Slaves to Darkness – Warscrolls

Contents

Cavalry Hero


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Centaurion Marshal
8"
10
4+
2
The Centaurion Marshals are creatures of terrifying stature that serve as focal points for the First Prince’s legions, commanding warriors sworn to them with cunning and tactical guile before charging headlong into the fray, where they wreak havoc upon the enemy.
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Centaurion Marshal
MELEE WEAPONS
AtkHitWndRndDmg
Centaurion Weapons [Charge (+1 Damage)]
Centaurion Weapons
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 DAEMON or Chaos Legionnaires 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


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Chaos Lord
on Daemonic Mount
10"
8
3+
2
Particularly favoured Chaos Lords may be granted a daemonic steed to bear them into battle. These champions become the rulers of feared cavalry warbands, driving their mounted brethren into battle with roared oaths to the Dark Gods.
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Chaos Lord
on Daemonic Mount
MELEE WEAPONS
AtkHitWndRndDmg
Daemonic Mount’s Mighty Hooves [Companion]
Daemonic Mount’s Mighty Hooves
Companion
35+3+-1
Cursed Weapons [Charge (+1 Damage)]
Cursed Weapons
Charge (+1 Damage)
53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: 0-1 Ruinous Champion, 0-1 MONSTER, Any WARRIORS OF CHAOS
Notes: This HERO can join an eligible regiment as a Ruinous Champion.

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
Karkadraks are monstrous lizard-beasts clad in thick scales, whose destructive rampages are almost impossible to stop. Only the strongest Chaos Lords can dominate a Karkadrak, but those who succeed become truly deadly linebreakers.
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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: 230
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: 0-1 Ruinous Champion, 0-1 MONSTER, Any WARRIORS OF CHAOS
Notes: This HERO can join an eligible regiment as a Ruinous Champion.

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 non-CAVALRY WARRIORS OF CHAOS units 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.

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.

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


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Darkoath Chieftain
on Warsteed
12"
7
4+
2
Only the mightiest and most ruthless Darkoath warriors may rise to command their tribe in battle. Their killing prowess honed by years of strife and slaughter, they lead their people to victory after bloody victory, claiming heads with every swing of their cursed weapons.
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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: 130
Base size: 75 × 42mm
Can be reinforced: No
Regiment Options: 0-1 Oathsworn, 0-1 MONSTER, Any DARKOATH
Notes: This HERO can join an eligible regiment as an Oathsworn.

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, DARKOATH


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Eternus
Blade of the First Prince
9"
9
3+
2
Sworn to Be’lakor and granted immortality, Eternus rides at the head of First Prince’s legions, crushing those who oppose his ascension. His mighty weapons are not his only means of waging war, for Eternus commands a vast network of spies and warriors loyal to the Dark Master.
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Eternus
Blade of the First Prince
MELEE WEAPONS
AtkHitWndRndDmg
Drakocephalus’s Fangs [Companion]
Drakocephalus’s Fangs
Companion
34+3+-1
Death Glaive and Skull Flail [Charge (+1 Damage)]
Death Glaive and Skull Flail
Charge (+1 Damage)
63+3+12
BATTLE PROFILE

Unit Size: 1      Points: 200
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


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Gaunt Summoner
on Disc of Tzeentch
14"
6
4+
2
The Gaunt Summoners are strange daemon-sorcerers of Tzeentch bound to the will of the Everchosen. Some glide above the battlefield on scintillating Discs of Tzeentch, laying the enemy low with arcane power and cursed daggers.
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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
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
Warptongue Blade
Warptongue Blade33+3+12
BATTLE PROFILE

Unit Size: 1      Points: 210
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+), PLEDGED TO TZEENTCH
CHAOS, SLAVES TO DARKNESS, DAEMON


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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. She charges into battle with a brash ferocity, one that often vexes her father, yet none are as capable as she at teasing out speed from a warhorse, nor as skilled in loosing pinpoint arrows while galloping at full tilt as Singri.
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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
Warsteed’s Hooves [Companion]
Warsteed’s Hooves
Companion
25+3+-1
Brand Ancestral Knife
Brand Ancestral Knife34+3+11
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, DARKOATH, GUNNAR’S OATHSWORN

Infantry Hero


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Chaos Lord
5"
6
3+
2
Chaos Lords are dark champions who have walked the Path to Glory and are now only one step away from glory or damnation. They are the rulers of great warbands and hordes, and their followers will die before failing these fearsome warlords.
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Chaos Lord
MELEE WEAPONS
AtkHitWndRndDmg
Reaperblade [Crit (Mortal)]
Reaperblade
Crit (Mortal)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Ruinous Champion, 0-1 MONSTER, Any WARRIORS OF CHAOS
Notes: This HERO can join an eligible regiment as a Ruinous Champion.

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
The very air around a Sorcerer Lord is saturated with dark magic. With their command of daemonic powers and gift of foresight, these warlocks bolster the power of their allies while unleashing their own devastating spellcraft on the enemy.
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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

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 as an embodiment of Chaos itself. The earth rebels at their presence, for they are things that should not exist. Palls of shadow surround a Daemon Prince as the land cracks and vomits torrents of hellflame. With talon and cursed blade, the Daemon Prince brings ruin to the realms, assured that there are none who might challenge them.
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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

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

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

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

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

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

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

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

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

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


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Darkoath Chieftain
5"
5
5+
2
Darkoath Chieftains lead their barbarian tribes to war with the fury and conviction of the truly devoted. These masterful warriors are always seeking greater challenges, and their skill at arms is spoken of in awe by their followers.
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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: 90
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.

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.

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, INFANTRY
CHAOS, SLAVES TO DARKNESS, DARKOATH


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Darkoath Warqueen
5"
5
5+
2
A Darkoath Warqueen has proven herself the rightful ruler of her barbarian tribesfolk time and again. She has sworn dread pacts to bring carnage to the Mortal Realms, and all who stand in her way must face both her wrath and that of her devoted warriors.
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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: 120
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, DARKOATH


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Exalted Hero of Chaos
5"
6
3+
2
Exalted Heroes are those warriors who have caught the notice of the gods and now seek to make a true name for themselves. Their favoured prey are monsters and enemy champions, for by slaying these foes an Exalted Hero proves their own might.
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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: 110
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.

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
To the daemonic Gaunt Summoners, reality is but a plaything. At the will of their master Archaon they lead armies of mortals to wreak terrible havoc. They can consume their foes in hellfire and manipulate realmgates to summon minions to their side in a matter of moments.
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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+), PLEDGED TO TZEENTCH
CHAOS, SLAVES TO DARKNESS, DAEMON


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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 brother forged a deal with a Wilderfiend and that the Chaos Gods have their gaze upon him.
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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: 240
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. When using the second FIGHT ability, this unit 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, DARKOATH, GUNNAR’S OATHSWORN


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Ogroid Myrmidon
6"
8
4+
2
Myrmidons are masters of the Varanspire’s fighting pits, and have spent decades mastering the gladiatorial arts. In battle they lead those who seek to join the Everchosen’s legions, for to impress a Myrmidon is to be marked for glory.
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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: 150
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.

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.
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Abraxia
Spear of the Everchosen
MELEE WEAPONS
AtkHitWndRndDmg
The Thanatorg’s Claws and Fangs [Companion]
The Thanatorg’s Claws and Fangs
Companion
64+3+12
Gorbolga [Anti-HERO (+1 Rend), Charge (+1 Damage)]
Gorbolga
Anti-HERO (+1 Rend), Charge (+1 Damage)
53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 340
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 the Thanatorg’s Claws and Fangs is 4.

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

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:

1 - Uncontrollable Power: Allocate 1 damage point to this unit.

2 - The Spear Slumbers: No effect.

3-5 - White-hot Varanite: Add 1 to the Damage characteristic of this unit’s Gorbolga for the rest of the turn.

6 - Rampant Mutation: The effect of ‘White-hot Varanite’ applies and this unit’s Gorbolga has Crit (Mortal) for the rest of the turn.

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.

KEYWORDS
UNIQUE, HERO, MONSTER, WARD (5+)
CHAOS, SLAVES TO DARKNESS, 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.
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Archaon
the Everchosen
MELEE WEAPONS
AtkHitWndRndDmg
Dorghar’s Heads [Companion]
Dorghar’s Heads
Companion
33+2+15
Dorghar’s Claws and Tails [Companion]
Dorghar’s Claws and Tails
Companion
64+2+23
The Slayer of Kings [Anti-HERO (+1 Rend)]
The Slayer of Kings
Anti-HERO (+1 Rend)
42+3+23
BATTLE PROFILE

Unit Size: 1      Points: 870
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 Turn (Army), Any Combat Phase
THREE-HEADED TITAN: The greater daemons consumed by Dorghar imbue the Everchosen’s steed with unlimited power.

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

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.

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.

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (2), FLY, WARD (5+)
CHAOS, SLAVES TO DARKNESS, DAEMON, 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.
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Be’lakor
the Dark Master
MELEE WEAPONS
AtkHitWndRndDmg
Fell Claw and Spearing Tail [Charge (+1 Damage)]
Fell Claw and Spearing Tail
Charge (+1 Damage)
22+2+22
Blade of Shadows [Crit (Auto-wound)]
Blade of Shadows
Crit (Auto-wound)
83+3+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.

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

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.

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


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Chaos Lord
on Manticore
12"
12
4+
5
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

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. 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.
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Chaos Sorcerer Lord
on Manticore
MELEE WEAPONS
AtkHitWndRndDmg
Manticore’s Claws and Fangs [Anti-MONSTER (+1 Rend), Companion]
Manticore’s Claws and Fangs
Anti-MONSTER (+1 Rend), Companion
64+2+12
Sorcerous Reaping Staff
Sorcerous Reaping Staff33+3+1D3
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

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.
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Chaos Warshrine
MELEE WEAPONS
AtkHitWndRndDmg
Flailing Fists [Companion]
Flailing Fists
Companion
64+3+-2
Sacrificial Blade
Sacrificial Blade43+3+12
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

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 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:

  • 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
Those who receive too many gifts from the gods may degenerate into a hideous Chaos Spawn. Lumpen and misformed, these creatures lurch from their lairs when death is on the wind, slaughtering all before them with flailing tentacles and crooked claws.
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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

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, 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
Wilderfiends are both guardians and persecutors of the Darkoath tribes. Once mortal heroes themselves, they have been warped and twisted into hunched abominations that crave flesh and wield powers of primal sorcery to annihilate their prey.
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Darkoath Wilderfiend
MELEE WEAPONS
AtkHitWndRndDmg
Razor-sharp Claws [Companion]
Razor-sharp Claws
Companion
64+3+12
Flesh-tearing Maw [Companion]
Flesh-tearing Maw
Companion
33+3+2D3
BATTLE PROFILE

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

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

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.

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, DARKOATH


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Raptoryx
10"
2
6+
1
One of the many forms of wildlife twisted by the power of Chaos, Raptoryx cross the land in vast flocks. Cunning and vicious beasts, they are willing to take on prey many times their size, pulling them down in a frenzy of slashing talons and snapping beaks.
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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: 100
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.

KEYWORDS
BEAST
CHAOS, SLAVES TO DARKNESS


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Beasts of Nurgle
7"
8
5+
1
Beasts of Nurgle are amongst the Plaguefather’s most bizarre daemonspawn. They resemble huge gastropods, albeit with fronds of tentacles undulating around their heads and clusters of pus-weeping eyes blinking across their faces. Their blubbery bodies leave a trail of corrosive sludge, and when a beast collides with an enemy formation, the impact smashes bones to powder. Even more unnatural than a Beast of Nurgle’s appearance, however, is the joy that pervades these daemons. They are extremely, idiotically affectionate, always on the lookout for new playmates. Such is their enthusiasm that they cannot distinguish a mortal’s cries of pain as they dissolve from whoops of excitement. Beasts of Nurgle are one of the few breeds of daemon who truly lack any form of malice. This, however, does not diminish their lethal potential. Though they are far too excitable to follow orders or hold positions, the masters of the Plague Legions can always rely on the Beasts’ witless enthusiasm to create carnage. Beasts of Nurgle have little in the way of attention span, and become disappointed when the target of their affection becomes all still and boring – yet this is quickly rectified whenever the daemon spies another potential friend in the distance.
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Beasts of Nurgle
MELEE WEAPONS
AtkHitWndRndDmg
Filthy Claws and Slobbering Maw [Companion]
Filthy Claws and Slobbering Maw
Companion
54+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 60mm
Can be reinforced: No

This unit can only be taken in a Legion of the First Prince Army of Renown

Any Charge Phase
ATTENTION SEEKERS: Beasts of Nurgle seek out playmates with an enthusiasm that is rarely reciprocated by the horrified source of their fascination.

Declare: If this unit is not in combat, pick the closest enemy unit to it to be the target. If 2 or more enemy units are tied to be the closest, you can pick which is the target. Then, make a charge roll of 2D6.

Effect: This unit can move a distance up to the value of the charge roll. During that move, this unit can move into combat and can pass through models in the target unit, but it must end that move within 1" of the target. If it does so, this unit has charged. Then, inflict D3 mortal damage on the target.
KEYWORDSCORE, CHARGE, MOVE

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

KEYWORDS
BEAST, WARD (5+), LEGION OF THE FIRST PRINCE
CHAOS, DAEMON, SLAVES TO DARKNESS


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Fiends
10"
4
5+
1
Fiends are perhaps the strangest of all Slaanesh’s daemonspawn, unholy fusions of beast and lurid nightmare. Their two sets of lower limbs are vaguely humanoid, yet their arms end in enormous pincers. Uncannily prehensile tongues flick from their elongated faces, and their whipping tails are tipped with spikes coated in arcane venoms. Unsurprisingly, Fiends cannot inspire deep-seated desire through their appearance alone; rather, they emit a soporific musk that both attracts and immobilises their prey, filling their minds with rapturous hallucinations and allowing the Fiends to tear them apart at their leisure. Packs of Fiends skitter throughout the Six Circles of Seduction, crooning discordant songs wherever they travel. Daemons consider these tunes to be lays of the utmost sweetness, each recalling the greatest atrocities ever to grace the innermost cloisters of the Palace of Pleasure. To those mortals not in Slaanesh’s favour, a Fiend’s song is nigh-on unbearable, rolling through the meat of their minds like a ball of wicked knives. Only through repeated exposure and deep inhalations of the daemon’s musk do they begin to grasp the beauty of a Fiend’s chorus, whereupon the ‘enlightened’ mortal becomes a creature of the Dark Prince through and through.
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Fiends
MELEE WEAPONS
AtkHitWndRndDmg
Deadly Pincers and Barbed Stinger [Anti-MONSTER (+1 Rend), Companion]
Deadly Pincers and Barbed Stinger
Anti-MONSTER (+1 Rend), Companion
44+3+1D3
BATTLE PROFILE

Unit Size: 3      Points: 150
Base size: 75 × 42mm
Can be reinforced: Yes

This unit can only be taken in a Legion of the First Prince Army of Renown

Once Per Turn (Army), Any Combat Phase
SOPORIFIC MUSK: A Fiend exudes a pervasive and oily musk that numbs a foe to all but the most extreme of stimuli.

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

Effect: Roll a dice. On a 4+, the target has STRIKE-LAST for the rest of the turn.

Passive
DISRUPTIVE SONG: Fiends of Slaanesh let out a keening song that disturbs the concentration of spellcasters who hear it.

Effect: Subtract 1 from casting rolls and unbinding rolls for enemy WIZARDS while they are within 12" of this unit.

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

KEYWORDS
WARD (6+), BEAST, LEGION OF THE FIRST PRINCE, CHAMPION
CHAOS, DAEMON, SLAVES TO DARKNESS


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Screamers of Tzeentch
14"
3
5+
1
Screamers are sky-sharks that ride upon currents of magic. These daemons drift about, fangs constantly gnashing and eyes revolving on their flattened undersides as they hunt for prey. Souls are their favoured delicacy, but aetheric energies are similarly ripe for consumption. Mortal flesh makes for a fine meal, too – though the act of ripping open prey with their circular, shredding maws sustains the Screamers far more than any physical nourishment. Champions of Tzeentch have long used Screamers as aerial shock cavalry. They are single-minded in hunting for their next mouthful of magic; Screamer shoals have been known to chase endless spells across entire landmasses. Sharpened spines and ridges jut out from the Screamers’ sleek forms, and the speeds they can reach make them deadly living missiles. Screamer shoals dart through an enemy formation without pause, scything down foes without breaking pace. Even monsters must be wary of these daemons; there are tales of Mega-Gargants that thought to pluck one of these strange beasts out of the sky for a quick snack, only to be whittled down to the bone by a sudden hurricane of fangs.
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Screamers of Tzeentch
MELEE WEAPONS
AtkHitWndRndDmg
Lamprey Bite [Anti-MONSTER (+1 Rend), Companion]
Lamprey Bite
Anti-MONSTER (+1 Rend), Companion
34+3+11
BATTLE PROFILE

Unit Size: 3      Points: 100
Base size: 32mm
Can be reinforced: Yes

This unit can only be taken in a Legion of the First Prince Army of Renown

Your Movement Phase
SLASHING FINS: A pack of Screamers travelling at great speed can slash and eviscerate an enemy formation to ribbons.

Declare: Pick an enemy unit that this unit passed across this phase to be the target.

Effect: Roll a dice for each model in this unit that passed across the target. For each 4+, inflict 1 mortal damage on the target.

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

KEYWORDS
BEAST, FLY, WARD (6+), LEGION OF THE FIRST PRINCE
CHAOS, SLAVES TO DARKNESS, DAEMON

Cavalry


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Chaos Knights
10"
4
3+
1
The coming of the Chaos Knights heralds a crushing defeat for their adversaries. These dreaded champions charge fearlessly into the deadliest of battles, striking down foes all around them with sundering blows from their ensorcelled weapons.
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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

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
The Darkoath prize speed and agility above all in their light cavalry. Fellriders are mounted daredevils, outflanking their foes on lightning-swift and aggressive mounts, riddling their ranks with volleys of javelins before charging in to deal the killing blow.
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Darkoath Fellriders
RANGED WEAPONS
RngAtkHitWndRndDmg
Marauder Javelin
Marauder Javelin10"14+3+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Fellrider Blades [Charge (+1 Damage)]
Fellrider Blades
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
  • Fellrider Blades

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, DARKOATH


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Varanguard
10"
5
3+
2
Each of the Varanguard is a mighty champion who has passed the many tests set for them by Archaon and sworn themselves to his service. Riding atop their hulking steeds, these lords of darkness bring inescapable death to the Everchosen’s enemies.
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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: 330
Base size: 75 × 42mm
Can be reinforced: Yes

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


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Bloodcrushers
8"
5
4+
2
Resolute shieldwalls are trampled by the coming of the Bloodcrushers, Khorne’s daemonic shock cavalry. It takes an especially murderous Bloodletter to master one of the ironclad daemons known as a Juggernaut. After a pleasing slaughter, the Bloodletter will be brought to an enclosed steppe deep within Khorne’s fortress – a land stamped flat by the Juggernauts that charge across the plains and slam into one another, sparks flying with each collision. The daemon must outwit or outfight the beast so that it ends up on the Juggernaut’s back – or else be gored into oblivion. Those who succeed crash free from the Brass Citadel in possession of a formidable new mount. Bloodcrushers are amongst the most unsubtle of Khorne’s warriors, which renders them truly a sight to behold. The fact that Juggernauts cannot truly be broken, and that it is they rather than their riders who decide where to charge into battle, is largely immaterial to the Bloodletters; after all, Juggernauts hunger for battle no less than any other of the War God’s servants. Protected by the Juggernaut’s metal hide, a Bloodcrusher uses its own mass as a profound weapon, smashing those foolish enough to stand in its path into flinders.
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Bloodcrushers
MELEE WEAPONS
AtkHitWndRndDmg
Juggernaut’s Brazen Hooves [Companion]
Juggernaut’s Brazen Hooves
Companion
24+3+1D3
Bloodcrusher Hellblade [Anti-INFANTRY (+1 Rend), Crit (Mortal)]
Bloodcrusher Hellblade
Anti-INFANTRY (+1 Rend), Crit (Mortal)
23+3+11
BATTLE PROFILE

Unit Size: 3      Points: 200
Base size: 90 × 52mm
Can be reinforced: Yes

This unit can only be taken in a Legion of the First Prince Army of Renown

Any Charge Phase
SLAUGHTEROUS CHARGE: The crushing mass and stamping hooves of Khorne’s Juggernauts are a threat to all in their path.

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

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

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/3), STANDARD BEARER (1/3), WARD (6+), LEGION OF THE FIRST PRINCE
CHAOS, SLAVES TO DARKNESS, DAEMON

Infantry


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Chaos Chosen
5"
3
3+
1
Devotees of Chaos who garner many dark rewards may rise to the ranks of the Chosen. Armed with wicked soul-cleaving weapons, these champions fight at the forefront of the Chaotic hordes, inspiring their brethren through acts of brutal violence.
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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

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
Furies are spiteful daemonic imps that throng those lands under the sway of Chaos. Though individually weak, when they swarm they can prove surprisingly deadly, waiting until the foe’s back is turned before launching vicious hit-and-run attacks.
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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: 120
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


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Chaos Legionnaires
5"
1
4+
1
Sworn to Be’lakor, these warriors wage war on two different fronts. They openly march alongside the legions of Chaos, bringing ruin to the Mortal Realms, yet serve ulterior motives, seeking to undermine the Everchosen and secure the ascension of the First Prince in his stead.
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Chaos Legionnaires
MELEE WEAPONS
AtkHitWndRndDmg
Darkiron Weapons
Darkiron Weapons23+4+11
BATTLE PROFILE

Unit Size: 8      Points: 80
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
Clad in hellforged iron and swollen with dark blessings, Chaos Warriors are the bane of civilisation. Entire legions of these armoured killers march into battle in search of divine favour, each warrior the equal of several lesser mortals.
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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

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
Each and every Darkoath warrior is trained in the way of the axe and the sword from the youngest age. Having sworn bloody oaths to their patron gods, they seek to fulfil them by any means necessary, their bodies flushed with power by every pledge completed.
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Darkoath Marauders
MELEE WEAPONS
AtkHitWndRndDmg
Raider Weapons
Raider Weapons24+3+-1
BATTLE PROFILE

Unit Size: 10      Points: 80
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, DARKOATH


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Darkoath Savagers
5"
1
5+
1
Screaming blood-curdling vows to the Ruinous Powers, the Darkoath Savagers make brutal war across the length and breadth of the Mortal Realms. To these barbarous marauders, each new dawn is an opportunity to win the favour of the gods.
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Darkoath Savagers
MELEE WEAPONS
AtkHitWndRndDmg
Darkoath Weapons [Crit (Mortal)]
Darkoath Weapons
Crit (Mortal)
24+3+-1
BATTLE PROFILE

Unit Size: 10      Points: 100
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, DARKOATH


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Ogroid Theridons
6"
5
4+
2
Serving as shock troops to the armies of Chaos, these formidable warriors are found where the fighting is thickest, wielding both monstrous strength and honed martial skill to carve swathes of ruin through the ranks of the enemy.
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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

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


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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 companions. The Oathsworn Kin form his closest circle of confidants – Dendrel Direbrand and Warqueen Tanari cave in skulls with hammer and spear while Broken Nadja trails behind, her deadly incantations reducing foes to madness.
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The Oathsworn Kin
MELEE WEAPONS
AtkHitWndRndDmg
Gnarled Staff
Gnarled Staff34+4+-D3
Heavy Darkoath Weapon [Crit (Mortal)]
Heavy Darkoath Weapon
Crit (Mortal)
44+3+-2
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, DARKOATH, GUNNAR’S OATHSWORN


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Bloodletters
5"
2
5+
1
The furious heart of the Blood Legions, Bloodletters are the most numerous of Khorne’s daemons. It speaks to the War God’s battle-madness that even these lesser shards of his will are warriors of formidable skill. Combat is their driving obsession, consuming their every thought; anger boils constantly through their veins, and they find fleeting satisfaction only in the moment of the decapitating strike. This total devotion to war is made manifest in each Bloodletter’s hellblade – a jagged sword tied with their very essence that blazes hotter as the daemon’s outrage grows. When first seen on the march, Bloodletters may appear to be the most martially organised of daemons. They stomp forwards in recognisable ranks, marshalling to the clarion of brazen horns and beneath banners that drip with gore. Long tongues flicking at the air, as if tasting the impending massacre, they can be entrusted to heed the growled commands of their overlords – at least, until the blood begins to flow. When that happens, the Bloodletters become nigh-on uncontrollable. All semblance of cohesion breaks as they lope forwards in a howling mob, tearing at one another to be first to plunge their blades deep into the flesh of mortal prey.
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Bloodletters
MELEE WEAPONS
AtkHitWndRndDmg
Hellblade [Crit (Mortal)]
Hellblade
Crit (Mortal)
23+3+11
BATTLE PROFILE

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

This unit can only be taken in a Legion of the First Prince Army of Renown

End of Any Turn
THE THINNING VEIL: As heads roll and blood flows, more daemons from beyond the veil are summoned forth to partake in the slaughter.

Effect: If this unit is in combat, you can return D3 slain models to this unit.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10), WARD (6+), LEGION OF THE FIRST PRINCE
SLAVES TO DARKNESS, DAEMON, CHAOS


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Flamers of Tzeentch
9"
2
5+
1
Flamers may well be the most physically bizarre of Tzeentch’s daemonic underlings. Tentacles writhe and twitch across their tubular bodies, and their long arms end in webbed digits that are wreathed in auras of wyrdflame. Across their roiling flesh sprout grimacing, mocking faces and gnashing mouths that constantly squeal in a dreadful cacophony. Flamers do not possess legs; instead, they have a strange skirt of frilled flesh that undulates and inflates, drawing in both hot air and motes of aether before expelling them to propel the daemons forwards with ungainly haste. So eldritch are the Flamers that they possess little active malice, but this makes them no less dangerous. A Flamer’s arms can be swung with bone-cracking force, but worse are the streams of warping flame they exude. Any being, be they mortal or immortal, caught in these clouds of raw Chaos energy is doomed to be wracked by the energies of change. All manner of horrific mutations overcome them, their form twisting and twisting again as the Flamers continue their inane gibbering. There are even accounts of some unfortunates travelling backwards in time or collapsing into a swarm of homunculus-esque doppelgängers that screech in pain before burning to a crisp.
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Flamers of Tzeentch
RANGED WEAPONS
RngAtkHitWndRndDmg
Warping Flames [Anti-INFANTRY (+1 Rend), Wyrdflame]
Warping Flames
Anti-INFANTRY (+1 Rend), Wyrdflame
12"33+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Flaming Maws
Flaming Maws33+4+-1
BATTLE PROFILE

Unit Size: 3      Points: 120
Base size: 32mm
Can be reinforced: Yes

This unit can only be taken in a Legion of the First Prince Army of Renown

Passive
CAPRICIOUS WYRDFLAME: The mutagenic fires expelled by Flamers are most drawn to those already ablaze with the potential for change.

Effect: Add 1 to wound rolls for this unit’s shooting attacks that target a BURNING enemy unit.

KEYWORDS
INFANTRY, CHAMPION, FLY, WARD (6+), LEGION OF THE FIRST PRINCE
CHAOS, SLAVES TO DARKNESS, DAEMON


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Plaguebearers
4"
2
6+
1
Plaguebearers serve as the footsoldiers of Nurgle’s daemonic legions. They are formed from the soul-stuff of mortals slain by Nurgle’s Rot, a daemonic contagion that attacks both body and spirit and combines elements of all the worst diseases known to mortalkind. It is nigh-on incurable and offers a terribly drawn out demise. Indeed, the afflicted perish only after embracing the full misery of their condition, their despairing souls being transported to Nurgle’s Garden and remade as shambling lesser daemons. Plaguebearers are moribund and curmudgeonly. They consider being sent into the realms to be a terrible imposition and find the antics of their more jovial counterparts gruelling in the extreme. Yet Plaguebearers fulfil a vital role in Nurgle’s eyes. They are his tallymen, charged with numbering the diseases that spread across the realms, the clangs of dolorous tocsins and the daemon mites that caper amidst the filth. The only sound that can muffle their counting is the drone of the fat-bodied flies that accompany them, forming so thick a cloud that enemies have difficulty taking aim at the daemons from afar. The rot-eaten bodies of the Plaguebearers are no easier to harm up close, while their pus-dripping blades can sap strength from even the most vigorous of warriors.
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Plaguebearers
MELEE WEAPONS
AtkHitWndRndDmg
Plaguesword [Crit (Mortal)]
Plaguesword
Crit (Mortal)
14+3+-1
BATTLE PROFILE

Unit Size: 10      Points: 140
Base size: 32mm
Can be reinforced: Yes

This unit can only be taken in a Legion of the First Prince Army of Renown

Passive
CLOUD OF FLIES: Plaguebearers are surrounded by a cloud of swarming flies that feast on their rotting bodies.

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

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), LEGION OF THE FIRST PRINCE, STANDARD BEARER (1/10), WARD (5+)
CHAOS, DAEMON, SLAVES TO DARKNESS


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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.
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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.
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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.
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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


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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.
SLAVES TO DARKNESS WARSCROLL
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


SLAVES TO DARKNESS WARSCROLL
Fomoroid Crusher
6"
8
5+
2
Brutish creatures from a lost age, the Fomoroid Crushers now exist only to tear down and destroy. In battle they fly into a terrible rage, torturous memories of the creatures they once were lending their blows a maddened strength.
SLAVES TO DARKNESS WARSCROLL
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: 120
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


SLAVES TO DARKNESS WARSCROLL
Mindstealer Sphiranx
10"
10
5+
5
Mindstealer Sphiranxes are powerful and sinister telepaths. These cruel-hearted beasts enjoy nothing more than toying with their prey, plundering their innermost secrets before summarily ripping them to shreds with sharpened claws.
SLAVES TO DARKNESS WARSCROLL
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


SLAVES TO DARKNESS WARSCROLL
Mutalith Vortex Beast
10"
14
4+
5
Within the pulsating star suspended above the back of a Mutalith Vortex Beast can be found a portal to the Realm of Chaos itself. These horrific monsters constantly seethe with the power of mutation, those around them rewrought into horrific forms.
SLAVES TO DARKNESS WARSCROLL
Mutalith Vortex Beast
MELEE WEAPONS
AtkHitWndRndDmg
Betentacled Maw [Companion, Crit (Auto-wound)]
Betentacled Maw
Companion, Crit (Auto-wound)
124+4+-1
Crushing Claws [Companion]
Crushing Claws
Companion
44+2+1D3
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 PLEDGED TO TZEENTCH WIZARD, you can roll 2 dice instead, pick either result, then apply the corresponding effect below.

1 - Untouched No effect.

2 - Hideous Disfigurement Subtract 3 from the target’s control score until the start of your next turn.

3 - Troggbrains The target cannot use commands for the rest of the turn.

4 - Gift of Mutations Subtract 1" from the target’s Move characteristic for the rest of the battle.

5 - Horrific Absorption Inflict D6 mortal damage on the target. Then, Heal (D6) this unit.

6 - Transmogrification Pick any other effect.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, PLEDGED TO TZEENTCH
CHAOS, SLAVES TO DARKNESS, DAEMON


SLAVES TO DARKNESS WARSCROLL
Slaughterbrute
10"
14
4+
5
Even the greatest champions cannot hope to bind a Slaughterbrute through physical might alone. Only through specially forged blades of binding can these monstrosities be controlled, and their boundless fury directed towards their master’s enemies.
SLAVES TO DARKNESS WARSCROLL
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.

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.

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

KEYWORDS
MONSTER, PLEDGED TO KHORNE
CHAOS, SLAVES TO DARKNESS, DAEMON


SLAVES TO DARKNESS WARSCROLL
Soul Grinder
10"
16
4+
5
Sometimes, when a daemon is banished in an especially humiliating fashion, their bitterness will lead them to seek the insane overseers of the Forge of Souls. 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; they become Soul Grinders, fusions of metal and raw Chaotic energy, unleashed upon the hapless realms.
SLAVES TO DARKNESS WARSCROLL
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

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


SLAVES TO DARKNESS WARSCROLL
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.
SLAVES TO DARKNESS WARSCROLL
Chaos Chariot
MELEE WEAPONS
AtkHitWndRndDmg
Lashing Whip
Lashing Whip24+4+-1
Chaos Greatblade
Chaos Greatblade34+3+12
Chaos Steeds’ Trampling Hooves [Companion]
Chaos Steeds’ Trampling Hooves
Companion
45+3+-1
Chaos War-flail
Chaos War-flail63+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 80
Base size: 120 × 92mm
Can be reinforced: No

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


SLAVES TO DARKNESS WARSCROLL
Gorebeast Chariot
9"
8
4+
2
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.
SLAVES TO DARKNESS WARSCROLL
Gorebeast Chariot
MELEE WEAPONS
AtkHitWndRndDmg
Lashing Whip
Lashing Whip24+4+-1
Chaos War-flail
Chaos War-flail63+3+-1
Chaos Greatblade
Chaos Greatblade34+3+12
Gorebeast’s Crushing Fists [Companion]
Gorebeast’s Crushing Fists
Companion
44+4+-2
BATTLE PROFILE

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

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


SLAVES TO DARKNESS WARSCROLL
Hellflayer
10"
7
4+
2
Hellflayers are designed to cause as much mutilation as possible as they carve into enemy lines. The bladed wheels affixed to the axle of these chariots are imbued with wicked sorceries that transmute the sliced victims into an exhilarating incense. Hellflayers were originally designed not for warfare but to cultivate the flesh-orchards on the outskirts of Slaanesh’s palace. Here, out from the fleshy sediment, protrude the limbs and faces of those who have offended Slaanesh. Cackling Daemonettes would ride Hellflayers to slice off fingers, toes and other appendages, all to a chorus of agonising screams. To further the victims’ torment, Slaanesh had laid a curse of regrowth upon all prisoners in his gardens, so that every day the harvesting could begin anew. Eventually, those Daemonettes assigned to this macabre task grew bored. Abandoning their duties, they joined one of Slaanesh’s Hedonite hosts and were delighted to discover that a Hellflayer was the perfect contraption for shattering tight enemy formations – both in body and spirit, since the diced remnants of comrades-in-arms fell as a gory rain upon the survivors. Use of the Hellflayer soon spread throughout the Hedonite warhosts and has proven a formidable weapon in their arsenal ever since.
SLAVES TO DARKNESS WARSCROLL
Hellflayer
MELEE WEAPONS
AtkHitWndRndDmg
Flensing Whips and Piercing Claws
Flensing Whips and Piercing Claws63+4+11
Steeds’ Poisoned Tongues [Companion]
Steeds’ Poisoned Tongues
Companion
43+4+-1
Axle Blades [Anti-INFANTRY (+1 Rend), Companion]
Axle Blades
Anti-INFANTRY (+1 Rend), Companion
44+2+2D3
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 120 × 92mm
Can be reinforced: No

This unit can only be taken in a Legion of the First Prince Army of Renown

Any Movement Phase
SOULSCENT: The whirling blades of this fearsome chariot mow down the enemy, transmuting their souls into an exhilarating incense that drives its riders into an ecstatic frenzy.

Declare: Pick up to 3 enemy units that this unit passed across this phase 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. If any models are slain by this ability, this unit has WARD (5+) for the rest of the turn.

Passive
THRESHING DOOM: The wail of an approaching Hellflayer sees enemy infantry diving for cover.

Effect: When this unit moves, it can pass through models in enemy INFANTRY units and can pass through the combat ranges of enemy INFANTRY units, but it cannot end a move in combat unless specified in the ability used.

KEYWORDS
WAR MACHINE, WARD (6+), LEGION OF THE FIRST PRINCE
CHAOS, DAEMON, SLAVES TO DARKNESS

Faction Terrain


SLAVES TO DARKNESS WARSCROLL
Nexus Chaotica
-
12
4+
0
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.
SLAVES TO DARKNESS WARSCROLL
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


SLAVES TO DARKNESS WARSCROLL
Darkfire Daemonrift
9"
6
6+
7+
Darkfire Daemonrifts are eldritch portals torn ajar by fell incantations. Once the veil has been sundered, raw magic seeping from the Realm of Chaos forms an opening for the horrors beyond to vent their spite, widened and empowered by spellcraft that draws upon the essence of Chaos.
SLAVES TO DARKNESS WARSCROLL
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


SLAVES TO DARKNESS WARSCROLL
Eightfold Doom-Sigil
-
6
5+
7+
Eightfold Doom-Sigils are icons of Chaos in all its glory, blazing symbols of pure ruin. To fall in the presence of such a sorcerous construct is to be damned, for these lingering spells hungrily suck souls into the Realm of Chaos for the gods to feast upon.
SLAVES TO DARKNESS WARSCROLL
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


SLAVES TO DARKNESS WARSCROLL
Realmscourge Rupture
9"
6
5+
7+
Realmscourge Ruptures are not subtle weapons. When the necessary magical power has been channelled and released by a tribal shaman, the land itself writhes in the grip of Chaos, sharpened spikes surging forth like an accursed tidal wave to overwhelm anything in their path.
SLAVES TO DARKNESS WARSCROLL
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
Exile Scavengers
His Endrineering commission revoked after repeated accusations of ‘unsanctioned resource sharing’, Gronn Ymorsson took matters into his own hands by bribing some Skywardens and stealing a Gunhauler, then fleeing the sky-port authorities before they noticed. He follows armies who can open the way to worthy treasure, swooping down to claim the loot when the coast is clear.
REGIMENT OF RENOWN
Exile Scavengers

BATTLE PROFILE

Points: 460

Deployment Phase
AN EYE FOR LOOT: The Exile Scavengers observe from above to locate the best spot to swoop in and ‘claim their fee’.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve studying the battlefield. They have now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
SWOOP IN: Once the moment is right, Gronn and his crew strike hard and fast.

Declare: Pick the Grundstok Gunhauler in this Regiment of Renown to use this ability if it is studying the battlefield.

Effect: Set up the Grundstok Gunhauler on the battlefield more than 6" from all enemy units that have an artefact of power and more than 9" from all other enemy units. Then, set up all other units in this Regiment of Renown wholly within 3" of the Grundstok Gunhauler and more than 6" from all enemy units.

Once Per Turn (Army), Your Combat Phase
WHAT’S YOURS IS MINE: Gronn has always had a cavalier attitude when it comes to ownership.

Declare: Pick an enemy unit in combat with a unit in this Regiment of Renown to be the target. Then, pick an artefact of power the target has.

Effect: Roll a dice. Add 1 to the roll for each unit in this Regiment of Renown that is in combat with the target. On a 6+, the target no longer has that artefact of power.


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
Nurgle’s Gift
Nurgle is a generous god, granting gifts even to those who deny their genius. It takes only one infected well, watering hole or imported keg for corruption to bite. At first, a warrior feels little but mild discomfort – but as the day of battle draws near, their suffering deepens, and an eager giggling echoes through the aether…
REGIMENT OF RENOWN
Nurgle’s Gift
ORGANISATION

Each unit in this Regiment of Renown has the NURGLE’S GIFT keyword.


BATTLE PROFILE

Points: 180
Notes: Each unit in this Regiment of Renown has the NURGLE’S GIFT keyword.

Deployment Phase
INCUBATION PERIOD: Nurgle’s gifts can incubate slowly within the afflicted, gaining a malign sentience.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve festering within. They have now been deployed.
KEYWORDSDEPLOY

Passive
BURSTING WITH LIFE: Guts roil and buboes weep before cheering Nurglings burst forth from the slain.

Effect: If a friendly non-NURGLE’S GIFT unit would be destroyed, before the last model is removed from play, roll a dice. Add 1 to the roll for each other friendly non-NURGLE’S GIFT unit that has been destroyed this battle. On a 5+, pick a friendly unit that is festering within and set it up wholly within 6" of that model. It can be set up in combat.


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: 410

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
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.


REGIMENT OF RENOWN
Snerk’s Trogg-Fer-Hire
Having learned the Great Secret of mercenary work from a local Mega-Gargant, Snerk Mooneata decided to give it a go. Finding little success, the bossgrot took the next best option: periodically waking a surly troggoth and acting as the go-between for the beast. Snerk, of course, holds onto the troggoth’s half of the pay. For safekeeping.
REGIMENT OF RENOWN
Snerk’s Trogg-Fer-Hire

BATTLE PROFILE

Points: 250

Your Charge Phase
GO DAT WAY!: Snerk makes sure to give his troggoth mate a jab if they get distracted. Which they do. Often.

Declare: Pick the Dankhold Troggoth in this Regiment of Renown to be the target if it is within 12" of the Loonboss in this Regiment of Renown.

Effect: For the rest of the turn, the target can still use CHARGE abilities even if it used a RETREAT ability in the same turn.

Passive
TAKTIKAL COWERING: Snerk can usually be found hurling insults from behind his mate’s solid, regenerating body.

Effect: While the Loonboss in this Regiment of Renown is within the combat range of the Dankhold Troggoth in this Regiment of Renown:
  • That Loonboss has WARD (4+).
  • Each time you make a successful ward roll for that Loonboss, allocate 1 damage point to that Dankhold Troggoth after the damage sequence for that Loonboss has been resolved (ward rolls cannot be made for those damage points).


REGIMENT OF RENOWN
Squires of the Everchosen
Utgar Harrowhand was once a Varanguard, one of the Everchosen’s executioners, until he had a run-in with a nest of Flesh-eaters. Though he has since transformed into a monstrous Varghulf, flashes of loyalty to his old master occasionally surface – so potent that they also seize the ghoulish ‘knights’ who still serve him.
REGIMENT OF RENOWN
Squires of the Everchosen
INCLUSION

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

BATTLE PROFILE

Points: 310

Once Per Battle, Deployment Phase
A DELUDED QUEST: The deluded Squires of the Everchosen think they have been sent on a personal mission by Archaon.

Declare: Pick an enemy unit to be the target.

Effect: The target has the ENEMY OF THE EVERCHOSEN keyword.
KEYWORDSDEPLOY

Once Per Battle (Army), End of Any Turn
A QUEST WELL DONE: To excel in the Everchosen’s eyes brings Utgar and his followers a fleeting glee.

Effect: If the enemy ENEMY OF THE EVERCHOSEN unit is destroyed by a unit in this Regiment of Renown, add 10 to the control score of each unit in this Regiment of Renown for the rest of the battle


REGIMENT OF RENOWN
Stumblefoot Gargant
The rise of the Mega-Gargants has focused many of their smaller mates, but there are always some who loot great kegs of ale and get a bit carried away. Staggering across the land in a drunken stupor, these gargants just turn up on one side of the battlefield and canny commanders simply move their troops out of the way…
REGIMENT OF RENOWN
Stumblefoot Gargant

BATTLE PROFILE

Points: 180

Once Per Turn (Army), Any Shooting Phase
PROJECTILE VOMIT: Better out than in, as they say…

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn. Then, pick a point on the battlefield within 6" of this unit and pick all other units (friendly and enemy) within 3" of that point to be the targets.

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

Once Per Turn (Army), Any Combat Phase
BELLOWING MOCKERY: Drunken gargants often holler incoherent insults to aggravate and taunt.

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn, then pick an enemy unit within this unit’s combat range to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Charge Phase
WHAT’RE YOU LOOKIN’ AT?: Bleary eyes narrowed, the gargant picks a fight with a cocky-looking target.

Declare: Pick this unit to use this ability if it charged this turn and has not used a RAMPAGE ability this turn. Then, pick an enemy unit within 9" of this unit to be the target.

Effect: Roll 2D6. This unit can move a number of inches equal to the roll. It can pass through enemy models and must end that move in combat with the target.
KEYWORDSRAMPAGE


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.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
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.
Those HEROES can join an eligible regiment as a Ruinous Champion.

Infantry Hero
Cavalry Hero
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.

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

• Fiends
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).

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

• Fiends

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

• Fiends
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’).

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.
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.
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

Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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).
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.
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
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 PLEDGED TO TZEENTCH keyword is used in the following Slaves to Darkness warscrolls:

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:

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.
Once Per Turn (Army), Your Hero Phase
PLEDGE TO CHAOS: The Slaves to Darkness forsake their souls by pledging to the Dark Gods.

Declare: Pick a friendly non-UNIQUE SLAVES TO DARKNESS unit that does not already have one of the keywords below to be the target.

Effect: Pick 1 of the following Pledge to Chaos keywords:
  • PLEDGED TO KHORNE
  • PLEDGED TO TZEENTCH
  • PLEDGED TO NURGLE
  • PLEDGED TO SLAANESH
The target has that keyword for the rest of the battle.
Passive
PLEDGED TO KHORNE: The Blood God instils a blind rage in his most frenzied adherents.

Effect: Add 1 to the Attacks characteristic of melee weapons used by friendly PLEDGED TO KHORNE units.
Once Per Turn (Army), Your Movement Phase
PLEDGED TO TZEENTCH: Reality twists and weaves around these warriors as they become intertwined in the machinations of the Change God.

Declare: Pick a friendly PLEDGED TO TZEENTCH unit to be the target.

Effect: Roll 2D6. Then pick a point within a number of inches of the target equal to the roll. Remove the target from the battlefield and set it up again on the battlefield wholly within 6" of that point and more than 9" from all enemy units.
Passive
PLEDGED TO NURGLE: The Father of Plagues bestows gifts of rot and decay upon his followers.

Effect: Friendly PLEDGED TO NURGLE units have WARD (6+). If a unit already has WARD (6+), it has WARD (5+) instead.
Your Charge Phase
PLEDGED TO SLAANESH: The thrill of battle drives these warriors to charge at spectacular speed.

Effect: For the rest of the turn, add 1 to the number of dice rolled when making charge rolls for friendly PLEDGED TO SLAANESH units, to a maximum of 3.
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.
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.

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.
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.
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).
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

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


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

• Fiends

The LEGION OF THE FIRST PRINCE keyword is used in the following Slaves to Darkness warscrolls:

• Fiends
Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

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 UNDIVIDED keyword is used in the following Slaves to Darkness warscrolls:


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

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.
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
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 PLEDGED TO TZEENTCH and WIZARD keywords are used in the following Slaves to Darkness warscrolls:

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.

The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:

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.
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