, and they will hunt down such targets with a fanatical vigour on the battlefield. The armoury of an Exalted Hero is eclectic but formidable. The armour they wear has sprouted new bladed edges or gibbering daemon-marks, a sign of favour from the dark powers. In mailed fists, they will carry the tools of their murderous trade; some favour twin axes leaden with fell curses, while others may carry a runeshield on one arm, offering a measure of defence against hostile sorcery.
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Exalted Hero of Chaos
MELEE WEAPONS
AtkHitWndRndDmg
Blades of the Dark Champion [Anti-HERO (+1 Rend), Anti-MONSTER (+1 Rend)]
Blades of the Dark Champion
Anti-HERO (+1 Rend), Anti-MONSTER (+1 Rend)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 MONSTER, Any WARRIORS OF CHAOS
Notes: This HERO can join an eligible regiment as a Ruinous Champion.

MARK OF CHAOS
During army composition, pick 1 of the following keywords for this unit:
  • UNDIVIDED
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH

Passive
GLORY-SEEKER: To earn the favour of their patron, these formidable warriors ruthlessly hunt down enemy monsters and champions.

Effect: Add 1 to the Damage characteristic of this unit’s melee weapons for attacks that target HEROES or MONSTERS.

KEYWORDS
HERO, INFANTRY
CHAOS, SLAVES TO DARKNESS, WARRIORS OF CHAOS


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Gaunt Summoner
5"
5
6+
2
The Gaunt Summoners are nine favoured daemons of Tzeentch, each a formidable sorcerer-monarch. They are masters of the Silver Towers, esoteric fortresses that drift beyond time and space, and that are filled to the brim with gibbering daemons. The Gaunt Summoners were once free to pursue their agendas how they saw fit, but Archaon the Everchosen coveted their service. Through great cunning he managed to acquire the true names of each, and thus was able to bind them to his will. Though they despise the Everchosen, the Gaunt Summoners have since proven an invaluable cabal of advisors, seers and agents. With a flick of their multi-jointed limbs, a Gaunt Summoner can conjure gouts of wyrdflame to engulf a formation – fires that do not burn but instead induce unpredictable mutations, perhaps turning flesh to glass or ribs to flailing tentacles. Far more intriguing to a Gaunt Summoner, however, is to trap an adversary within a Silver Tower. With swift cuts of their dagger through the aether, these daemons can open a portal to their deranged fastness. Few who stumble within are ever seen again; fewer still manage to maintain their sanity.
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Gaunt Summoner
RANGED WEAPONS
RngAtkHitWndRndDmg
Changestaff [Crit (Mortal)]
Changestaff
Crit (Mortal)
12"34+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Warptongue Blade
Warptongue Blade33+3+12
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 40mm
Can be reinforced: No
Regiment Options: Any SLAVES TO DARKNESS

Deployment Phase
MINIONS OF THE SILVER TOWER: The warped fortresses of the Gaunt Summoners are infested with their thrall hosts.

Declare: Pick a friendly unit that has not been deployed to be the target.

Effect: The target is set up in reserve in a Silver Tower. It has now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
BOOK OF PROFANE SECRETS: Using this arcane tome, the Gaunt Summoner calls forth minions from their Silver Tower.

Declare: Pick a friendly unit in a Silver Tower to be the target.

Effect: Set up the target on the battlefield wholly within 12" of this unit and more than 9" from all enemy units.

Your Hero Phase
7
DIVERT REALMGATE: Whispering fell incantations, a Gaunt Summoner can temporarily divert the path of a realmgate, allowing malefic Chaos entities to storm the battlefield.

Declare: Make a casting roll of 2D6.

Effect: Units set up this turn using this unit’s ‘Book of Profane Secrets’ ability can be set up wholly within 18" of this unit and more than 7" from all enemy units instead of the distances in the ability.
KEYWORDSSPELL

KEYWORDS
HERO, WIZARD (2), INFANTRY, WARD (6+)
CHAOS, SLAVES TO DARKNESS, DAEMON, TZEENTCH


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Gunnar Brand
5"
6
5+
2
Gunnar Brand is a legend amongst the Darkoath tribes of the eastern Great Parch. His warrior skills, coarse charisma and raw grit have seen him emerge triumphant against seemingly impossible odds time and again. Many whisper that Gunnar’s father made a deal with a daemon and that the gods have their gaze upon him. Gunnar himself accedes to this, but with an innate bitterness. Though he swears oaths in exchange for the power to protect his tribe, Gunnar privately despises the gods, believing that their influence over mortals amounts to nothing less than tyranny. Those who abandon their humanity to court their attention are foul to him – including his own brother, Jorvik, with whom he clashed after discovering the former chieftain offering sacrifices of their own tribal kin. It is not only the dark powers that Gunnar takes umbrage with. Sigmar is a false god also, and many times have the Brands and their allies fought the God-King’s people. Yet he reserves the greatest of his scorn for the Skaven, whose schemes destroyed much of his homeland. Gunnar now leads a swelling tribal horde against both ratmen and Dawners intent on reclamation, treading a perilous path along the edge of damnation.
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Gunnar Brand
MELEE WEAPONS
AtkHitWndRndDmg
Dual Axes [Crit (Mortal)]
Dual Axes
Crit (Mortal)
104+3+11
BATTLE PROFILE

Unit Size: 1      Points: 270
Base size: 32mm
Can be reinforced: No
Regiment Options: Singri Brand (required), The Oathsworn Kin (required), Any DARKOATH

Any Combat Phase
CARVE A PATH TO GLORY: Ruthless in battle, Gunnar Brand closes in on the enemy’s champions, claiming skulls and earning glory with each swing of his axes.

Declare: This unit can only use this ability if it is in combat with an enemy HERO.

Effect: This unit can use 2 FIGHT abilities this phase. After the first is used, however, this unit has STRIKE-LAST for the rest of the turn. This unit can only use the second FIGHT ability if it is in combat with an enemy HERO, and if it does so, it must pick an enemy HERO to be the target of all of its attacks.

Once Per Battle, End of Any Turn
OATH OF BLOODSHED: Though he is contemptuous of the gods, Gunnar is still Darkoath; he is not so foolish as to reject their boons should they seek to reward his murder-making.

Declare: This unit can only use this ability if any enemy HEROES were slain by this unit’s combat attacks this turn.

Effect: Friendly GUNNAR’S OATHSWORN units have WARD (4+) for the rest of the battle.

KEYWORDS
UNIQUE, HERO, INFANTRY
CHAOS, SLAVES TO DARKNESS, UNDIVIDED, DARKOATH, GUNNAR’S OATHSWORN


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Ogroid Myrmidon
6"
8
4+
2
The ogroids’ tale is a tragic one. The Goroans, as they were once known, were warriors in Gorkamorka’s armies, hunting monsters across Ghur. Yet unlike the greenskins and ogors, the Goroans valued civilisation; they studied metallurgy and masonry, developed crude philosophy and raised a proud city known as High Progrexia. When orruks ransacked their home, the Goroans were overcome with rage, fighting a doomed war against the clans of the wild. It was Archaon who promised the Goroans vengeance if they would serve. They became shock troops in his armies and marshals of his warpits, no longer able to deny the bestial rage within them. It was this animal fury that drew comparisons with ogorkind and saw the term ‘ogroid’ rise to prominence. Myrmidons are amongst the most formidable ogroids, the most skilled champions of their arenas. Having retained their people’s stubborn pride, they now strive to test themselves against opponents of an especially monstrous heft. With their honed skills, innate battle rage and ancestral weapons, the Myrmidons are far from outclassed in these titanic clashes. Should they truly be pushed, the runic tattoos inked across their flesh will ignite with power – driving a Myrmidon to even greater pitches of fury.
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Ogroid Myrmidon
RANGED WEAPONS
RngAtkHitWndRndDmg
Gladiator Spear
Gladiator Spear10"13+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Gladiator Spear [Anti-MONSTER (+1 Rend)]
Gladiator Spear
Anti-MONSTER (+1 Rend)
63+2+13
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 50mm
Can be reinforced: No
Regiment Options: Any Ogroid Theridons, Any MONSTER, Any DAEMON
Notes: This HERO can join an eligible regiment as a Ruinous Champion.

MARK OF CHAOS
During army composition, pick 1 of the following keywords for this unit:
  • UNDIVIDED
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH

Reaction: You declared a FIGHT ability for this unit
PIT MASTER: Myrmidons are given governance over the gladiatorial pits of the Varanspire, and all who have fought there willingly follow them into the fray.

Effect: Pick a friendly Ogroid Theridons unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to hit rolls for the target’s attacks for the rest of the turn.

Passive
MYRMIDON RAGE: Every wound inflicted on a Myrmidon only serves to stoke its rage further.

Effect: While this unit is damaged, add 2 to the Attacks characteristic of its melee weapons.

KEYWORDS
HERO, INFANTRY
CHAOS, SLAVES TO DARKNESS

Monster Hero


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Abraxia
Spear of the Everchosen
10"
14
3+
5
Once a whelp in the Varanspire’s fighting pits, Abraxia has risen to command the Swords of Chaos – the infamous First Circle of the Varanguard. She is a warrior of matchless willpower, convinced that there is no challenge she cannot best through bloody-minded grit. To Abraxia, Chaos represents a state of perpetual testing rather than being embodied in four insane gods. Such an anti-deific attitude pleases Archaon, who offers Abraxia that rarest of boons – a measure of his trust. In her conquest of the Sigmarite city of the Phoenicium, Abraxia consumed the sacred fire at the bastion’s heart. Cinder now flickers when she speaks, while in her eyes rages a tortured and captive flame. Abraxia rides to war atop a reptilian beast known as the Thanatorg. This ferocious creature once lurked in the depths of the Eightpoints, and its blood is highly corrosive. Her symbol of office, however, is undeniably the spear known as Gorbolga the Accurs’d. Wrought from Varanite, Gorbolga can induce rampant, flesh-twisting mutation in those nearby, much to Abraxia’s dark amusement. Yet it requires an unbending conviction to control the spear – and even the slightest lapse can see it rebel, as the Grand Marshal’s twin horns ably testify.
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Abraxia
Spear of the Everchosen
MELEE WEAPONS
AtkHitWndRndDmg
Gorbolga [Anti-HERO (+1 Rend), Charge (+1 Damage)]
Gorbolga
Anti-HERO (+1 Rend), Charge (+1 Damage)
53+3+22
The Thanatorg’s Claws and Fangs [Companion]
The Thanatorg’s Claws and Fangs
Companion
64+3+12
BATTLE PROFILE

Unit Size: 1      Points: 360
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Ruinous Champion, Any SLAVES TO DARKNESS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of Gorbolga is 3.

Passive
WARLORD OF THE FIRST CIRCLE: Abraxia commands the Swords of Chaos with relentless brutality.

Effect: If a friendly Varanguard unit uses the ‘Relentless Killers’ ability while it is wholly within 12" of this unit, that unit does not have STRIKE-LAST as a result of that ability.

Once Per Turn (Army), Any Combat Phase
ROAR OF DOMINATION: The Thanatorg is quick to put potential usurpers of Abraxia’s power in their place.

Declare: Pick an enemy HERO in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from the Attacks characteristic of the target’s melee weapons for the rest of the turn.
KEYWORDSRAMPAGE

Passive
BLOOD OF MOLTEN VARANITE: Any who wound the Thanatorg risk being splashed by its highly mutative blood.

Effect: Roll a dice each time a damage point inflicted by a combat attack is allocated to this unit. On a 4+, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Any Combat Phase
GORBOLGA THE ACCURS’D: A ‘gift’ from the Everchosen, Gorbolga is a varanite spear that carries a potent mutative curse – but should its wielder’s will slip, they too will learn of its hunger…

Effect: If this unit is in combat, roll a dice and apply the corresponding effect:

1Uncontrollable Power: Allocate 1 damage point to this unit.
2The Spear Slumbers: No effect.
3-5White-hot Varanite: Add 1 to the Damage characteristic of this unit’s Gorbolga for the rest of the turn.
6Rampant Mutation: The effect of ‘White-hot Varanite’ applies and this unit’s Gorbolga has Crit (Mortal) for the rest of the turn.

KEYWORDS
UNIQUE, HERO, MONSTER, WARD (5+)
CHAOS, SLAVES TO DARKNESS, UNDIVIDED, WARRIORS OF CHAOS


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Archaon
the Everchosen
14"
25
3+
10
Archaon is the Everchosen, champion of the Ruinous Powers, anointed in the blood of butchered empires. Many worship him as a demigod of Chaos, the primordial ruin of the false god Sigmar. It is true that the Everchosen despises the God-King – but he reserves similar loathings for the Brothers in Darkness, and indeed all deities. Were Archaon’s ultimate goals to be realised, it would be his banners alone rising over the charred corpse of the realms. Archaon’s mastery as a warrior and general has been honed through truly apocalyptic warfare. Alongside these natural gifts, he wields the Seven Treasures of the Everchosen, the relics he claimed to earn his title. The soul-devouring Slayer of Kings, the unyielding Armour of Morkar and the future-scrying Eye of Sheerian are amongst the most favoured of these dread artefacts. Most infamous is Dorghar, Steed of the Apocalypse – a winged, chimerical titan that bears Archaon to war. Dorghar’s three heads each evoke a greater daemon once sent to test the Everchosen and that was subsequently devoured. Its Khornate head draws sustenance from consuming the strongest foes, its Tzeentchian head has the ability to devour magic, and its Nurglite head can spew torrents of highly corrosive vomit that reduce clusters of warriors to steaming puddles of gore.
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Archaon
the Everchosen
MELEE WEAPONS
AtkHitWndRndDmg
The Slayer of Kings
The Slayer of Kings42+3+23
Dorghar’s Claws and Tails [Companion]
Dorghar’s Claws and Tails
Companion
64+2+23
Dorghar’s Heads [Companion]
Dorghar’s Heads
Companion
33+2+15
BATTLE PROFILE

Unit Size: 1      Points: 890
Base size: 160mm
Can be reinforced: No
Regiment Options: 0-1 Ruinous Champion, Any SLAVES TO DARKNESS

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

Once Per Battle, Your Hero Phase
THE EYE OF SHEERIAN: Torn from the corpse of a mighty dragon, this artefact grants Archaon visions of future events.

Effect: Roll a dice. This roll replaces the priority roll of the next battle round. On a 1-3, your opponent must take the first turn of that battle round. On a 4-6, you must take the first turn of that battle round. This ability cannot be used if there is an enemy Archaon on the battlefield.

Passive
THE SLAYER OF KINGS: This ancient daemonblade thirsts for the souls of champions and warlords.

Effect: Each time this unit uses a FIGHT ability, if the unmodified wound roll for 2 or more attacks made with The Slayer of Kings that target the same HERO is 6, that HERO is automatically destroyed.

Deployment Phase
THE FAVOURED WARLORD: Archaon ruthlessly exploits the Dark Gods’ competition for his service.

Effect: Pick 1 of the following keywords: KHORNE, TZEENTCH, NURGLE or SLAANESH. This unit has that keyword in addition to UNDIVIDED.

Once Per Turn (Army), Any Combat Phase
THREE-HEADED TITAN
Effect: Pick 1 of the following effects:

Filth-spewer: Pick an enemy unit within 6" of this unit and roll a number of dice equal to the number of models in that unit, to a maximum of 7. For each 3+, inflict 1 mortal damage on that unit.

Skull-gorger: Pick an enemy unit in combat with this unit and roll a dice. If the roll exceeds that unit’s Health characteristic, 1 model in that unit is slain and you can Heal (X) this unit, where X is that unit’s Health characteristic.

Spell-eater: Pick a MANIFESTATION within 12" of this unit and roll a dice. On a 2+, it is banished and inflict D3 mortal damage on the unit that summoned it.
KEYWORDSRAMPAGE

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (2), FLY, WARD (5+)
CHAOS, SLAVES TO DARKNESS, DAEMON, UNDIVIDED, WARRIORS OF CHAOS


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Be’lakor
the Dark Master
14"
14
4+
10
Once, Be’lakor – first of the Daemon Princes – stood paramount before the Ruinous Powers. How he fell from these heights is not known; likely his ambitions played a part, for Be’lakor craves godhood. His punishment was to crown each Everchosen but be denied the mantle himself. Yet Be’lakor is a creature of matchless cunning; even as he raged at his predicament, nursing hatred for the ‘False King’ Archaon, he schemed to reclaim his place at the forefront of the hordes of Chaos. Be’lakor prefers to work in the shadows, orchestrating manipulations over decades. Most infamous of his schemes was the genesis of the Cursed Skies, clouds of corruption that spill across the heavens and can even prevent the souls of slain Stormcasts from returning to Azyr. When the Dark Master takes to the field in person, he is a force to be reckoned with. Through sorcery and guileful whispers, he leaves ordered battlelines in milling disarray, or he engineers events to ensure they never arrive at all. Those few who stand firm are swiftly bisected, body and soul, by the Blade of Shadows. The terror of mortals is as the sweetest nectar to Be’lakor, who takes it as proof of his own supremacy.
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Be’lakor
the Dark Master
MELEE WEAPONS
AtkHitWndRndDmg
Blade of Shadows [Crit (Auto-wound)]
Blade of Shadows
Crit (Auto-wound)
83+3+22
Fell Claw and Spearing Tail [Charge (+1 Damage)]
Fell Claw and Spearing Tail
Charge (+1 Damage)
22+2+22
BATTLE PROFILE

Unit Size: 1      Points: 440
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Eternus or Ruinous Champion, Any SLAVES TO DARKNESS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Blade of Shadows is 6.

Passive
SHADOW FORM: Be’lakor can shift his physical form to be as insubstantial as the mists of Ulgu – and just as hard to land a telling blow upon.

Effect: Ignore modifiers to save rolls for this unit (positive and negative).

Once Per Turn (Army), Enemy Combat Phase
DEADLY TRAP: The Dark Master delights in lethal reversals of expectation and fate.

Declare: Pick this unit and up to 2 friendly SLAVES TO DARKNESS units within this unit’s combat range to be the targets.

Effect: Roll a dice for each target. On a 4+, that target has STRIKE-FIRST for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Battle, Enemy Hero Phase
THE DARK MASTER: Many puppets dance on Be’lakor’s infernal strings. Few realise as much until their fate is sealed.

Declare: Pick a visible enemy unit to be the target.

Effect: Until the start of your next turn, each time the target is picked to use an ability, roll a dice as a reaction. On a 3+, that ability has no effect.

Your Hero Phase
6
ENFEEBLE FOE: With a series of hissed incantations, Be’lakor instils visions of loss and despair in the minds of his enemies to drain them of their fighting spirit.

Declare: Pick a visible enemy unit within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • Subtract 1 from hit rolls from the target’s combat attacks.
  • The target’s combat attacks cannot score critical hits (treat them as regular hits instead).
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (2), FLY, WARD (6+)
CHAOS, SLAVES TO DARKNESS, DAEMON, UNDIVIDED


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Chaos Lord
on Manticore
12"
12
4+
5
The lords of Chaos have long walked the Path to Glory, leaving mountains of dead in their wake. Their towering frames are clad in hellforged armour; their eyes and their weapons blaze with the favour of the Dark Powers. Other champions must offer due respect to these dark-hearted monarchs, for they are warriors and conquerors of grim renown, their names omens of disaster. Whether ruling from a spiked Dreadhold or battling amidst the wastelands, a Chaos Lord eagerly embraces any test of their might. They are killers of the most terrible magnitude, burners of nations and eradicators of civilisations. For those Chaos Lords who truly wish to display their dominance, only one form of mount will suffice: a Manticore, a terrible leonine beast from the wildest reaches of the realms. A Manticore is an apex predator of the battlefield, devoid of fear and filled with a berserk frenzy as it soars on great leathery wings. Only the most iron-willed of warlords can collar a Manticore’s bloodthirsty frenzy and compel the beast to serve their purpose. Those who do, however, gain a monstrous living weapon capable of shattering a battleline single-handedly.
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Chaos Lord
on Manticore
MELEE WEAPONS
AtkHitWndRndDmg
Daemonbound Weapons [Crit (Mortal)]
Daemonbound Weapons
Crit (Mortal)
53+3+12
Manticore’s Claws and Fangs [Anti-MONSTER (+1 Rend), Companion]
Manticore’s Claws and Fangs
Anti-MONSTER (+1 Rend), Companion
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 260
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Ruinous Champion, 0-1 MONSTER, Any WARRIORS OF CHAOS

MARK OF CHAOS
During army composition, pick 1 of the following keywords for this unit:
  • UNDIVIDED
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH

Passive
IRON-WILLED OVERLORD: Manticores are berserk killers, and any Chaos Lord who rides one to battle displays such obvious dominance that none would dare deny their orders.

Effect: Add 2 to the control scores of friendly WARRIORS OF CHAOS units while they are wholly within 12" of this unit.

Once Per Turn (Army), Any Combat Phase
APEX PREDATOR: It is a point of pride to a Manticore rider that they and their steed are the apex predators of the battlefield. They seek out the strongest foes and do not rest until they have proven their supremacy with a vicious kill.

Declare: Pick an enemy MONSTER in combat with this unit to be the target.

Effect: Add 1 to hit rolls for this unit’s combat attacks that target that MONSTER for the rest of the turn. This ability also affects Companion weapons.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, FLY
CHAOS, SLAVES TO DARKNESS, WARRIORS OF CHAOS


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Chaos Sorcerer Lord
on Manticore
12"
12
4+
5
Chaos Sorcerers wield the energies of magic unbound. Theirs are the old traditions of the soothsayer and the tribal shaman, empowered by eldritch gifts from their patron deities. Sorcerers are obsessed with increasing their arcane potential at any cost, and they do not shy away from shortcuts to power, be they wielding deadly artefacts or making pacts with the denizens of the Realm of Chaos. Though this may seem unwise, these magi consider such courses to be only prudent. After all, to develop their abilities through measured study risks being usurped by others not so reticent to grasp the power of the gods. The most aggressive Sorcerer Lords are not content to be whispering viziers to the champions of Chaos; they desire to command hordes, to see enemies terrified and broken before them. So do they seek out the winged alpha predators known as Manticores, arcanely forcing these beasts into service. Though these seers possess subtlety enough to glean the paths of the future, they prefer utilising their powers in far more grandiose displays. With hissed incantations, they rip through the skin of reality, blasting foes to ashes and sending their screaming souls into the abyss of the Realm of Chaos.
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Chaos Sorcerer Lord
on Manticore
MELEE WEAPONS
AtkHitWndRndDmg
Sorcerous Reaping Staff
Sorcerous Reaping Staff33+3+1D3
Manticore’s Claws and Fangs [Anti-MONSTER (+1 Rend), Companion]
Manticore’s Claws and Fangs
Anti-MONSTER (+1 Rend), Companion
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Ruinous Champion, 0-1 MONSTER, Any WARRIORS OF CHAOS

MARK OF CHAOS
During army composition, pick 1 of the following keywords for this unit:
  • UNDIVIDED
  • TZEENTCH
  • NURGLE
  • SLAANESH

Once Per Turn (Army), Your Hero Phase
ORACULAR VISIONS: A sorcerer can temporarily bestow the gift of foresight upon their allies, helping them ward against enemy blows.

Declare: Pick a friendly WARRIORS OF CHAOS unit wholly within 12" of this unit to be the target and roll a dice.

Effect: On a 3+, the target has WARD (5+) until the start of your next turn.

Once Per Turn (Army), Any Combat Phase
VENOMOUS TAIL STRIKE: The barbed tail of a Manticore secretes a paralysing toxin that can stun an enemy long enough for the Manticore to tear into them with impunity.

Declare: Pick an enemy MONSTER in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, the target has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, WIZARD (1), FLY
CHAOS, SLAVES TO DARKNESS, WARRIORS OF CHAOS

War Machine Hero


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Chaos Warshrine
8"
14
4+
5
Though the Ruinous Powers are worshipped at countless warped temples and unholy sites, it is only in battle that they may truly be honoured. The most devout champions of Chaos seek to combine both these forms of worship, crafting bladed shrines that are carried into battle by swollen and lumbering mutants. These Warshrines are utterly suffused with fell powers. Their altars are slick with the blood of the sacrificed slain, and the great icon that crowns them pulses with the energies of the Dark Gods. Through baleful invocation, the Shrinemaster can harness these energies to perform sinister miracles across the battlefield. In the presence of a Warshrine, the faithful of the Dark Gods are preserved against even the most determined strikes. Those who pledge their souls more completely to a single deity display more profound blessings still; they may be granted deeper fury, greater swiftness, armour that roils and absorbs the blows of the enemy without damage, and more besides. Those who lack such favour are compelled to seek glory all the more intently, for the gaze of the gods is drawn to a Warshrine, and in the presence of such a construct are the greatest opportunities for renown afforded.
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Chaos Warshrine
MELEE WEAPONS
AtkHitWndRndDmg
Sacrificial Blade
Sacrificial Blade43+3+12
Flailing Fists [Companion]
Flailing Fists
Companion
64+3+-2
BATTLE PROFILE

Unit Size: 1      Points: 250
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Ruinous Champion, Any WARRIORS OF CHAOS

MARK OF CHAOS
During army composition, pick 1 of the following keywords for this unit:
  • UNDIVIDED
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Flailing Fists is 4.

Passive
PROTECTION OF THE DARK GODS: Worshippers of the Ruinous Powers gather around these shrines in the hope of receiving divine protection.

Effect: Friendly WARRIORS OF CHAOS units have WARD (6+) while they are wholly within 12" of this unit.

Your Hero Phase
4
FAVOUR OF CHAOS: The Shrinemaster invokes the Dark Pantheon to bless nearby followers with their favour.

Declare: Pick a visible friendly SLAVES TO DARKNESS unit wholly within 12" of this unit that shares a Mark of Chaos keyword with this unit to be the target. Then, make a chanting roll of D6.

Effect: Apply 1 of the following effects to the target for the rest of the turn depending on which Mark of Chaos keyword this unit has:
  • UNDIVIDED: When the target uses the ‘Rally’ command, you can make 3 additional rally rolls of D6.
  • KHORNE: Add 1 to hit rolls for the target’s attacks.
  • TZEENTCH: The target has WARD (5+).
  • NURGLE: Add 1 to wound rolls for the target’s attacks.
  • SLAANESH: Add 1 to the number of dice rolled when making charge rolls for the target, to a maximum of 3.

If the chanting roll was 8+, you can pick up to 2 eligible units to be the targets instead of 1.
KEYWORDSPRAYER

KEYWORDS
HERO, PRIEST (1), WAR MACHINE
CHAOS, SLAVES TO DARKNESS, WARRIORS OF CHAOS

Beast


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Chaos Spawn
2D6"
5
5+
1
The Path to Glory is littered with those who failed to impress the Dark Gods or could not bear the weight of the mutative ‘gifts’ bestowed upon them. These unfortunates undergo a grotesque transmutation, becoming a hideous Chaos Spawn. There is no consistency of form to these accursed wretches. Some sprout flailing tentacles or trilling animalistic heads. They may slither or lope or skitter on needle-legs. Many bear traces of their former face somewhere on their warped frame, locked in a silent scream. All Chaos Spawn, however, possess brutal strength and a maniacal disregard for self-preservation. It is not known whether this is because they are truly mindless or because some part of them longs to end their suffering through combat. Chaos Spawn often remain in the orbit of their former tribe. Some are treated as contemptible warbeasts, while others lurk in caves near their people’s camp and subsist on sacrifices of living flesh. Either way, they are tangible proof for any young warrior of what awaits those who falter on the Path. Though they have long since lost any hope of attaining glory, Chaos Spawn retain a sense for godly favour. They follow the wake of those most blessed by the Powers, desperate for an echo of the glory that was once theirs.
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Chaos Spawn
MELEE WEAPONS
AtkHitWndRndDmg
Freakish Mutations [Crit (2 Hits), Companion]
Freakish Mutations
Crit (2 Hits), Companion
2D65+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 60
Base size: 50mm
Can be reinforced: No

MARK OF CHAOS
During army composition, pick 1 of the following keywords for this unit:
  • UNDIVIDED
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH

Passive
BEAST
Effect: This unit has a maximum control score of 1.

Passive
DRAWN TO POWER: Even cursed with their hideous and twisted form, Chaos Spawn still covet the boons of the Dark Gods and are drawn to those most favoured by their patron.

Effect: While this unit is wholly within 12" of a friendly Daemon Prince that shares a Mark of Chaos keyword with it, you can re-roll the random characteristic rolls for this unit’s Move and Attacks characteristics.

KEYWORDS
BEAST
CHAOS, SLAVES TO DARKNESS


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Darkoath Wilderfiend
8"
9
5+
1
Every Darkoath tribe is watched over by a sinister entity known as a Wilderfiend. It is a manifestation of primal malice that, if not supplied with sacrifices, will soon turn upon its fellows. Most Darkoath consider the Wilderfiends to be heralds of the Ruinous Powers, but the truth is far darker. Each was once a hero of the tribes, but at some point in their attempts to fulfil increasingly grander and more terrible oaths to the gods, they faltered – and were punished for it. Their limbs elongated, their spine curled and antlers burst from their skull as they screamed and writhed in agony. Eventually, a creature more beast than man emerged from the gore-splattered ruins of splintered bone and shed skin, its eyes retaining a flicker of cold sentience. A Wilderfiend is bound to stalk behind its clan, acting as both watchful sentinel and ravenous predator. For all its loathsome nature, a Wilderfiend is granted might through its transformation. It is innately sorcerous, able to summon rings of evil flames with an instinctive gesture. In its presence, grass withers and minds are struck by horror. A Wilderfiend uses these abilities to both destroy threats to its clan and hideously chastise those who fail to appease it with gifts; either will suffice, so long as its own appetites are sated.
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Darkoath Wilderfiend
MELEE WEAPONS
AtkHitWndRndDmg
Flesh-tearing Maw [Companion]
Flesh-tearing Maw
Companion
33+3+2D3
Razor-sharp Claws [Companion]
Razor-sharp Claws
Companion
64+3+12
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 60mm
Can be reinforced: No

Passive
FEED ON FLESH: Having been appeased with sacrificial blood, this creature may bestow dark blessings upon its kin.

Effect: Each time a model (friendly or enemy) is slain within 12" of this unit, give this unit a sacrifice point, to a maximum of 6. If there are more than 1 friendly Darkoath Wilderfiend units within 12" of the slain model, only 1 of them can be given a sacrifice point for that slain model.

Passive
BEAST
Effect: This unit has a maximum control score of 1.

Your Hero Phase
PRIMAL SORCERY: Though bestial, Darkoath Wilderfiends possess innate powers of sorcery.

Effect: Pick 1 of the following effects:

Mind Shroud: Pick an enemy unit within 12" of this unit to be the target and roll a number of dice equal to the number of sacrifice points this unit has. If any of the rolls are a 5+, the target cannot use commands for the rest of the turn.

Warping Balefire: Pick an enemy unit within 12" of this unit to be the target and roll a number of dice equal to the number of sacrifice points this unit has. For each 3+, inflict 1 mortal damage on the target.

Dark Might: Heal (X) this unit, where X is the number of sacrifice points this unit has.

After applying the effect you picked, reset this unit’s sacrifice points to 0.

KEYWORDS
BEAST, WARD (5+)
CHAOS, SLAVES TO DARKNESS, UNDIVIDED, DARKOATH


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Raptoryx
10"
2
6+
1
Raptoryx are unnatural amalgamations of lizard and prey-bird. These swift, frilled beasts are eternally on the precipice of frothing frenzy, driven by base urges to attack prey many times their own size without fear. For all this, Raptoryx are cunning creatures rather than mindless marauders. As the pack swarms over their monstrous quarry, their razor-sharp beaks and bladed hind limbs will target the eyes and patches of more vulnerable flesh with a keen focus, soon leaving them bleeding and weakened. The piercing screeches of massed Raptoryx are, if anything, even more debilitating; even a gargant can be left reeling under this sonic assault, ready to be overcome by the screaming creatures. The first Raptoryx came into being when the Everchosen’s hordes flooded into the Allpoints, blasting the interstitial island-between-realms with mutative energies. Caught amidst this warping storm, the native creatures of the Allpoints were blended and twisted into new and horrific forms. Though the Raptoryx are indigenous to what is now the Eightpoints, their flocks have since spread across the realms, either passing through realmgates or being coaxed and corralled into the warbands of Chaos champions through the promise of fresh meat.
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Raptoryx
MELEE WEAPONS
AtkHitWndRndDmg
Razor-sharp Beak and Talons [Companion]
Razor-sharp Beak and Talons
Companion
34+4+-1
BATTLE PROFILE

Unit Size: 6      Points: 90
Base size: 60 × 35mm
Can be reinforced: Yes

Passive
BEAST
Effect: This unit has a maximum control score of 1.

Passive
CRAZED FLOCK: A flock of snapping, screeching Raptoryx is capable of swiftly bringing down any prey should they catch them unawares.

Effect: If this unit charged this turn, for the rest of the turn, add 1 to the Attacks characteristic of its melee weapons. This ability also affects Companion weapons.

KEYWORDS
BEAST
CHAOS, SLAVES TO DARKNESS, UNDIVIDED

Cavalry


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Chaos Knights
10"
4
3+
1
The sound of a Chaos Knight thundering closer can turn the most veteran commander’s guts to water. Brimstone sparks in their wake, and their cloaks snap in unnatural winds. They mass beneath banners inked with runes in the Dark Tongue, sigils that would sear the sanity of any less favoured in the eyes of the gods. To the blasting of warhorns, the Chaos Knights trample deep into the press of the melee, their thick plate turning aside the most deliberate sword swings. Ensorcelled blades and barbed lances strike in a murderous flurry, while lesser enemies are crushed beneath their steeds’ ironshod hooves. Many Chaos Knights were once the nobility of their tribes or kingdoms, those able to maintain a steed of their own. Even as they galloped along the Path to Glory, they retained the traditions of mounted combat, though any notion of knightly chivalry was soon stripped away. Others received their monstrous destriers as a gift from the gods, a reward for some worthy desecration or massacre. Whatever their origins, Chaos Knights delight in nothing more than overrunning a foe’s presumed places of safety, crushing sacred lands into smouldering rubble beneath their trampling charge.
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Chaos Knights
MELEE WEAPONS
AtkHitWndRndDmg
Cursed Lance [Charge (+1 Damage)]
Cursed Lance
Charge (+1 Damage)
33+3+11
Warsteed’s Hooves [Companion]
Warsteed’s Hooves
Companion
25+3+-1
BATTLE PROFILE

Unit Size: 5      Points: 250
Base size: 75 × 42mm
Can be reinforced: Yes

MARK OF CHAOS
During army composition, pick 1 of the following keywords for this unit:
  • UNDIVIDED
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH

Passive
IMPALING CHARGE: A charging Chaos Knight is capable of spitting several enemies at once with the point of their ensorcelled polearm.

Effect: If this unit charged this turn, for the rest of the turn, add 1 to the Rend characteristic of its Cursed Lances.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5)
CHAOS, SLAVES TO DARKNESS, WARRIORS OF CHAOS


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Darkoath Fellriders
12"
3
5+
1
Many Darkoath tribes are renowned for their horsemanship. Such is a necessary skill to survive in Chaos-infested lands, where the speed and decisiveness of a strike is often critical. Moreover, many Darkoath are born raiders, riding into the lands of the Sigmarites and their allies to plunder and pillage before retreating from more organised resistance. Fellriders, as these tribal horsemasters are known, are daring even by the standards of the Oathsworn clans. Whooping in glee and swinging their weapons in bloodthirsty arcs, they are the vanguard of the tribe’s forces, swearing to their gods that they will be the first to take heads and claim glory. The steeds of the Fellriders are not the half-daemonic beasts mastered by Chaos Knights, but they are still far more fearsome than any mere warhorse. Daubed with tribal war paint and sporting grotesque daemonic masks affixed to their muzzles, these steeds are nevertheless treated with a measure of honour by the Darkoath. That said, a great many are fed with scraps of human flesh, developing a taste for it until the smells of battle drive them to trample and maim almost as readily as their riders.
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Darkoath Fellriders
RANGED WEAPONS
RngAtkHitWndRndDmg
Marauder Javelin
Marauder Javelin10"14+3+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Broadsword [Charge (+1 Damage)]
Broadsword
Charge (+1 Damage)
24+3+-1
Marauder Javelin
Marauder Javelin24+4+11
Warsteed’s Hooves [Companion]
Warsteed’s Hooves
Companion
25+3+-1
BATTLE PROFILE

Unit Size: 5      Points: 150
Base size: 60 × 35mm
Can be reinforced: Yes

Each model in this unit is armed with Warsteed’s Hooves and 1 of the following options:
  • Marauder Javelin
  • Broadsword

Once Per Battle, Any Charge Phase
OATH OF THE RAIDER: Before battle, Fellriders swear oaths to harry the enemy without mercy, showing no mercy to those stragglers who fall beneath their axes.

Effect: If this unit charged this phase and is only in combat with 1 enemy unit, and that enemy unit is only in combat with this unit, add 1 to the Rend characteristic of this unit’s weapons for the rest of the battle.

Passive
SWIFT ATTACKERS: As they close in on the enemy at frightening speed, these skilled horsemen are nigh impossible to hit with missile fire.

Effect: Subtract 1 from hit rolls for shooting attacks that target this unit.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5)
CHAOS, SLAVES TO DARKNESS, UNDIVIDED, DARKOATH


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Varanguard
10"
5
3+
2
Perhaps one in a thousand champions will prove worthy enough to number amongst the Varanguard – Archaon’s elite, the Knights of Ruin. These are the most feared of the Everchosen’s servants, each a lord of Chaos in their own right. To join their ranks, one must first receive the Call of Archaon. The form of this omen varies: the champion may glimpse the Everchosen’s mark amidst an inferno, or spraying blood may form a silhouette of their would-be master’s crown. They must then travel to the Varanspire, Archaon’s dread fortress, while undergoing grim and bespoke labours that push each aspirant beyond the former limits of their strength and loyalty to the Three-Eyed King. Few survive, but those who do are mightily empowered, rewarded with a daemonic steed and formed into warbands that crush enemies beneath stampedes of fury and iron. The Varanguard are divided into Eight Circles, each of which possesses its own sanctums within the Varanspire and serves Archaon in a different fashion. Many still bear the marks and boons of the gods they once served, though loyalty to the Everchosen has – in theory – come to supplant all. Few servants of Chaos would defy a Varanguard, for they speak with their master’s voice, and they would wield their runeblades until the stars themselves turned cold if he demanded it of them.
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Varanguard
MELEE WEAPONS
AtkHitWndRndDmg
Daemonforged Blades [Crit (Mortal), Charge (+1 Damage)]
Daemonforged Blades
Crit (Mortal), Charge (+1 Damage)
33+3+22
Steed’s Tearing Fangs [Companion]
Steed’s Tearing Fangs
Companion
34+3+11
BATTLE PROFILE

Unit Size: 3      Points: 320
Base size: 75 × 42mm
Can be reinforced: Yes

MARK OF CHAOS
During army composition, pick 1 of the following keywords for this unit:
  • UNDIVIDED
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH

Once Per Battle, Any Combat Phase
RELENTLESS KILLERS: The Varanguard have slaughtered foes beyond counting, butchering their way across the battlefields of the Mortal Realms without mercy.

Effect: This unit can use 2 FIGHT abilities this phase. After the first is used, however, this unit has STRIKE-LAST for the rest of the turn.

KEYWORDS
CAVALRY
CHAOS, SLAVES TO DARKNESS, WARRIORS OF CHAOS

Infantry


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Chaos Chosen
5"
3
3+
1
It takes great acts of desecration to be numbered amongst the Chosen. These warriors have done more than step onto the Path to Glory; they have succeeded in drawing the attention of the Brothers in Darkness, however fleetingly. An aura of simmering menace surrounds the Chosen, and a fell light burns in their eyes. Many bear especially baroque or grotesque armour, while some have claw-limbed mutations they view as worthy gifts. All are skilled warriors, more than equal to several lesser mortals. The weapons they carry are said to rip the soul from its mortal housing, delivering it into the waiting and hungry maws of the Chaos Gods. Chaos Chosen often form the entourage of a Chaos Lord or are their most trusted and deadly linebreakers. These armour-clad brutes plough into concentrations of enemy soldiery, laughing contemptuously at each panicked sword-blow or spear-thrust that fails to harm them. In turn, each swing of a Chosen’s soul splitter reaps a terrible toll in lives. Throughout these acts of butchery, the Chosen keep watch for those most formidable enemies whose destruction might draw the gaze of the gods anew and see them elevated to even greater power.
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Chaos Chosen
MELEE WEAPONS
AtkHitWndRndDmg
Soul Splitter [Crit (Mortal)]
Soul Splitter
Crit (Mortal)
33+3+12
BATTLE PROFILE

Unit Size: 5      Points: 260
Base size: 40mm
Can be reinforced: Yes

MARK OF CHAOS
During army composition, pick 1 of the following keywords for this unit:
  • UNDIVIDED
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH

Once Per Battle, Any Combat Phase
HERALDS OF RUINATION: Paragons of the Dark Gods, Chaos Chosen cut a swathe through the enemy lines, leaving nothing but blood and ruin in their wake.

Effect: This unit can use 2 FIGHT abilities this phase. After the first is used, however, this unit has STRIKE-LAST for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5)
CHAOS, SLAVES TO DARKNESS, WARRIORS OF CHAOS


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Chaos Furies
12"
1
6+
1
Not all daemons are the spawn of one of the great powers. Chaos Furies are spiteful and vicious imp-creature formed from accumulations of pure Chaos energy. They are the scavenger-packs of the infernal realm, though they are driven not by predatory hunger but by a need to maim and wound for its own sake. Their bat-winged flocks can be observed circling the towers of Chaos-held fortresses across the realms, shrieking and babbling in twisted snippets of the Dark Tongue. Chaos Furies are treacherous and conniving beings, entirely driven by self-interest. Though a champion can intimidate or cajole them into serving as messengers, dexterous thieves or even assassins, the daemons will always keep an eye peeled for opportunities for perfidy. Chaos Furies abhor the notion of honourable combat. They are raiders by nature, descending in a storm of flapping wings to stab at unprotected and unaware enemies with their sharpened daggers. The moment that meaningful resistance begins to form, the daemons will wing away, cackling to themselves in cruel glee. They will return to hovering above the battlefield, gnawing on any treasure they have plundered and watching the carnage, before the urge to wreak malice seizes them completely once more.
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Chaos Furies
MELEE WEAPONS
AtkHitWndRndDmg
Razor-sharp Dagger and Claws
Razor-sharp Dagger and Claws34+4+11
BATTLE PROFILE

Unit Size: 6      Points: 110
Base size: 32mm
Can be reinforced: Yes

Any Combat Phase
SNEAKY LITTLE DEVILS: Chaos Furies are spiteful creatures that utterly loathe the idea of engaging in a fair fight, much preferring – where possible – to stab distracted enemies in the back.

Effect: If this unit is in combat, roll a dice. On a 3+, this unit can immediately use the ‘Retreat’ ability as if it were your movement phase without any mortal damage being inflicted on it.

KEYWORDS
INFANTRY, FLY, WARD (6+)
CHAOS, SLAVES TO DARKNESS, DAEMON, UNDIVIDED


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Chaos Legionnaires
5"
1
4+
1
The Chaos Legionnaires are an enemy lurking in plain sight. Clad in baroque armour marked with leering daemon faces, they blend seamlessly into Archaon’s vast legions; beneath the surface, however, they are schismatics, upholding a secret religion known as the Dark Creed and worshipping Be’lakor as the rightful Everchosen. The Dark Creed claims that Archaon is a false king – a mortal granted power by the trinkets he carries but unworthy to bear the favour of the gods. Their patron, by contrast, was the first of the Daemon Princes, and the very skies have been cursed through his sinister will. It is a battle that must be undertaken in the shadows, for Archaon dominates vast swathes of the realms. Yet the Legionnaires share the patience of their Dark Master and are tireless in their efforts. Cells of Chaos Legionnaires both serve in Be’lakor’s dedicated armies and fight amongst other Chaos hordes, whispering the tenets of their cult to any receptive ears. Their talent for subterfuge extends to confounding enemies as well, working to intercept orders or leave warriors suddenly isolated from their fellows. For Be’lakor’s legions, little is more satisfying than falling upon such vulnerable enemies and hacking them down with cruel blades and mauls.
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Chaos Legionnaires
MELEE WEAPONS
AtkHitWndRndDmg
Darkiron Weapons
Darkiron Weapons23+4+11
BATTLE PROFILE

Unit Size: 8      Points: 90
MODELBASE SIZE
5 x Chaos Legionnaires32mm
3 x Chaos Legionnaires28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Once Per Turn (Army), Your Movement Phase
SOW CONFUSION: To the disciples of Be’lakor, subterfuge and lies are as keen as any blade.

Declare: Pick an enemy unit within 6" of this unit to be the target.

Effect: Roll a dice. On a 4+, the target cannot use commands for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION (1/8)
CHAOS, SLAVES TO DARKNESS, UNDIVIDED


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Chaos Warriors
5"
2
3+
1
Life amongst the tribes of Chaos is unforgiving, but one may still find brief respite in the arms of a lover or camaraderie with fellow warriors. Yet those who would become Chaos Warriors – who would commit themselves to the Path to Glory above all else – have left behind even this. Their armour is their hearth, carnage their ale. Their blade is their only companion, save for the daemons that whisper in their ear. Such total devotion brings boons, without question. A Chaos Warrior is strong enough to tear a mortal’s head from their shoulders and wears plate as tough as meteoric iron. Yet in accepting these gifts, they have irrevocably set upon a road whose only possible ends are death, devolution or the fleeting possibility of apotheosis. Chaos Warriors are an unyielding tide of iron that grinds across the field and bludgeons anyone foolish enough to linger in its path. Though each is ultimately concerned only with their own glory, Chaos Warriors are willing to work in unison to achieve victory – especially when the eyes of their champions are upon them. It is a form of brutal discipline that has seen them leave many battlefields carpeted with enemy dead.
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Chaos Warriors
MELEE WEAPONS
AtkHitWndRndDmg
Rune-etched Weapons [Crit (Auto-wound)]
Rune-etched Weapons
Crit (Auto-wound)
23+3+11
BATTLE PROFILE

Unit Size: 10      Points: 200
Base size: 32mm
Can be reinforced: Yes

MARK OF CHAOS
During army composition, pick 1 of the following keywords for this unit:
  • UNDIVIDED
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH

Passive
BRINGERS OF DESOLATION: Chaos Warriors fight with relentless ferocity in those places consecrated to the Dark Gods.

Effect: Add 1 to the Attacks characteristic of this unit’s Rune-etched Weapons while it is contesting an objective you control.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
CHAOS, SLAVES TO DARKNESS, WARRIORS OF CHAOS


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Darkoath Marauders
5"
1
5+
1
The merciless culture of the Darkoath gives rise to hard folk to whom killing comes as naturally as breathing. In their hands, they clasp axes and shields of rugged design, affixed with warlike trophies and tchotchkes. In a great mass, these Marauders will descend upon their foe with blades swinging, roaring with triumph as they litter the ground with severed limbs and cloven skulls. From the moment they can walk, the youth of the Darkoath tribes are trained to wield the axe and the sword. Upon their coming of age, they take part in ‘blooding raids’ on enemy territory, usually targeting rival clans or Sigmarites. During this trial they will swear their first oath, offering their own blood to an oathstone and promising a gift of sacrifice to their tribal gods. Darkoath do not rely upon close formations and well-drilled tactics in the manner of a more conventional army. Their greatest strengths are their intimate connection with the Chaos wilds and their ability to sense where the enemy is weakest and strike decisively. Lent strength by their oaths, the Marauders crash into the fray without pity or remorse, determined to earn glory through slaughter.
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Darkoath Marauders
MELEE WEAPONS
AtkHitWndRndDmg
Raider Weapons
Raider Weapons24+3+-1
BATTLE PROFILE

Unit Size: 10      Points: 100
Base size: 28.5mm
Can be reinforced: Yes

Once Per Battle, Any Charge Phase
OATH OF THE MARAUDER: These bloodthirsty tribal warriors loudly declare vows of violence and slaughter as they race after their foes.

Effect: If this unit charged this phase and the unmodified charge roll was 8+, add 1 to the Rend characteristic of this unit’s weapons for the rest of the battle.

Passive
GLORIOUS DEATH: Ever keen to earn the favour of their tribe, when the eyes of the fiercest fighters are upon them, these warriors will not go down without a fight.

Effect: While this unit is wholly within 12" of any friendly DARKOATH HEROES, each time a model in this unit is slain by a combat attack and that model was in combat with the attacking unit, roll a dice. On a 5+, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
CHAOS, SLAVES TO DARKNESS, UNDIVIDED, DARKOATH


SLAVES TO DARKNESS WARSCROLL
Darkoath Savagers
5"
1
5+
1
Screaming blood-curdling vows to the Ruinous Powers, the Darkoath Savagers have travelled far and wide in their quest for renown. Battling alongside their tribal kin is no longer sufficient to amass the glory they crave; the Savagers’ hunger for prestige has driven them far from their hearth and onto the first true steps on the Path to Glory. They intend to carve out a place for themselves in the greatest Chaos hosts, and many warbands have travelled to the Eightpoints to offer their blades at the foot of the Everchosen’s throne. Though they have their own champions, each Savager warband will ultimately mass around the Godspeakers, those tribal elders who have been granted a degree of prophetic powers by the Dark Gods. It is these seers who interpret the whims of the Chaos Pantheon, which often involve the capture and desecration of sites of particular arcane power. The Savagers fear failing in these vows to the gods far more than the blade of any foe. They will fight beyond the point of mortal injury to claim such ground, knowing that their deities look favourably on those who battle without fear and scorn any who show a hint of hesitation.
SLAVES TO DARKNESS WARSCROLL
Darkoath Savagers
MELEE WEAPONS
AtkHitWndRndDmg
Darkoath Weapons [Crit (Mortal)]
Darkoath Weapons
Crit (Mortal)
24+3+-1
BATTLE PROFILE

Unit Size: 10      Points: 130
MODELBASE SIZE
Wrathtouched, Slaughterborn, God-speaker32mm
7 x Gloryseekers, Proven28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Once Per Battle, Any Hero Phase
OATH OF CONQUEST: Heeding their Godspeaker’s proclamations, these warriors seek to earn glory by driving back the enemy.

Effect: If this unit is contesting an objective you control that is wholly within enemy territory, this unit has WARD (5+) for the rest of the battle.

KEYWORDS
INFANTRY, CHAMPION (1/10)
CHAOS, SLAVES TO DARKNESS, UNDIVIDED, DARKOATH


SLAVES TO DARKNESS WARSCROLL
Ogroid Theridons
6"
5
4+
2
Hulking and bestial shock troops, the Ogroid Theridons are ferocious indeed. Few would perceive the tragedy of their long history. The Goroans, as they know themselves, once fought in the armies of primal Gorkamorka. Unlike their orruk and ogor kin, however, the Goroans saw notions of trade, forgecraft and magical study as worthy goals and sought to craft an advanced civilisation. Alas, the Twin-Headed God’s more basal hordes took umbrage with this. They sacked the Goroan capital of High Progrexia and a bitter civil war followed, one that saw the Goroans defeated and fleeing to the Eightpoints. They forged an alliance with the Everchosen, grudgingly embracing Chaos in the name of revenge. For all their monstrous appearance, ogroids continue to exalt their former culture, corrupted as it now may be by Chaos. Their Theridon cohorts wield the traditional weapons of their people, tools that – along with the ogroids’ natural strength – can part even plate of meteoric iron. Yet bitterness has seized these creatures, constantly stoking their innate fury. On the battlefield, ogroids can fly into a berserk rage, tearing and maiming in truly gruesome displays that put the lie to any claim of true civilisation they might make.
SLAVES TO DARKNESS WARSCROLL
Ogroid Theridons
MELEE WEAPONS
AtkHitWndRndDmg
Goroan Weapons [Anti-INFANTRY (+1 Rend)]
Goroan Weapons
Anti-INFANTRY (+1 Rend)
44+2+12
BATTLE PROFILE

Unit Size: 3      Points: 180
Base size: 50mm
Can be reinforced: Yes

MARK OF CHAOS
During army composition, pick 1 of the following keywords for this unit:
  • UNDIVIDED
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH

Once Per Battle, Any Combat Phase
UNLEASHED SAVAGERY: Suppressing their savage spirit no more, these ferocious warriors hack at the foe in a bestial frenzy.

Effect: Add 1 to the Damage characteristic of this unit’s melee weapons for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/3), STANDARD BEARER (1/3)
CHAOS, SLAVES TO DARKNESS


SLAVES TO DARKNESS WARSCROLL
The Oathsworn Kin
5"
3
5+
1
Gunnar Brand is a hero amongst the Darkoath tribes of Aqshy, but he could not have won his greatest victories without the aid of his Oathsworn companions. Dendrel Direbrand, the hulking scion of an ancient and shattered lineage, is the chieftain’s strong right hand; his brawn belies a keen intelligence, especially in matters of siegecraft, and he is often charged by the Brands with infiltrating the lands of the Sigmarites and pave the way for the oncoming Darkoath hordes. Also amongst Gunnar’s companions are those with whom his relationship is more tenuous. Broken Nadja is, for all her physical wasting, a gifted shaman capable of conjuring withering hexes. Her zealous servitude to the gods secretly vexes the sceptical chieftain, however – though Nadja is certain that Gunnar will one day come to acknowledge their majesty. Then there is Tanari, warrior queen of the Takblood tribe. Though the Brands and the Takblood are ancestral rivals, theirs is a combativeness based on respect; Tanari knows of Gunnar’s disdain for the gods, but she considers him blessed all the same. When a mutual enemy arises, Tanari will fight alongside Gunnar and his kin, if only to outmatch them blow for blow.
SLAVES TO DARKNESS WARSCROLL
The Oathsworn Kin
MELEE WEAPONS
AtkHitWndRndDmg
Heavy Darkoath Weapon [Crit (Mortal)]
Heavy Darkoath Weapon
Crit (Mortal)
44+3+-2
Gnarled Staff
Gnarled Staff34+4+-D3
BATTLE PROFILE

Unit Size: 3      Points: 0
Base size: 32mm
Can be reinforced: No
Notes: This unit can only be taken in Gunnar Brand’s regiment. This unit cannot be reinforced.

  • Warqueen Tanari and Dendrel Direbrand are each armed with a Heavy Darkoath Weapon.
  • Broken Nadja is armed with a Gnarled Staff.

Passive
BROKEN NADJA: Broken Nadja wields the energies of ruin itself through dark incantations.

Effect: While this unit’s Broken Nadja is on the battlefield, it has WIZARD (1).

Your Hero Phase
5
WITHERING DEATH: Nadja spits a vile curse in the Dark Tongue, drawing unnatural shadows to coil around an enemy champion and sap their life force.

Declare: Pick a visible enemy HERO within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: Inflict 1 mortal damage on the target and subtract 1 from the Attacks characteristic of the target’s melee weapons until the start of your next turn.
KEYWORDSSPELL

KEYWORDS
UNIQUE, INFANTRY
CHAOS, SLAVES TO DARKNESS, UNDIVIDED, DARKOATH, GUNNAR’S OATHSWORN


SLAVES TO DARKNESS WARSCROLL
Godsworn Hunt
5"
2
6+
1
Guided by searing visions of conquest and glory, the Godspeaker known as Theddra Skull-scryer leads warriors from the Tribe of the Black Fang through a combination of ruthlessness and awesome displays of gods-given power. The Godsworn Hunt is formed of the greatest champions of the Tribe of the Black Fang. Each is a hardened killer who has earned their name through bloody deeds, and their bodies are bedecked with gruesome trophies and oathstones.
SLAVES TO DARKNESS WARSCROLL
Godsworn Hunt
RANGED WEAPONS
RngAtkHitWndRndDmg
Hunting Bow [Crit (Auto-wound)]
Hunting Bow
Crit (Auto-wound)
20"24+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Godsworn Weapons [Crit (Mortal)]
Godsworn Weapons
Crit (Mortal)
24+3+-1
BATTLE PROFILE

Unit Size: 6      Points: 110
MODELBASE SIZE
Godsworn Hunt32mm
Grawl25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Godsworn Weapons. The models in this unit are:
  • Theddra Skull-scryer (champion)
  • Grundann Blood-Eye
  • Shond Head-Claimer
  • Jagathra
  • Grawl
  • Ollo (also armed with a Hunting Bow)

Once Per Battle, Any Hero Phase
OATH OF CONQUEST: Heeding Theddra Skull-scryer’s proclamations, the Godsworn Hunt seek to earn glory by driving back the enemy.

Effect: If this unit is contesting an objective you control that is wholly within enemy territory, this unit has WARD (5+) for the rest of the battle.

Passive
THEDDRA SKULL-SCRYER: Through fell energies do the Darkoath find communion with the Chaos Gods.

Effect: While this unit’s Theddra Skull-scryer is on the battlefield, it has WIZARD (1).

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
CHAOS, SLAVES TO DARKNESS, UNDIVIDED, DARKOATH


SLAVES TO DARKNESS WARSCROLL
Khagra’s Ravagers
6"
3
3+
1
Having usurped command from her sister, Zarshia Bittersoul, Khagra leads her warriors on the Path to Glory as they seek to earn the favour of the Dark Gods. While Zarshia has lost command of her warriors to her sister, her mastery over sorcery is no less diminished and this rivalry has further fuelled her dark ambitions.
SLAVES TO DARKNESS WARSCROLL
Khagra’s Ravagers
MELEE WEAPONS
AtkHitWndRndDmg
Hellforged Weapons [Crit (Auto-wound)]
Hellforged Weapons
Crit (Auto-wound)
33+3+11
BATTLE PROFILE

Unit Size: 4      Points: 170
Base size: 32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Hellforged Weapons. The models in this unit are:
  • Khagra the Usurper (champion)
  • Zarshia Bittersoul
  • Razek Godblessed
  • Dour Cragan

Passive
ZARSHIA BITTERSOUL: Zarshia mastery over sorcery fuels her dark ambitions.

Effect: While this unit’s Zarshia Bittersoul is on the battlefield, it has WIZARD (1).

Passive
RAVAGERS OF THE MORTAL REALMS: The profane acts of Khagra’s Ravagers are rewarded by the Dark Gods, who seek nothing more than the desecration of the Mortal Realms themselves.

Effect: This unit has WARD (5+) while it is contesting an objective you control.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
CHAOS, SLAVES TO DARKNESS, WARRIORS OF CHAOS


SLAVES TO DARKNESS WARSCROLL
The Gnarlspirit Pack
5"
2
6+
1
Sarrakkar Blackwing is the hunt-shaman of the Gnarlspirit Pack. This gaunt and savage figure communes with the mysterious entities to whom his warriors have pledged themselves, translating their growls into commands and their fury into dark sorcery. The Gnarlspirit Pack are Darkoath warriors in thrall to monstrous spirits. These entities demand a tribute of slaughter and atrocity – and so long as these warriors can wet their blades with warm blood, they are eager to comply.
SLAVES TO DARKNESS WARSCROLL
The Gnarlspirit Pack
MELEE WEAPONS
AtkHitWndRndDmg
Gnarlspirit Weapons [Crit (Mortal)]
Gnarlspirit Weapons
Crit (Mortal)
34+3+11
BATTLE PROFILE

Unit Size: 4      Points: 110
Base size: 32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Gnarlspirit Weapons. The models in this unit are:
  • Sarrakkar Blackwing (champion)
  • Gorl Spinehammer
  • Crimson Kheira
  • Lupan Longcut

Passive
SARRAKKAR BLACKWING: Sarrakkar channels the howling fury of the beast-spirits to power his sorcery.

Effect: While this unit’s Sarrakkar Blackwing is on the battlefield, it has WIZARD (1).

Once Per Battle, Any Hero Phase
OATH OF DARK SACRIFICE: Sarrakkar Blackwing spits forth a vile curse, pledging to offer up the souls of his enemies and thereby quench the thirst of the Dark Gods.

Effect: If an unmodified casting roll for this unit this phase was 8+, this unit has WARD (5+) for the rest of the battle.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
CHAOS, SLAVES TO DARKNESS, UNDIVIDED, DARKOATH


SLAVES TO DARKNESS WARSCROLL
Corvus Cabal
6"
1
6+
1
Agile and avaricious, the murder-cultists of the Corvus Cabal descend on their prey from above. Always hunting for worthy trinkets to offer the Great Gatherer, chaotic patron of cut-throats and thieves, the Cabal strike without warning or mercy.
SLAVES TO DARKNESS WARSCROLL
Corvus Cabal
RANGED WEAPONS
RngAtkHitWndRndDmg
Raven Darts [Shoot in Combat]
Raven Darts
Shoot in Combat
10"14+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Hooked Weapons [Crit (2 Hits)]
Hooked Weapons
Crit (2 Hits)
24+4+-1
BATTLE PROFILE

Unit Size: 9      Points: 100
MODELBASE SIZE
Shrike Talon40mm
3 x Shadow Piecer, Spire Stalkers28.5mm
5 x Cabalists25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Deployment Phase
SHADOW-LURKERS: The Corvus Cabal favour stalking their prey and striking from unexpected angles.

Declare: Pick this unit if it has not been deployed.

Effect: Set up this unit in reserve lurking in the shadows. It has now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
STRIKE FROM THE SHADOWS: From an unseen quarter, these agile warriors race forward to cut down the enemy.

Declare: Pick this unit if it is lurking in the shadows.

Effect: Set up this unit anywhere on the battlefield more than 9" from all enemy units. Then, add 1 to charge rolls for this unit for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION (1/9)
CHAOS, SLAVES TO DARKNESS, UNDIVIDED


SLAVES TO DARKNESS WARSCROLL
Cypher Lords
6"
1
6+
1
The Cypher Lords seek not only to defeat their foes, but to drive them to insanity, for they believe madness is the purest form of Chaos. In battle, the alchemical bombs and illusory tactics of these Hyshian cultists render them almost impossible to pin down.
SLAVES TO DARKNESS WARSCROLL
Cypher Lords
RANGED WEAPONS
RngAtkHitWndRndDmg
Throwing Stars and Chakrams [Shoot in Combat]
Throwing Stars and Chakrams
Shoot in Combat
10"14+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Exotic Blades
Exotic Blades23+4+-1
BATTLE PROFILE

Unit Size: 8      Points: 100
MODELBASE SIZE
Thrallmaster32mm
4 x Luminate, Mirrorblades28.5mm
3 x Mindbound25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Once Per Battle, Any Hero Phase
SHATTERED GLOOM GLOBES: Thrallmasters carry globes that release dense clouds of shimmersmoke when shattered, choking the foe and masking the Cypher Lords’ advance.

Effect: This unit cannot be targeted by shooting attacks for the rest of the turn.

Passive
ACROBATIC LEAPS: In a dizzying display of agility, the Cypher Lords somersault towards the foe before cutting them to ribbons with their exotic blades.

Effect: This unit has STRIKE-FIRST if it charged in the same turn.

KEYWORDS
INFANTRY, CHAMPION (1/8)
CHAOS, SLAVES TO DARKNESS, UNDIVIDED


SLAVES TO DARKNESS WARSCROLL
Horns of Hashut
5"
1
4+
1
The Horns of Hashut are bringers of ruin and desolation, heralds sent forth by the Father of Darkness to claim territories in advance of his marching legions. Each region they conquer is pulverised, rendered empty and barren.
SLAVES TO DARKNESS WARSCROLL
Horns of Hashut
RANGED WEAPONS
RngAtkHitWndRndDmg
Flamehurler [Anti-INFANTRY (+1 Rend), Shoot in Combat]
Flamehurler
Anti-INFANTRY (+1 Rend), Shoot in Combat
8"D62+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Forge Weapons
Forge Weapons24+4+11
BATTLE PROFILE

Unit Size: 10      Points: 120
MODELBASE SIZE
Ruinator Alpha, Ruinator, Demolisher with Flamehurler32mm
4 x Demolishers with Crushing Weapons, Demolisher with Crushing Weapons and Shield28.5mm
3 x Shatterers25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Forge Weapons.

• 1/10 models is armed with a Flamehurler in addition to their other weapons.
• The champion cannot be armed with a Flamehurler.

Any Charge Phase
STAMPEDE OF IRON: The Horns of Hashut wage war with brutal, overwhelming violence, crashing into enemy lines with ferocious impact before delivering bone-crushing strikes from their fell-forged weapons.

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

Effect: Roll a dice for each model in this unit that is within the target’s combat range. For each 5+, inflict 1 mortal damage on the target. If 3 or more mortal damage is inflicted on the target by this ability, subtract 1 from hit rolls for the target’s combat attacks for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION (1/10)
CHAOS, SLAVES TO DARKNESS, UNDIVIDED


SLAVES TO DARKNESS WARSCROLL
Iron Golem
4"
1
4+
1
Skilled blacksmiths, the Iron Golem believe themselves chosen to provide arms and armour to Archaon’s forces. Amongst the war-wracked lands of Chamon, their legions are renowned for their dauntless resilience and chilling efficiency.
SLAVES TO DARKNESS WARSCROLL
Iron Golem
RANGED WEAPONS
RngAtkHitWndRndDmg
Bolas [Shoot in Combat]
Bolas
Shoot in Combat
8"14+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Legion Weapons
Legion Weapons24+4+-1
BATTLE PROFILE

Unit Size: 8      Points: 100
MODELBASE SIZE
Ogor Breacher40mm
Dominar, Drillmaster, Signifier/Prefector32mm
4 x Armator, Iron Legionaries28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

1/8 models in this unit is an Ogor Breacher. An Ogor Breacher cannot be the champion or a standard bearer.

Passive
OGOR BREACHER: With their masterforged armour and unwavering spirit, an Ogor Breacher can weather all manner of blows.

Effect: While this unit includes an Ogor Breacher, ignore the first damage point that would be allocated to this unit in each phase.

Passive
IRON RESILIENCE: At a barked command from their Dominar, the Iron Golem snap into an impenetrable shieldwall.

Effect: Add 1 to save rolls for this unit if it has not used a MOVE ability in the same turn.

KEYWORDS
INFANTRY, CHAMPION (1/8), STANDARD BEARER (1/8)
CHAOS, SLAVES TO DARKNESS, UNDIVIDED


SLAVES TO DARKNESS WARSCROLL
Scions of the Flame
5"
1
5+
1
The Scions of the Flame seek nothing less than to immolate the realms in a tide of fire. Natives of Aqshy, they are zealous worshippers of Chaos as the Ever-Raging Flame, and delight in bringing burning death to their foes.
SLAVES TO DARKNESS WARSCROLL
Scions of the Flame
RANGED WEAPONS
RngAtkHitWndRndDmg
Flameburst Pots and Infernal Fires [Anti-INFANTRY (+1 Rend)]
Flameburst Pots and Infernal Fires
Anti-INFANTRY (+1 Rend)
10"14+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Scion Weapons [Anti-INFANTRY (+1 Rend)]
Scion Weapons
Anti-INFANTRY (+1 Rend)
24+4+-1
BATTLE PROFILE

Unit Size: 8      Points: 120
MODELBASE SIZE
Blazing Lord, Brazen Champion, Immolator32mm
3 x Inferno Priest, Fireborn28.5mm
2 x Initiates25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Passive
ALL SHALL BURN: Hungry flames spread through the enemy’s ranks and engulf their war machines as the Scions bombard the foe with burning projectiles.

Effect: Add 1 to the Damage characteristic of this unit’s Flameburst Pots and Infernal Fires for attacks that target WAR MACHINES or INFANTRY units with 10 or more models.

KEYWORDS
INFANTRY, CHAMPION (1/8)
CHAOS, SLAVES TO DARKNESS, UNDIVIDED


SLAVES TO DARKNESS WARSCROLL
Spire Tyrants
5"
1
5+
1
Each member of the Spire Tyrants has earned glory and renown in the fighting pits of the Varanspire. These ferocious gladiators constantly seek new and deadlier challenges, believing themselves to be favoured by Archaon himself.
SLAVES TO DARKNESS WARSCROLL
Spire Tyrants
MELEE WEAPONS
AtkHitWndRndDmg
Gladiator Weapons [Anti-HERO (+1 Rend)]
Gladiator Weapons
Anti-HERO (+1 Rend)
24+4+-1
BATTLE PROFILE

Unit Size: 9      Points: 110
MODELBASE SIZE
Bestigor Destroyer, Pit Champion, Headclaimer32mm
4 x Frenzied Rager, Pit Veterans28.5mm
2 x Pit Fighters25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Passive
FIGHT FOR GLORY: In battle, the Spire Tyrants seek the favour of powerful warlords and will fight harder in their presence.

Effect: The first time each turn that this unit is picked to use a FIGHT ability in the combat phase, if this unit is wholly within 12" of any friendly SLAVES TO DARKNESS HEROES, add 1 to the Attacks characteristic of this unit’s melee weapons for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION (1/9)
CHAOS, SLAVES TO DARKNESS, UNDIVIDED


SLAVES TO DARKNESS WARSCROLL
Splintered Fang
6"
1
5+
1
The mystic leaders of the Splintered Fang lead their people in worship of the Coiling Ones, serpentine daemons who embody cunning and might. Poison is the greatest weapon of the Fangs, and a single cut from their blades can prove fatal.
SLAVES TO DARKNESS WARSCROLL
Splintered Fang
MELEE WEAPONS
AtkHitWndRndDmg
Poisoned Weapons [Crit (Mortal)]
Poisoned Weapons
Crit (Mortal)
24+4+-1
BATTLE PROFILE

Unit Size: 9      Points: 110
MODELBASE SIZE
Trueblood, Serpent Caller, Pureblood32mm
2 x Venombloods28.5mm
5 x Serpents, Clearbloods25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

This unit’s Serpents are a token. There is 1 Serpents token for every 9 models in this unit.

Passive
PARALYSING STRIKES: Those struck by the blades of the Splintered Fang may find their limbs turning leaden and their thoughts becoming clouded as the cult’s venoms work their way into the blood.

Effect: Each time this unit uses a FIGHT ability, if its attacks score 2 or more critical hits against the same enemy unit, that unit has STRIKE-LAST for the rest of the turn.

End of Any Turn
SLITHERING SERPENTS: Creatures of the Coiling Ones, a tangle of venomous snakes accompanies the Splintered Fang into battle.

Declare: If this unit’s Serpents are on the battlefield, pick an enemy unit in combat with this unit to be the target.

Effect: Roll a D3. On a 1, remove this unit’s Serpents from the battlefield. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
INFANTRY, CHAMPION (1/9)
CHAOS, SLAVES TO DARKNESS, UNDIVIDED


SLAVES TO DARKNESS WARSCROLL
Tarantulos Brood
6"
1
6+
1
Worshippers of a dark power called the Eightfold Watcher, these strange and sinister warriors have wrought dark rituals of tainted arachnid blood and varanite upon their flesh to alter their form to be a dark mirror of their master.
SLAVES TO DARKNESS WARSCROLL
Tarantulos Brood
RANGED WEAPONS
RngAtkHitWndRndDmg
Envenomed Projectiles [Crit (Auto-wound)]
Envenomed Projectiles
Crit (Auto-wound)
10"14+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Brood Weapons
Brood Weapons24+4+-1
Venomous Bites [Crit (Mortal), Companion]
Venomous Bites
Crit (Mortal), Companion
45+5+-1
BATTLE PROFILE

Unit Size: 13      Points: 150
MODELBASE SIZE
Broodmaster32mm
2 x Doomweaver28.5mm
10 x Broodkin, Spider Swarms25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Envenomed Projectiles and Brood Weapons.
  • 3/13 models are Spider Swarms and must replace their weapons with Venomous Bites.
  • A Spider Swarm cannot be the champion.

End of Any Turn
CREEPING SUMMONS: The Broodmasters of the Eightfold Watcher have a strange and dark symbiosis with the swarms of venomous spiders that accompany them, calling forth an ever-growing horde that can overwhelm the enemy.

Effect: Roll a dice. On a 2+, you can return D3 slain Spider Swarms to this unit.

KEYWORDS
INFANTRY, CHAMPION (1/13)
CHAOS, SLAVES TO DARKNESS, UNDIVIDED


SLAVES TO DARKNESS WARSCROLL
The Unmade
6"
1
6+
1
The island of Tzlid, drifting ever closer to the Shyish Nadir, is home to the cannibal tribes of the Unmade. The self-mutilation performed by these pain worshippers is horrifying to behold, and their leaders are visions from the darkest of nightmares.
SLAVES TO DARKNESS WARSCROLL
The Unmade
MELEE WEAPONS
AtkHitWndRndDmg
Maiming Weapons [Anti-INFANTRY (+1 Rend)]
Maiming Weapons
Anti-INFANTRY (+1 Rend)
24+4+-1
Nightmare Sickles [Anti-INFANTRY (+1 Rend)]
Nightmare Sickles
Anti-INFANTRY (+1 Rend)
64+3+11
BATTLE PROFILE

Unit Size: 9      Points: 110
MODELBASE SIZE
Blissful One40mm
Joyous One32mm
3 x Ascended Ones28.5mm
4 x Awakened Ones25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Maiming Weapons.
  • The champion must replace their Maiming Weapons with Nightmare Sickles.

Passive
FROZEN IN FEAR: The self-inflicted mutilation performed by the Unmade is a sight disturbing enough to momentarily freeze even a veteran warrior in horror.

Effect: Enemy units cannot use the ‘Redeploy’ or ‘Rally’ commands while they are within 12" of this unit.

KEYWORDS
INFANTRY, CHAMPION (1/9)
CHAOS, SLAVES TO DARKNESS, UNDIVIDED


SLAVES TO DARKNESS WARSCROLL
Untamed Beasts
6"
1
6+
1
By devouring the flesh of Ghur’s many predators, the Untamed Beasts seek to gain their strength and power. These shamanistic savages worship Chaos as the Devourer of Existence and are peerless trackers and hunters.
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Untamed Beasts
MELEE WEAPONS
AtkHitWndRndDmg
Ghurish Hunting Weapons [Crit (2 Hits)]
Ghurish Hunting Weapons
Crit (2 Hits)
24+4+-1
BATTLE PROFILE

Unit Size: 9      Points: 110
MODELBASE SIZE
Rocktusk Prowler40mm
Beastspeaker, First Fang, Heart-eater32mm
2 x Preytakers28.5mm
3 x Plains-runners25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

1/9 models in this unit is a First Fang. A First Fang cannot be the champion.

End of Any Turn
JAGGED HARPOON: Upon piercing the enemy’s flesh, the serrated edges of a First Fang’s harpoon shred vital organs; the more the target thrashes about, the more severe the internal damage.

Declare: If this unit includes a First Fang, pick an enemy unit in combat with this unit to be the target.

Effect: Roll a D3. If the target is a BEAST or MONSTER, roll a dice instead. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Deployment Phase
UNLEASH THE BEAST: With bursts of primal energy, the Untamed Beasts chase down their enemies with relentless fervour.

Effect: This unit can use the ‘Normal Move’ ability as if it were your movement phase.

KEYWORDS
INFANTRY, CHAMPION (1/9)
CHAOS, SLAVES TO DARKNESS, UNDIVIDED

Monster


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Fomoroid Crusher
6"
8
5+
2
To the folk of the realms, a Fomoroid Crusher is a despoiler and a desecrator – a contemptible simian brute who tears down proud stonework and hurls it as bludgeoning missiles, all for the glory of Chaos. There is truth to this, for Fomoroids are living weapons of annihilation, though their nature is more faceted than appearances suggest. Once, they were builders, not breakers; their affinity for stonecraft saw them raise wondrous edifices, serving as a mason caste for one of the great civilisations of the Allpoints. The Fomoroids had only just won their freedom in a great rebellion when Archaon invaded the island between-realms, binding the creatures into his service through the use of sorcerous runes carved into their flesh. Fomoroids are a common sight in the fighting pits of the Varanspire, where the bone-crushing acts of violence they wreak are met with approving roars from the crowd. Few see inside the cages and lairs of the Fomoroids, where gristle and broken bones are formed into something approaching crude statuary. Yet these flickers of creativity within the Fomoroids are quickly suppressed by the runes that bind them, drowning out any higher ambition with the lust to destroy.
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Fomoroid Crusher
RANGED WEAPONS
RngAtkHitWndRndDmg
Hurled Terrain
Hurled Terrain12"D34+2+12
MELEE WEAPONS
AtkHitWndRndDmg
Crushing Fists and Swinging Masonry [Crit (2 Hits)]
Crushing Fists and Swinging Masonry
Crit (2 Hits)
64+2+1D3
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 60mm
Can be reinforced: No

Once Per Turn (Army), Any Combat Phase
CURSED DESTROYERS: Once skilled masons, these creatures have been cursed by the Everchosen to now live only to destroy.

Declare: Pick a terrain feature within 1" of this unit, then pick each other unit (friendly and enemy) within 3" of that terrain feature to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
CHAOS, SLAVES TO DARKNESS, UNDIVIDED


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Mindstealer Sphiranx
10"
10
5+
5
Lithe, precise and redolent with malice, a Mindstealer Sphiranx is no crude beast. Upon the brow of these monstrous felines blinks a crimson third eye that stares into the recesses of the mind. A Sphiranx is a telepath and a thief of secrets that delights in plundering the consciousness of its victims for knowledge both mundane and magical. The force of its mental ransacking can leave warriors staggering and disoriented, easy prey to be clawed apart once the creature is done with them. Sphiranxes were once native to Hysh. In times past, they served the Archmage Teclis, guarding repositories of arcane artefacts and lore; ruins across the Realm of Light still possess feline statuary that harks back to this accord. Yet though the Sphiranxes were wise, Teclis forbade them from developing the understanding needed to use the magics they guarded, sparking a jealous bitterness within them. In a moment of weakness, they swore a pact with the Lord of Flux, being granted their third eye and telepathic abilities – but the flood of knowledge they glutted themselves upon soon drove them mad. Forsaken by the Archmage, the Sphiranxes slunk into the Chaos-tainted wastes, assembling hoards of enchanted items in the hope of satisfying their esoteric cravings.
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Mindstealer Sphiranx
MELEE WEAPONS
AtkHitWndRndDmg
Shredding Claws
Shredding Claws64+4+12
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 90 × 52mm
Can be reinforced: No

Once Per Turn (Army), Any Combat Phase
DOMINATE MIND: A Sphiranx can manipulate the actions of its enemies with a simple glance.

Declare: Pick an enemy unit within 6" of this unit to be the target.

Effect: Roll a dice. If the roll exceeds the target’s Control characteristic, the target has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
CHAOS, SLAVES TO DARKNESS, UNDIVIDED


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Mutalith Vortex Beast
10"
14
4+
5
Vortex Beasts are amongst the most bizarre of all Chaotic creatures. Rather than a head, they bear a cluster of slick tentacles clustered around a central maw. Drawing too close to these slime-dripping pseudopods will see one dragged into the creature’s drooling mouth. Yet the most infamous aspect of a Vortex Beast is the strange device on its back – the Mutalith. Within each Mutalith roils a pulsating nucleus of raw Chaos energy. Some believe these spheres to bear a relation to the warping realmstone known as varanite, others that they are wounds in the fabric of reality. Only a Vortex Beast can endure a Mutalith for an extended period. Any other will soon be overwhelmed by the lunatic whims of Chaos. Their brains may turn to mush, their limbs may elongate into feathery feelers, their legs may dissolve into translucent jelly, or they may suffer a hundred other transformations besides. Vortex Beasts appear to have some ability to project the power of the Mutalith they carry for a short distance, especially with the aid of a sorcerer skilled in change magics. None can control this deranged force, however; the Vortex Beast does not try, for it seeks only to spread transmutation.
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Mutalith Vortex Beast
MELEE WEAPONS
AtkHitWndRndDmg
Crushing Claws [Companion]
Crushing Claws
Companion
44+2+1D3
Betentacled Maw [Companion, Crit (Auto-wound)]
Betentacled Maw
Companion, Crit (Auto-wound)
124+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 120 × 92mm
Can be reinforced: No

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Betentacled Maw is 8.

Any Hero Phase
MUTANT REGENERATION: This unnatural abomination is invigorated by the raw power of Chaos.

Effect: Heal (D3) this unit.

Once Per Turn (Army), Any Combat Phase
AURA OF MUTATION: To stand near a Mutalith can have horrific consequences.

Declare: Pick a visible enemy unit within 12" of this unit to be the target.

Effect: Roll a dice and apply the corresponding effect below. If this unit is wholly within 12" of a friendly TZEENTCH WIZARD, you can roll 2 dice instead, pick either result, then apply the corresponding effect below.

1Untouched: No effect.
2Hideous Disfigurement: Subtract 3 from the target’s control score until the start of your next turn.
3Troggbrains: The target cannot use commands for the rest of the turn.
4Gift of Mutations: Subtract 1" from the target’s Move characteristic for the rest of the battle.
5Horrific Absorption: Inflict D6 mortal damage on the target. Then, Heal (D6) this unit.
6Transmogrification: Pick any other effect.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
CHAOS, SLAVES TO DARKNESS, DAEMON, TZEENTCH


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Slaughterbrute
10"
14
4+
5
Slaughterbrutes are creatures born of pure rage. Their crimson flesh strains with corded muscle and sinew, convulsing with pangs of directionless fury. Though they regularly shovel prey into their monstrously oversized maws, feeding does little for them; the venting of fury alone sustains these beasts. Slaughterbrutes roam where the greatest massacres have occurred or else amongst the most inhospitable mountain passes. It is to here that a champion of Chaos must travel if they wish to bind such a creature to their will – but such is a Slaughterbrute’s choler that it will fight to the death before accepting even the most determined master. Other means must be used to secure their bestial allegiance. A champion looking to claim a Slaughterbrute as a prize will bid their sorcerers or god-speakers craft blades inscribed with runes of command. Once such a weapon has been driven into a Slaughterbrute’s back – a task easier said than done, given the creature’s many limbs and boundless frenzy – it can be controlled by the champion who embedded the blade. Yet should it come loose, or should the Slaughterbrute’s master die, then the beast will soon take its vengeance on all who sought to collar it.
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Slaughterbrute
MELEE WEAPONS
AtkHitWndRndDmg
Razor-tipped Claws [Anti-INFANTRY (+1 Rend), Companion]
Razor-tipped Claws
Anti-INFANTRY (+1 Rend), Companion
84+2+12
Mighty Jaws [Companion]
Mighty Jaws
Companion
24+2+13
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 120 × 92mm
Can be reinforced: No

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Razor-tipped Claws is 5.

Once Per Turn (Army), Any Charge Phase
RAMPAGING CHARGE: The Slaughterbrute crashes into the enemy’s ranks in a frenzy of destruction.

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

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. If the target unit is INFANTRY, double the amount of mortal damage inflicted.
KEYWORDSRAMPAGE

Deployment Phase
SIGILS OF DOMINATION: By carving runes of domination into a Slaughterbrute’s back and driving cursed blades of binding into its flesh, the monster’s will can be bound to a champion of Chaos.

Declare: Pick a friendly SLAVES TO DARKNESS HERO within this unit’s combat range to be this unit’s master.

Effect: For the rest of the battle, while this unit is within its master’s combat range, add 1 to the number of dice rolled when making charge rolls for this unit, to a maximum of 3.

KEYWORDS
MONSTER
CHAOS, SLAVES TO DARKNESS, DAEMON, KHORNE


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Soul Grinder
10"
16
4+
5
Deep within the phantasmagorical nightmare-scapes of the Realm of Chaos lies the Forge of Souls. It is a domain of clanking cogs and blazing essence-forges in which the arms and armaments of the greatest champions of Chaos are crafted. Sometimes, when a daemon is banished in an especially humiliating fashion, their bitterness will lead them to seek the insane overseers of the Forge. To these seekers is offered a bargain: an opportunity to re-enter the Mortal Realms far sooner than the terms of banishment typically allows in exchange for paying a tithe of souls to the forgemasters. Daemons who accept these stipulations are transformed; their essence is sealed into frames of hellforged, piston-driven iron, while their limbs sprout blazing cannons and other infernal weaponry. They become Soul Grinders, fusions of metal and raw Chaotic energy, unleashed upon the hapless realms. Soul Grinders are formidable engines of destruction, capable of scything down ranks of lesser troops either from afar or in the midst of a melee. Ultimately, however, they are doomed to an eternity of servitude. The masters of the Forge are forever shifting their quotas and recalculating the souls that must be claimed, ensuring that those who have become their immortal instruments can never escape the pact they so foolishly made.
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Soul Grinder
RANGED WEAPONS
RngAtkHitWndRndDmg
Harvester Cannon [Companion]
Harvester Cannon
Companion
12"64+3+11
Phlegm Bombardment [Companion]
Phlegm Bombardment
Companion
12"14+3+13
MELEE WEAPONS
AtkHitWndRndDmg
Piston-driven Legs and Daemonic Blade or Claw [Companion]
Piston-driven Legs and Daemonic Blade or Claw
Companion
84+2+1D3
Hellforged Claw [Crit (Mortal), Companion]
Hellforged Claw
Crit (Mortal), Companion
14+2+2D6
BATTLE PROFILE

Unit Size: 1      Points: 330
Base size: 160mm
Can be reinforced: No

Mark of Chaos
During army composition, pick 1 of the following keywords for this unit:
  • UNDIVIDED
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Piston-driven Legs and Daemonic Blade or Claw is 6.

Passive
IMPLACABLE ADVANCE: This daemonic engine is utterly relentless in its desire to pay off the soul-tithe owed to its masters.

Effect: This unit can use CHARGE abilities even if it used a RUN ability in the same turn.

Once Per Turn (Army), Any Combat Phase
PISTON-DRIVEN CARNAGE: The mechanical lower limbs of a Soul Grinder crush, stamp and impale without mercy.

Declare: Pick an enemy INFANTRY unit in combat with this unit to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. Then, this unit can move 6". During that move, it can pass through models in the target unit but must end that move in combat.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, WARD (6+)
CHAOS, SLAVES TO DARKNESS, DAEMON

War Machine


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Chaos Chariot
10"
7
4+
2
The chariots of Chaos are implements of crushing death that leave a wake of corpses. Forged from black iron, they are capable of attaining remarkable speed in spite of their bulk, converting gathered momentum into deadly force as they hurtle into the enemy ranks. It is considered a great honour to make war from a chariot, for these constructs are as pulpits from which the murderous will of the Dark Gods can be enacted. No normal warhorse could pull a Chaos Chariot into battle. It takes the huge and heavily muscled destriers known as Chaos Steeds to grant the thing motion; these beasts are mutants themselves, often sporting dripping fangs or snorting flame from their nostrils. Though a Chaos Chariot is slow to accelerate, once it has begun to build pace, there is little that can stop it, and the driver’s cruel whip ensures that the Chaos Steeds maintain their speed. The charge of an entire squadron of chariots is like an avalanche of scythed metal, caving in shieldwalls and crushing the will to fight of entire armies.
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Chaos Chariot
MELEE WEAPONS
AtkHitWndRndDmg
Chaos War-flail
Chaos War-flail63+3+-1
Chaos Greatblade
Chaos Greatblade34+3+12
Lashing Whip
Lashing Whip24+4+-1
Chaos Steeds’ Trampling Hooves [Companion]
Chaos Steeds’ Trampling Hooves
Companion
45+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 120 × 92mm
Can be reinforced: No

MARK OF CHAOS
During army composition, pick 1 of thefollowing keywords for this unit:
  • UNDIVIDED
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH

This unit is armed with a Lashing Whip, Chaos Steeds’ Trampling Hooves and 1 of the following options:
  • Chaos War-flail
  • Chaos Greatblade

Any Charge Phase
SWIFT DEATH: Chaos Chariots are at their most deadly on the charge, where their considerable bulk and bladed wheels can cause untold devastation.

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

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
WAR MACHINE
CHAOS, SLAVES TO DARKNESS, WARRIORS OF CHAOS


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Gorebeast Chariot
9"
8
4+
2
The chariots of Chaos are implements of crushing death. Forged from black iron, they are capable of attaining remarkable speed in spite of their bulk, converting gathered momentum into deadly force as they hurtle into the enemy ranks. The impact of a Chaos Chariot leaves a wake of corpses, many decapitated by swings of the double-handed greatblades carried by the champions riding in each conveyance. It is considered a great honour to make war from a chariot, for these constructs are as pulpits from which the murderous will of the Dark Gods can be enacted. Only the most brutal of champions can hope to yoke one of the grotesque Gorebeasts to their will. These unnatural creatures lie somewhere between a monstrous simian and a Ghurish rokodile, and one swing of their fists can punch clean through a mortal’s chest. Once bludgeoned into submission, a Gorebeast’s strength allows them to pull a Chaos Chariot with relative ease. It is often more difficult to get the creature to stop, as they smash aside enemy regiments and barrel onwards in search of more foes to crush.
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Gorebeast Chariot
MELEE WEAPONS
AtkHitWndRndDmg
Chaos War-flail
Chaos War-flail63+3+-1
Chaos Greatblade
Chaos Greatblade34+3+12
Lashing Whip
Lashing Whip24+4+-1
Gorebeast’s Crushing Fists [Companion]
Gorebeast’s Crushing Fists
Companion
44+4+-2
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 120 × 92mm
Can be reinforced: No

MARK OF CHAOS
During army composition, pick 1 of the following keywords for this unit:
  • UNDIVIDED
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH

This unit is armed with a Lashing Whip, Gorebeast’s Crushing Fists and 1 of the following options:
  • Chaos War-flail
  • Chaos Greatblade

Passive
BRUTAL MOMENTUM: The ferocity of Gorebeasts is terrible to behold as they carve a path of bloody destruction through the enemy ranks.

Effect: When this unit uses the ‘Power Through’ command, inflict an additional D3 mortal damage on the target and add 3" to the distance this unit can move as part of that ability.

KEYWORDS
WAR MACHINE
CHAOS, SLAVES TO DARKNESS, WARRIORS OF CHAOS

Faction Terrain


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Nexus Chaotica
-
12
4+
-
True champions of Chaos recognise that the gods demand more than simple slaughter. The realms themselves must be laced with taint; the arcane ley lines must be inundated with corruption. This is the purpose of the Nexus Chaotica, a shrine raised at a geomantic confluence for the express purpose of withering it. Rings of flame-licked spikes protrude from the ground around such a location, carved with runes in the dark tongue. Above the nexus point hangs a prism of enchanted stone – within languish daemonic entities that feed upon magical power drawn from the earth, pumping ruinous energies back into the negative space their hunger has created within the ley lines. The creation of a Nexus Chaotica is always a calculated risk. For the corrupting effects of the shrine to take hold, its captive daemons must absorb the energies of the realms. As they do so, their desperation to escape sees their prison begin to splinter, pulsing with unpredictable energy. Yet the ability of a Nexus Chaotica to corrupt a wide swathe of land in short order cannot be underestimated. Such are the deeds upon which dark legends are established – and the champions of Chaos are nothing if not hungry for renown.
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Nexus Chaotica
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Impassable

Your Hero Phase
DRAW POWER: Constructed at confluences where magical ley lines converge, a Nexus Chaotica can draw power from the realms and into a floating crucible.

Effect: Roll a dice. Give a number of power points to this terrain feature equal to the roll. This terrain feature can have a maximum of 12 power points at once.

Your Hero Phase
INFERNAL SORCERY: A sorcerer of Chaos can draw upon the bound daemons of the Nexus Chaotica to empower their spellcasting.

Declare: If this terrain feature has 3 or more power points, pick a friendly SLAVES TO DARKNESS WIZARD within 3" of this terrain feature to be the target.

Effect: Remove 3 power points from this terrain feature, then add 1 to casting rolls for the target for the rest of the turn.

Your Hero Phase
CORRUPT THE REALMS: These diabolical constructs use harnessed daemonic power to corrupt the geomantic energy of the Mortal Realms.

Declare: If this terrain feature has 9 or more power points, pick an objective or terrain feature within 24" of this terrain feature to be the source. Then, pick any number of enemy units within 3" of the source to be the targets.

Effect: Remove 9 power points from this terrain feature, then roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
FACTION TERRAIN
CHAOS, SLAVES TO DARKNESS

Endless Spell


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Darkfire Daemonrift
9"
6
6+
7+
Darkfire Daemonrifts are wounds in reality, scabs picked thin enough for a daemonic entity to spy and spit fury through, but not so weak that the creature can manifest for true. It is, after a fashion, a form of binding the creatures of the Realm of Chaos; a magus or shaman can unleash the billowing energies expelled by the daemons as a weapon without needing to risk actually summoning the entity and risking its ire. Yet, as with all things born of Chaos, these boons balance forever on a knife edge. A Daemonrift is fed through magic, and as spells are cast in its proximity, its power seems only to grow. Should it expand too far, the daemon may be able to force entry into the realms – and will quickly take revenge on the sorcerer who sought to deny it. A Daemonrift is not only a tool of war but also a means of communicating with the scions of the gods themselves. Some nomadic cults and tribes have taken to following errant Daemonrifts as they spread their fractures across the realms, divining portentous meaning in the devastation they wreak.
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Darkfire Daemonrift
RANGED WEAPONS
RngAtkHitWndRndDmg
Darkfire Torrent [Shoot in Combat]
Darkfire Torrent
Shoot in Combat
8"D62+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Daemonrift Maw
Daemonrift Maw34+2+-D3
Passive
FUELLED BY SORCERY: A Darkfire Daemonrift absorbs magical power, widening and expelling ever more gouts of ruinous sorcery as it hungrily devours arcane energies.

Effect: Each time a spell is successfully cast by a unit within 12" of this MANIFESTATION, give this MANIFESTATION 1 ruinous energy point, to a maximum of 6.

Each time this MANIFESTATION uses a SHOOT ability, add 1 to the Attacks characteristic of its Darkfire Torrent for each ruinous energy point it has.

If this MANIFESTATION is removed from play, all of its ruinous energy points are lost.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
CHAOS, SLAVES TO DARKNESS


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Eightfold Doom-Sigil
-
6
5+
7+
The eight-pointed star is a sacred symbol for the devotees of Chaos. The reasons for its significance have long since been lost, and perhaps that truth was only ever known to the daemon magnates that revel within the infernal realm. Yet every adherent of ruin knows that when the eight-pointed star manifests, whether as a subtle birthmark or in the clouds above, momentous events are at hand. The Eightfold Doom-Sigil is this notion realised through dark sorcery. These manifestations emerge from flame-spewing fissures or piles of butchered dead, unfurling like the petals of an iron flower. Flames lick from their spars, and any who look upon them hear the laughter of the Dark Gods ringing in their ears. Doom-Sigils devour the souls of the slain, guzzling them down with no less hunger than the Dark Gods themselves. As they do so, they pulse with a malignant light – and the worshippers of Chaos find themselves empowered. This is not so much a blessing as a simple imperative by the Doom-Sigil, willing them to reap more souls for it to feed upon. Even so, the conjuring of this fell sorcery at a key moment can easily swing the momentum of battle.
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Eightfold Doom-Sigil
Passive
EMPOWERED BY ATROCITY: The souls of those slain in the presence of an Eightfold Doom-Sigil are absorbed by the magical manifestation, feeding the Dark Gods’ eternal hunger and inspiring their servants to battle all the harder, even as their own lives are offered in tribute.

Effect: If 2 or more units (friendly or enemy) were destroyed this turn, for the rest of the turn, add 1 to the Attacks characteristic of melee weapons used by friendly SLAVES TO DARKNESS units while they are wholly within 12" of this MANIFESTATION.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
CHAOS, SLAVES TO DARKNESS


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Realmscourge Rupture
9"
6
5+
7+
Realmscourge Ruptures are tectonic conjurations wrought from defilement and agony. To cast such a heinous spell, a sorcerer must wreak ruin upon their body – perhaps hacking off a cluster of fingers or carving a gash down their chest, the path of the knife driven by instinct. Of course, the flesh of unwilling victims also makes a fine tribute for such spellcraft. If a Rupture should be manifested, those nearby will soon know of it. Jagged spikes of metal and rock will rip the earth from below, impaling any nearby. These protrusions will then carve forwards without relent, occasionally retracting before springing forth again, their angry force redoubled. Even the shamans of the Chaotic tribes will not lightly conjure a Realmscourge Rupture. Quite aside from the physical mutilation it demands, this spell inflicts lasting devastation on the lands, its very presence piercing and warping the ecosystem. It takes a mage with true contempt for all but their own ascension to dabble with such magics – and theirs are the souls the gods of Chaos delight in most thoroughly, cackling each time the caster inflicts torment upon the realms to achieve their desires.
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Realmscourge Rupture
MELEE WEAPONS
AtkHitWndRndDmg
Surging Spikes [Crit (2 Hits)]
Surging Spikes
Crit (2 Hits)
2D34+3+11
Any Charge Phase
DEBILITATING SHOCKWAVE: The vicious spikes that erupt from an onrushing Realmscourge Rupture impale those unfortunate enough to be struck by them even as the tremors that accompany them send those nearby staggering.

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

Effect: Roll a dice for each model in the target unit. For each 6, inflict 1 mortal damage on the target. If any models in the target unit are slain by this ability, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
CHAOS, SLAVES TO DARKNESS

Regiment of Renown


REGIMENT OF RENOWN
Krittok’s Clawpack
Krittok Foulblade has achieved what few other Skaven can boast: a warlike reputation even amongst fellow forces of Chaos, who are typically eager to scorn the craven ratmen. Alongside his most vicious, claw-picked warriors and flesh-mangling war engines, he has fought across the realms to cement his legend. Of course, Krittok remains one of the Horned Rat's brood, and his stunning list of successes is in part due to his discerning eye for when a battle is turning against him...
REGIMENT OF RENOWN
Krittok’s Clawpack
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

Each unit in this Regiment of Renown has the KRITTOK’S CLAWPACK keyword.


BATTLE PROFILE

Points: 450

Passive
FICKLE MOTIVES: Krittok has built his reputation on an impressive stack of victories, in part down to the ferocity of his Stormvermin elite and in part because of his willingness to cut his losses.

Effect: Add 1 to the Attacks characteristic of melee weapons used by friendly KRITTOK’S CLAWPACK units while you have more victory points than your opponent.

Subtract 3 from the control scores of friendly KRITTOK’S CLAWPACK units while you have fewer victory points than your opponent.

Once Per Turn (Army), Enemy Hero Phase
ALWAYS THREE CLAWSTEPS AHEAD: The best laid plans of the Skaven never go awry (or so they claim).

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

Effect: That unit can use the ’Normal Move’ ability as if it were your movement phase.

Passive
SKRYRE PAYLOADS: Krittok has made great effort to secure an arsenal of deadly Doom-Flayers, and he expects his minions to protect his investment with their lives.

Effect: Friendly KRITTOK’S CLAWPACK Doom-Flayers units have WARD (5+) while they are within the combat range of a friendly KRITTOK’S CLAWPACK Stormvermin unit.


REGIMENT OF RENOWN
One-eyed Grunnock
It does not matter to the Warstompers who is fighting or why; all they care about is finding a vicious scrap to lose themselves in. The charge of a Warstomper is akin to being hit by a roaring Chamonic steam-engine, and then the titan begins swinging their huge club, ploughing through enemy ranks with howls of battle‑joy. One-eyed Grunnock is truly infamous. Gargants far and wide tell of how he terrorised Ghurish Necrosia, battling the Ossiarch Bonereapers. To the Warstomper, the undead are perfect enemies that constantly attract new foes. He has violently thwarted the Bonereapers’ negotiations with other races on several occasions, most notably interrupting the signing of a treaty with a duardin fleet. Being pitched off the side of a mountain and forever burdened with a splitting headache was, admittedly, not part of Grunnock’s plan, but the chance to ensure that the fighting between the two forces would never end was worth it. For a time, Grunnock relentlessly hunted Kragnos, fearing that the Drogrukh deity would drive his undead prey from Ghur. Yet now Kragnos rampages in Ghyran, leaving Grunnock free to crush his favoured enemies once more.
REGIMENT OF RENOWN
One-eyed Grunnock

BATTLE PROFILE

Points: 440

Once Per Turn (Army), Any Combat Phase
SHAKE THE EARTH: Grunnock has learnt that the best way to break an enemy army is to send its soldiers flying. His signature move – leaping high before stomping down to cause a small earthquake – is feared for good reason.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a D3. On a 2+:
  • Inflict an amount of mortal damage on the target equal to the roll. If the target is INFANTRY, double the amount of mortal damage inflicted.
  • Subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
The Coven of Thryx
None know where Magister Thryx learned to bind the essence of Tzeentchian daemons into living spells. He weaves an unpredictable path across the realms, offering his expertise to any who will shelter him from Tzeentch’s vengeful servants and facilitate his experiments.
REGIMENT OF RENOWN
The Coven of Thryx
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 280

Once Per Battle (Army), Deployment Phase
SPARKS OF PROFANE POTENTIAL: Thryx’s spells are powered by the stolen daemonic essences of the daemons bound to him.

Effect: If the Magister in the Regiment of Renown has been deployed, set up one of the following MANIFESTATIONS within 1" of them:

Your Hero Phase
6
SKILLED SUMMONER: Thryx is a master at manipulating the arcane manifestations of the Change God.

Declare: Pick the Magister in this Regiment of Renown to cast this spell, pick 1 of the MANIFESTATIONS from the list below that is not on the battlefield, then make a casting roll of 2D6:
Effect: If there is already a friendly MANIFESTATION from the list above on the battlefield, it is immediately banished. Then, set up the MANIFESTATION you picked within 1" of the caster and visible to them. If that MANIFESTATION is a Daemonic Simulacrum, it must also be set up more than 9" away from all enemy units.
KEYWORDSSUMMON, SPELL

Once Per Turn (Army), End of Any Turn
FLICKERING WYRDFLAME: These unnatural flames warp and mutate even as they burn and devour.

Declare: Pick an enemy unit that had any damage points inflicted on it this turn by WYRDFLAME SPELL abilities or attacks made with weapons that have the WYRDFLAME weapon ability to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Your Hero Phase
6
BOLT OF TZEENTCH: This spell manifests as a prismatic beam of raw magic that tears its victims apart in a display of multispectral colour.

Declare: Pick the Magister in this Regiment of Renown to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on the target.
KEYWORDSWYRDFLAME, SPELL, UNLIMITED


REGIMENT OF RENOWN
Volt-Klaw’s Enginecoven
Not all Warlocks stay with their clan. Some chafe under authority; others flee after some contraption goes awry. It is not clear which category Grisk Volt-Klaw falls under, but the Galvaneer avoids wider Skavendom, hiring out his arsenal in exchange for exorbitant warpstone tithes - in part because of greed and in part because he has modified his creations to such extremes that they consume arcane fuel at an astonishing rate. With warpstone deposits forming across the realms in the Hour of Ruin, business is booming.
REGIMENT OF RENOWN
Volt-Klaw’s Enginecoven
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

Each unit in this Regiment of Renown has the VOLT-KLAW’S ENGINECOVEN keyword.


BATTLE PROFILE

Points: 460

Once Per Battle (Army), Your Shooting Phase
BEHOLD MY GENIUS!: While setting Volt-Klaw's machines to maximum power quickly burns through their fuel, it also enhances their lethality to appalling levels.

Declare: Pick all friendly VOLT-KLAW’S ENGINECOVEN units to be the targets.

Effect: Until the start of your next turn:
  • Add 1 to hit rolls for the targets’ shooting attacks.
  • Add 3" to the Range characteristic of the targets’ ranged weapons.

Passive
HIDE-SHELTER!: Volt-Klaw is insanely protective of his arsenal - afact that his long- suffering underlings use as an excuse to shelter behind sturdier weapons when needed.

Effect: While a friendly VOLT-KLAW’S ENGINECOVEN non-INFANTRY unit is within the combat range of a friendly VOLT-KLAW’S ENGINECOVEN Ratling Warpblaster, it is not visible to enemy units more than 13" away.


REGIMENT OF RENOWN
Phulgoth’s Shudderhood
Where despair and misery wax strong, there roams the Harbinger Phulgoth and his Shudderhood. Shrouded by droning flies and thick fogs of hopelessness, they spread their cyclical omens of disaster and bring down doom on the Plaguefather’s enemies.
REGIMENT OF RENOWN
Phulgoth’s Shudderhood
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION
  • 1 Pusgoyle Blightlords
  • 1 Harbinger of Decay
  • 1 Putrid Blightkings

BATTLE PROFILE

Points: 540

Passive
FOG OF DESPAIR: The advance of Phulgoth’s entourage is shrouded by miasmas of concentrated misery.

Effect: Subtract 1 from hit rolls for attacks that target units in this Regiment of Renown while they are wholly within 9" of the Harbinger of Decay in this Regiment of Renown.

Once Per Turn (Army), Any Hero Phase
NAUSEATING CONVALESENCE: Phulgoth and his minions are empowered by the spread of hopelessness and woe.

Effect: Heal (1) each unit in this Regiment of Renown.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.

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

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 (such as named characters) may say that they can be added to the regiment of another HERO.

The non-HERO UNDIVIDED keyword is used in the following Slaves to Darkness warscrolls:


- This unit receive Mark of Chaos keyword during army composition.
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.
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).
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
Those HEROES can join an eligible regiment as a Ruinous Champion.

Infantry Hero
Cavalry Hero

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.

The non-HERO WARRIORS OF CHAOS and CAVALRY keywords are used in the following Slaves to Darkness warscrolls:

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).

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

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

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.
This HERO can join an eligible regiment as a Oathsworn.

Infantry Hero

The DARKOATH and CAVALRY keywords are used in the following Slaves to Darkness warscrolls:

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.
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 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.
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.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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

15.4 Flying
Units with the FLY keyword have the following passive ability:

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.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

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

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.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).

The GUNNAR’S OATHSWORN keyword is used in the following Slaves to Darkness warscrolls:

The non-HERO WARRIORS OF CHAOS and INFANTRY keywords are used in the following Slaves to Darkness warscrolls:

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.
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.

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

The non-HERO MONSTER keyword is used in the following Slaves to Darkness warscrolls:

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).
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.
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. To court the gaze of these beings is perilous, yet those who prove worthy are made mighty indeed.

Declare: Each friendly SLAVES TO DARKNESS unit that destroyed an enemy unit this turn is a target. Friendly BEASTS and non-HERO MONSTERS cannot be targeted by this ability.

Effect: Make a reward roll of D6 for each target and apply the corresponding effect below. You can re-roll the reward roll for the target, but if you do so and you roll a 1, inflict D3 mortal damage on the target.

1Snubbed by the Gods: No effect.
2Mutative Regrowth: Heal (3) the target.
3Unnatural Grace: Add 1 to hit rolls for the target’s combat attacks for the rest of the battle.
4Lurid Aura: The target has WARD (6+) for the rest of the battle. If the target already has WARD (6+), it has WARD (5+) instead.
5Slaughterer’s Might: Add 1 to the Rend characteristic of the target’s melee weapons for the rest of the battle.
6Champion of Chaos: Pick any other effect.

The same effect can be applied multiple times to a unit, and more than 1 effect can apply to a unit at the same time.

The non-HERO DARKOATH and INFANTRY keywords are used in the following Slaves to Darkness warscrolls:

32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
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.
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.
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
7.2 Banishing Manifestations
All WIZARDS and PRIESTS can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a manifestation within 30" of them to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy manifestation on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the manifestation’s warscroll, it is banished and removed from play. You cannot pick the same manifestation as the target of this ability more than once per turn.
KEYWORDSBANISH

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

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.
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On an unmodified chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

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

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.

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

Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.

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

1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

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

3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

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

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

3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.

The DARKOATH and HERO keywords are used in the following Slaves to Darkness warscrolls:

1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

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

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN

The TZEENTCH and WIZARD keywords are used in the following Slaves to Darkness warscrolls:


- Archaon receive Mark of Chaos keyword during deployment.
- This sorcerer unit receive Mark of Chaos keyword during army composition.

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.
End of Any Turn
1
POWER THROUGH: The warriors use their sheer mass or resilience to drive through a group of weaker foes, leaving broken bodies in their wake.

Declare: Pick a friendly unit that charged this turn to use this ability, then you must pick an enemy unit in combat with it to be the target. The target must have a lower Health characteristic than the unit using this ability.

Effect: Inflict D3 mortal damage on the target. Then, the unit using this ability can move a distance up to its Move characteristic. It can pass through and end that move within the combat ranges of enemy units that were in combat with it at the start of the move, but not those of other enemy units. It does not have to end the move in combat.
KEYWORDSMOVE
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.
Impassable
Models cannot move across, be set up on or end moves on any part of this terrain feature.

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

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

Endless Spell

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

Endless Spell
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
Army List

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