Where the worshippers of the Dark Gods march, the Mortal Realms tremble. Under the gaze of their dread pantheon, the Slaves to Darkness carve their way through all who stand before them in pursuit of glory. At their head stride some of the most powerful servants of Chaos, forever seeking new challenges and conquests.
This page contains all of the rules you need to field your Slaves to Darkness miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:
Battletome: Slaves to Darkness
| Q: | When using the ‘Dark Apotheosis’ ability to set up a Daemon Prince, does that Daemon Prince have to be included on my army roster and do I need to spend points on it? |
| A: | No to both. |
| Q: | If Archaon the Everchosen uses the ‘Eye of Sheerian’ ability and, as a result, the Slaves to Darkness player has to take the first turn in a battle round after taking the second turn in the previous battle round (i.e., they end up taking a ‘double turn’), does the Slaves to Darkness player suffer the penalties for taking a ‘double turn’, for instance not being able to pick a battle tactic or their opponent counting as the underdog for the rest of the battle? |
| A: | No. The penalties for taking a double turn only apply if you ‘chose’ to go first in the current battle round. |
| Q: | Can a unit use the ‘Pledge to Chaos’ ability while it is not on the battlefield, e.g. if it is set up in reserve in a Silver Tower? |
| A: | No. |
| Q: | Can a Gaunt Summoner use the ‘Minions of the Silver Tower’ ability more than once to set up multiple units in a Silver Tower? |
| A: | No, as stated in Core Rules, 5.3. |
| Q: | Can I include more than 1 Ensorcelled Banner in my Slaves to Darkness army? |
| A: | No. Ensorcelled Banners are enhancements, and as stated in Army Composition, 4.1, you can only take 1 enhancement from each enhancement table in your faction rules. |
| Q: | Can a Daemon Prince from the Godmarked Ascendant Regiment of Renown be given enhancements? |
| A: | Yes. In Army Composition 3.5 it states that a unit cannot use faction rules (including enhancements) unless they have a keyword that matches up with the faction’s name. Since the Godmarked Ascendant Regiment of Renown adds such a keyword, that unit is eligible to be given enhancements. |
EYE OF THE GODS: The mortal champions of Chaos seek to attract the notice of the gods by performing great deeds in battle.
Declare: Pick a friendly
non-UNIQUE WARRIORS OF CHAOS or
DARKOATH HERO to be the target.
Effect: During the battle, the target gains
Dark Apotheosis points as follows:
- Each time the target uses a FIGHT ability, it gains D3 Dark Apotheosis points.
- At the end of each of your turns, if the target is contesting an objective that is wholly outside friendly territory, it gains D3 Dark Apotheosis points.
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.
DARK APOTHEOSIS: Favoured by the Dark Gods, this champion is bestowed with fell glory.
Declare: Pick a friendly unit with 8 or more
Dark Apotheosis points to be the target.
Effect: Pick 1 of the following:
Aura of Chaos: Heal (X) the target, where
X is the number of damage points allocated to the target. In addition, the target has
WARD (5+) for the rest of the battle.
Daemonhood: Set up a
Daemon Prince within 1" of the target. Then, remove the target from the battlefield. If the target is your
general, the
Daemon Prince becomes your general instead and is added to your general’s regiment. If the target has any
enhancements, the
Daemon Prince has those enhancements instead. If the target has a
Pledge to Chaos keyword, the
Daemon Prince has the same keyword. Otherwise, pick 1
Pledge to Chaos keyword for the
Daemon Prince to have for the rest of the battle. If any
MANIFESTATIONS that were summoned by the target are on the battlefield, those
MANIFESTATIONS are removed from play.
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.
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.
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.
PLEDGED TO SLAANESH: The thrill of battle drives these warriors to charge at spectacular speed.
Effect: For the rest of the turn, when making
charge rolls for friendly
PLEDGED TO SLAANESH units, you can roll 1 additional dice (to a maximum of 3), but if you do, you must discard 1 dice of your choice.
You can pick 1 of the following battle formations for a Slaves to Darkness army. Each battle formation grants a different ability you can use in the battle.
Legion of Chaos
UNITED IN DARKNESS: The myriad forces of Chaos march to war under a common cause, led by warlords who have put aside their rivalries in the name of laying waste to the lands of a shared foe.
Effect: While there is at least 1 friendly
WARRIORS OF CHAOS HERO and 1 other friendly
DAEMON HERO or
DARKOATH HERO on the battlefield, add 2 to the
control scores of friendly
SLAVES TO DARKNESS units while they are
contesting an objective that is wholly outside friendly territory.
Despoilers
FERAL RUIN: A Daemon Prince’s unholy radiance draws to them the most savage of chaotic creatures, abominations against nature that hunger to spill blood.
Declare: Pick a friendly
Daemon Prince to use this ability. Then, pick a
visible non-
DAEMON non-
UNIQUE SLAVES TO DARKNESS unit wholly within 12" of this unit to be the target.
Effect: Remove any
PLEDGE TO CHAOS keywords the target has. Then, the target gains any
PLEDGE TO CHAOS keywords this unit has.
Godswrath Warband
IRONCLAD ONSLAUGHT: When a Chaos horde is on the march, the realms tremble. Hundreds of heavily armoured warriors desecrate all in their path as they roar oaths to the Dark Pantheon.
Declare: Pick an
objective that is contested by any friendly units to be the target.
Effect: Place a
defiled token next to the target objective. Then, roll a D3 for each enemy unit
contesting an objective that has a friendly
defiled token. On a 2+, inflict an amount of
mortal damage on that enemy unit equal to the roll.
Darkoath Horde
RALLY THE TRIBES: One of the horde’s commanders looses a terrifying battle cry, calling more of their blade-sworn warriors to their side.
Declare: If there is a friendly
DARKOATH HERO on the battlefield, pick a friendly
non-HERO non-UNIQUE DARKOATH unit that has been destroyed to be the target.
Effect: Set up a
replacement unit with half the number of models from the target unit (rounding up) on the battlefield, wholly within 6" of a battlefield edge and more than 3" from all enemy units.
Chaos Horde
DEVOTEES OF RUIN: Though the Darkoath do not know the true significance of the Dark Gods’ runes, when armour-clad warriors bearing those same sigils arrive in their lands, these visitors are often hailed as divine crusaders sent to save them.
Declare: Pick a friendly
WARRIORS OF CHAOS unit. Then, pick up to 2
visible friendly
DARKOATH units that do not have a
Pledge to Chaos keyword and are wholly within 12" of that
WARRIORS OF CHAOS unit to be the targets.
Effect: Until the start of your next turn, the targets have the same
Pledge to Chaos keyword as that
WARRIORS OF CHAOS unit.
Champions of Chaos
PARAGONS OF DARKNESS: Those who have long walked the Path to Glory and bear the scars and mutations to prove it are some of the most dangerous warriors in all the Mortal Realms.
Effect: Add 2 to the Attacks characteristic of melee weapons used by friendly
non-MONSTER SLAVES TO DARKNESS HEROES.
Ruinous Overlords
HERO only
|
| FAVOURED OF THE PANTHEON | 0 |
| DEATHMONGER | 0 |
| RADIANCE OF DARK GLORY | 20 |
FAVOURED OF THE PANTHEON: The gods watch this warlord’s deeds particularly closely.
Effect: If this unit is picked as the target of the ‘
Eye of the Gods’ ability, it gains 3
Dark Apotheosis points.
DEATHMONGER: Feared across the realms, this hero leaves naught in their wake but a trail of sun-bleached bones.
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.
RADIANCE OF DARK GLORY: In the presence of this champion, the mutative energies of Chaos can seal shut even the most grievous of wounds.
Declare: Pick each damaged friendly unit wholly within 12" of this unit to be the targets.
Effect: Roll a dice for each target. On a 3+,
Heal (1) the target.
Heal (3) the target instead if it is a
MONSTER.
Infernal Treasures
HERO only
|
| INFERNAL PUPPET | 0 |
| THE CONQUEROR’S CROWN | 0 |
| REALMWARPER’S TWIST-RUNE | 0 |
INFERNAL PUPPET: As it dances upon the aetheric winds, this eldritch marionette violently disrupts the spellcraft of enemy mages.
Declare: Pick a
visible enemy
WIZARD within 24" of this unit to be the target.
Effect: For the rest of the turn, each time the target is picked to use a
SPELL ability, inflict D3
mortal damage on the target as a reaction. If the target is destroyed by this ability, do not resolve the effect of that
SPELL ability.
THE CONQUEROR’S CROWN: This blasphemous diadem grants the bearer dominion over the minds of lesser mortals.
Effect: Subtract 5 from the
control scores of enemy
INFANTRY units while they are in combat with this unit.
REALMWARPER’S TWIST-RUNE: One who bears this cursed rune can bind warped landscapes to their will. Ruptured chasms open as thick palls of dark energy obscure the favoured and their servants from view.
Declare: Pick a
terrain feature within 12" of this unit to be the target.
Effect: If the target does not have the ‘
Obscuring’ terrain ability, it gains that ability until the start of your next turn. Then, roll a dice for each model (friendly and enemy) within 1" of the target. For each 5+, inflict 1
mortal damage on that model’s unit.
Fell Artefacts
HERO only
|
| AMULET OF CHAOS | 0 |
| THE VARANITE SHACKLE | 0 |
| HEAD OF THE UNWORTHY | 0 |
AMULET OF CHAOS: Life, death, creation, obliteration. Maddening potential swirls within the gemstone set in this talisman. It need only be loosed by belief.
Declare: Pick a
visible enemy unit within 12" of this unit to be the enemy target. Then, you can pick a friendly
DARKOATH INFANTRY unit
in combat with that enemy unit to be the friendly target.
Effect: Roll a D3. On a 2+:
- Inflict an amount of mortal damage on the enemy target equal to the roll.
- If there is a friendly target, return a number of slain models to it equal to the roll.
THE VARANITE SHACKLE: This writhing torque radiates an aura that twists reality, aiding those who serve the will of the Dark Gods yet are blind or indifferent to the import of their actions.
Effect: Friendly
non-WARRIORS OF CHAOS SLAVES TO DARKNESS units have
WARD (6+) while they are wholly within 12" of this unit.
HEAD OF THE UNWORTHY: This grim trophy is a bleak reminder that the gods’ favour, even if earned over centuries of battle, can be lost and bestowed on another in a heartbeat.
Effect: If a friendly
SLAVES TO DARKNESS HERO with any
Dark Apotheosis points is destroyed, give this unit 8
Dark Apotheosis points.
Infernal Treasures
HERO only
|
| AELFSKIN SCROLL | 0 |
| DARKFLAME PENDANT | 0 |
| RUNE OF MURDER | 0 |
AELFSKIN SCROLL: Upon reciting the words on this unholy scroll, the aelf-soul bound to it is twisted into the perfect fuel for the foulest of magic.
Effect: Pick a
visible friendly
SLAVES TO DARKNESS WIZARD within 18" of this unit. After that
SPELL ability has been resolved, that friendly
WIZARD can use a
SPELL ability as if it were your hero phase, and the
casting roll for that spell is equal to the casting roll for that enemy spell. Do not count that spell towards the number of
SPELL abilities that friendly
WIZARD can use this phase.
DARKFLAME PENDANT: This unsettling-looking necklace wreathes the wearer in shadowy flames that see arrows lose momentum and blades dull upon impact.
Effect: Weapons used for attacks that target this unit have a maximum Damage characteristic of 1.
RUNE OF MURDER: Tracing their fingers over the symbol etched on this stone, the bearer feels their muscles swell with fell strength. Should they smear their own blood over the rune, the power intensifies.
Declare: Pick 1 of this unit’s melee weapons to be the target.
Effect: Pick 1 of the following effects:
- Inflict 3 mortal damage on this unit. Then, double the target weapon’s Attacks characteristic for the rest of the turn.
- Add D6 to the target weapon’s Attacks characteristic for the rest of the turn.
Lore of the Damned
SPITE-TONGUE CURSE: Uttering the foul syllables of the Dark Tongue until blood pours from their mouth, the caster beseeches the Chaos Gods to destroy their enemies – though such pacts carry with them a terrible cost…
Declare: Pick a friendly
SLAVES TO DARKNESS WIZARD to cast this spell, pick a
visible enemy unit within 12" of them to be the target, then make a
casting roll of 2D6. If the casting attempt is unsuccessful or if the spell is
unbound, inflict D3
mortal damage on the caster.
Effect: Inflict 3 mortal damage on the target.
BINDING DAMNATION: At the caster’s urging, tendrils of raw Chaos burst from the tortured ground, entwining the limbs of their enemies and rendering them easy prey.
Declare: Pick a friendly
SLAVES TO DARKNESS WIZARD to cast this spell, pick a
visible enemy unit within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: The target has
STRIKE-LAST until the start of your next turn.
DAEMONIC SPEED: Infernal winds blow at the back of these hordes, speeding them into battle against the enemies of the gods.
Declare: Pick a friendly
SLAVES TO DARKNESS WIZARD to cast this spell, pick a
visible friendly
SLAVES TO DARKNESS unit wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: For the rest of the turn, add 1 to the number of dice rolled when making
charge rolls for the target, to a maximum of 3.
Manifestations of Malevolence
SUMMON DARKFIRE DAEMONRIFT: Darkfire Daemonrifts are eldritch portals torn ajar by dark 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.
Declare: If there is not a friendly
Darkfire Daemonrift on the battlefield, pick a friendly
SLAVES TO DARKNESS WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up a
Darkfire Daemonrift wholly within 12" of the caster,
visible to them and more than 9" from all enemy units.
SUMMON EIGHTFOLD DOOM-SIGIL: 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.
Declare: If there is not a friendly
Eightfold Doom-sigil on the battlefield, pick a friendly
SLAVES TO DARKNESS WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up an
Eightfold Doom-sigil wholly within 12" of the caster and
visible to them
SUMMON REALMSCOURGE RUPTURE: 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.
Declare: If there is not a friendly
Realmscourge Rupture on the battlefield, pick a friendly
SLAVES TO DARKNESS WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up a
Realmscourge Rupture wholly within 12" of the caster,
visible to them and more than 9" from all enemy units.
An Ensorcelled Banner is a unique enhancement that can be given to SLAVES TO DARKNESS INFANTRY and CAVALRY units with the STANDARD BEARER keyword. A unit can only have 1 Ensorcelled Banner.
|
| THE DREAD BANNER | 0 |
| THE BANNER OF RAGE | 0 |
| THE BLASTED STANDARD | 0 |
| THE ERODING ICON | 0 |
| THE BANNER OF SCREAMING FLESH | 0 |
THE DREAD BANNER: Marked with sigils of each of the Dark Gods, the bearers of this banner strike fear into those who oppose them.
Effect: While this unit includes any
standard bearers, enemy units cannot use
commands while they are in combat with this unit.
| KEYWORDS | ENSORCELLED BANNER |
THE BANNER OF RAGE: Sewn from strings of congealed gore, this banner radiates bloodlust so strong that those beneath it are goaded into a state of permanent rage.
Effect: This unit has the
PLEDGED TO KHORNE keyword.
In addition, while this unit includes any
standard bearers, add 1 to
wound rolls for this unit’s
combat attacks.
| KEYWORDS | ENSORCELLED BANNER |
THE BLASTED STANDARD: Woven from threads of dark magic, this standard is inscribed with writhing runes and surrounded with the coruscatingfires of change.
Effect: This unit has the
PLEDGED TO TZEENTCH keyword.
In addition, while this unit includes any
standard bearers, this unit has
WARD (4+) against damage inflicted by
shooting attacks.
| KEYWORDS | ENSORCELLED BANNER |
THE ERODING ICON: As this fell icon arrives upon the enemy line, warriors find their weapons corroding and crumbling to rust.
Effect: This unit has the
PLEDGED TO NURGLE keyword.
In addition, while this unit includes any
standard bearers, attacks that target this unit cannot score
critical hits (treat them as regular hits instead).
| KEYWORDS | ENSORCELLED BANNER |
THE BANNER OF SCREAMING FLESH: Fashioned from flayed aelven faces that scream in perpetual agony, the exhilarating pitch of this banner heightens the senses of the followers of the Dark Prince.
Effect: This unit has the
PLEDGED TO SLAANESH keyword.
In addition, while this unit includes any
standard bearers, if this unit
charged this turn, add 1 to the Attacks characteristic of this unit’s melee weapons for the rest of the turn.
| KEYWORDS | ENSORCELLED BANNER |
Brands of the Dark Gods
Brands of the Dark Gods are unique enhancements that can only be given to non-HERO SLAVES TO DARKNESS INFANTRY units. A unit can only have 1 Brand of the Dark Gods.
|
| BRAND OF UNBREAKABLE BONDS | 10 |
| BRAND OF APOPLEXY | 10 |
| BRAND OF THE UNALIGNED | 20 |
BRAND OF UNBREAKABLE BONDS: This brand binds those who bear it to a site of corrupted earth. As yet, none know what importance this forsaken land holds.
Effect: Remove this unit from the battlefield and
set it up again wholly within 3" of an
objective you
control and not
in combat. This unit cannot use
CHARGE abilities for the rest of the turn.
BRAND OF APOPLEXY: When those marked with this brand see red, all hell breaks loose.
Effect: While your
fury level is 7, add 1 to the Damage characteristic of this unit’s weapons.
BRAND OF THE UNALIGNED: The warriors bearing this brand are beholden to no single deity; they regularly shift their allegiance depending on which Dark God’s power is in ascendancy.
Effect: Remove all of this unit’s
Pledge to Chaos keywords. Then, pick 1 of the following
Pledge to Chaos keywords. You cannot pick a keyword you picked for this unit earlier in the battle.
- PLEDGED TO KHORNE
- PLEDGED TO TZEENTCH
- PLEDGED TO NURGLE
- PLEDGED TO SLAANESH
This unit has that keyword for the rest of the battle.
Army of Renown
When you pick the Slaves to Darkness
faction for your army, you can choose for it to be a Legion of the First Prince
Army of Renown. If you do so, use the faction rules on these pages instead of the Slaves to Darkness faction rules. Every unit in your army must be drawn from the units listed in the roster options box opposite. All units in your army gain the
LEGION OF THE FIRST PRINCE keyword except for those in a Regiment of Renown.
FIRST-DAMNED PRINCE: Be’lakor courts the favour of all of the Chaos Gods to crush his foes. In battle, he surrounds himself with their lesser daemons to do his bidding.
Effect: While a friendly
Be’lakor is within the
combat range of any friendly non-
HERO LEGION OF THE FIRST PRINCE DAEMON units:
That friendly
Be’lakor has
WARD (4+).
In addition, each time you make a successful ward roll for that friendly
Be’lakor, allocate 1 damage point to a friendly non-
HERO LEGION OF THE FIRST PRINCE DAEMON unit within
Be’lakor’s combat range after the damage sequence for
Be’lakor has been resolved (ward rolls cannot be made for those damage points).
STORM OF BLACKENED BLADES: Eternus commands the mortal legions sworn to Be’lakor to bring ruin to all who dare oppose the First Prince.
Declare: Pick a friendly
Eternus that is in combat and up to 2 friendly non-
HERO non-
DAEMON LEGION OF THE FIRST PRINCE units wholly within 12" of that
Eternus to be the targets.
Effect: Add 1 to the Attacks characteristic of the targets’ melee weapons for the rest of the turn.
DAEMONIC REINFORCEMENTS: Lesser daemons bound to the Dark Master’s will are summoned forth from the Realm of Chaos to swell Be’lakor’s ranks.
Declare: Pick a friendly non-
non-HERO LEGION OF THE FIRST PRINCE DAEMON INFANTRY or
CAVALRY unit that has been destroyed to be the target.
Effect: Set up a
replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of a friendly
Be’lakor and more than 9" from all enemy units.
BESTOW FAVOUR: The Great Game plays out in the blackened skies above the First Prince’s legions as oaths are sworn, enemies are crushed, and dark rewards are granted.
Declare: If a friendly
Be’lakor is on the battlefield, pick a non-
HERO LEGION OF THE FIRST PRINCE unit to be the target.
Effect: Until the start of your next turn:
- Add 5 to the target’s control score.
- If the target is a DAEMON unit, add 1 to save rolls for the target.
- If the target is a non-DAEMON unit, it has WARD (6+).
HERO only
DREAD MARSHAL: This mighty warrior has proved their devotion to Be’lakor above all, and their loyalty has been rewarded with a host of warriors to command.
Declare: Pick up to 3 friendly units wholly within 12" of this unit to be targets.
Effect: Add 1 to
charge rolls for the targets for the rest of the turn.
HERO only
BLACK RITUAL DAGGER: Dark tendrils of chaotic magic coil around this obsidian blade. The bearer’s mind is filled with promises of arcane power if its thirst for blood is quenched.
Effect: Allocate 1 damage point to this unit. Then, you can re-roll the
casting roll.
DARK CANTRIP: Uttering blasphemous words in the Dark Tongue, the sorcerer calls forth bolts of black chaotic energy that strike the foe, searing flesh, melting armour and leaving them as a bubbling mass of tentacles.
Declare: Pick a friendly
LEGION OF THE FIRST PRINCE WIZARD to cast this spell, pick up to 3
visible enemy units within 18" of them to be the targets, then make a
casting roll of 2D6.
Effect: Inflict 1
mortal damage on each target.
SHROUD IN DARKNESS: At the sorcerer’s bidding, unnatural shadows fall upon Be’lakor’s warriors, allowing them to move unseen.
Declare: Pick a friendly
LEGION OF THE FIRST PRINCE WIZARD to cast this spell, pick a
visible friendly
LEGION OF THE FIRST PRINCE unit that is not in combat and is wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: The target can move D6". It cannot end that move in combat. In addition, until the start of your next turn, the target is not visible to enemy units while they are more than 12" away.
SUMMON EIGHTFOLD DOOM-SIGIL: 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.
Declare: If there is not a friendly
Eightfold Doom-Sigil on the battlefield, pick a friendly
LEGION OF THE FIRST PRINCE WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up an
Eightfold Doom-Sigil wholly within 12" of the caster and
visible to them.
Army of Renown
When you pick the Slaves to Darkness
faction for your army, you can choose for it to be a The Swords of Chaos
Army of Renown. If you do so, use the faction rules on these pages instead of the Slaves to Darkness faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the
SWORDS OF CHAOS keyword.
DEMANDS OF THE DARK GODS: Each of the Dark Gods covets Archaon’s service and that of the Swords of Chaos also. The Varanguard may exploit this to wrest boons from them – so long as their loyalty to the Everchosen remains paramount.
Effect: Pick 1 of the following effects:
Demand of Khorne: For the rest of the battle round, add 1 to the Rend characteristic of melee weapons used by friendly
SWORDS OF CHAOS units.
Demand of Tzeentch: Pick 1
visible enemy unit within 9" of a friendly
SWORDS OF CHAOS unit that is not in combat and roll a D6. On a 3+, inflict an amount of
mortal damage on that enemy unit equal to the roll.
Demand of Nurgle: Heal (D3) each friendly
SWORDS OF CHAOS unit. Then pick a friendly
SWORDS OF CHAOS unit that healed any damage points this turn. Until the start of the next battle round, that unit has
WARD (6+).
Demand of Slaanesh: Add 2" to the Move characteristic of friendly
SWORDS OF CHAOS units until the start of the next battle round.
KNIGHTS OF THE FIRST CIRCLE: The First Circle of the Varanguard comprises Archaon’s own elite retinue. When they strike from the Chaos-cursed skies, ruin surely follows.
Declare: If there are more friendly
SWORDS OF CHAOS units on the battlefield than there are set up in reserve, pick a friendly
SWORDS OF CHAOS unit that has not been deployed.
Effect: Set up that unit in reserve
in the Ruinous Skies. It has now been deployed.
DESCENT FROM RUINOUS SKIES: Riding down from fell portals torn open in the sky, the Swords of Chaos descend to unleash apocalyptic destruction upon the enemies of the Everchosen.
Declare: Pick a friendly
SWORDS OF CHAOS unit that is
in the Ruinous Skies.
Effect: Set up that unit anywhere on the battlefield more than 9" from all enemy units.
You can include up to 3 First Circle Title enhancements in your army. First Circle Titles can only be given to
Varanguard units. The same unit cannot have more than 1 First Circle Title.
THE GRIMROOT ORDER: Corruption suffuses these warriors so deeply that it is said they can endure wounds that would slay even fellow Varanguard.
Effect: Add 1 to this unit’s Health characteristic.
TAMERS OF HARADH’S TORMENT: The steeds of these knights once roamed Haradh’s Torment, where a gargant warlord roused the beasts of the Eightpoints to challenge Archaon – and was later punished for it.
Effect: Add 1 to the Damage characteristic of this unit’s
Companion weapons.
THE HOUNDS APOCALYPTUS: These champions have ridden far across the realms and are rabid in seizing whatever the Everchosen deems a worthy prize.
Effect: While this unit is wholly within enemy territory, add 1 to the Attacks characteristic of this unit’s melee weapons.
THE BLACKSTORM APOSTATES: These warriors are a rare prize indeed for the Everchosen: Azyrites who have embraced Chaos and speed themselves with imprisoned and tortured celestial winds.
Effect: Add 3" to this unit’s Move characteristic.
BETRAYERS OF THE ANVILKING: To earn Archaon’s favour, these former apprentices of an ancient smith-lord betrayed their master but preserved his secrets of forgecraft.
Effect: This unit has
WARD (6+).
Army of Renown
When you pick the Slaves to Darkness
faction for your army, you can choose for it to be a Tribes of the Snow Peaks
Army of Renown. If you do so, use the faction rules on these pages instead of the Slaves to Darkness faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the
SNOW PEAKS keyword.
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| ROSTER OPTIONS - DARKOATH units
- You cannot include Regiments of Renown
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PLEDGES TO THE DARK GODS: Few Darkoath tribes swear such grand and terrible oaths as those of the Snow Peaks. Fewer still fulfil so many of their brutal pledges.
Effect: Each time a friendly
SNOW PEAKS unit uses 1 of the following abilities and the effect of that ability is resolved, gain 1
oath point.
- ‘Oath of Bloodshed’
- ‘Oath of Murder’
- ‘Oath of Supremacy’
- ‘Oath of the Marauder’
- ‘Oath of the Raider’
- ‘Oath of Conquest’
- ‘Oath of Dark Sacrifice’
Designer’s Note: The abilities listed above are abilities on DARKOATH warscrolls. By using those abilities (i.e. completing the oaths), the player gains oath points, which can then be spent to use the OATH abilities in these Army of Renown rules.
DAEMONFIRE WEAPONS: As if kissed by the breath of the Chimera, the weapons of these warriors blaze with black flames that make a mockery of armour.
Declare: If you have 1 or more
oath points, pick a friendly
SNOW PEAKS unit that has not used an
OATH ability this turn to be the target.
Effect: Spend 1
oath point. For the rest of the turn, add 1 to the Rend characteristic of the target’s melee weapons.
SPEED OF THE BLOOD CROW: A single scarlet crow flies in the skies above, imbuing these warriors with a supernatural swiftness and predatory focus.
Declare: If you have 1 or more oath points, pick a friendly
SNOW PEAKS unit that has not used an
OATH ability this turn to be the target.
Effect: Spend 1
oath point. For the rest of the turn, the target can use
CHARGE abilities even if it used a
RUN ability in the same turn.
HUNGER OF SHESH’SHAN: Possessed by a wild euphoria, these warriors launch themselves at the foe with abandon, gloating as they revel in the screams and arterial sprays of blood.
Declare: If you have 1 or more
oath points, pick a friendly
SNOW PEAKS unit that has not used an
OATH ability this turn to be the target.
Effect: Spend 1
oath point. For the rest of the turn, add 1 to the Attacks characteristic of the target’s melee weapons.
MESSENGERS OF THE GODSDeclare: If you have 1 or more
oath points, pick a friendly
SNOW PEAKS Darkoath Marauders or
Fellriders unit that has been destroyed and has not used an
OATH ability this turn to be the target.
Effect: Spend 2
oath points. Set up a
replacement unit with half the number of models from the target unit (rounding up) on the battlefield, wholly within 6" of a battlefield edge and more than 3" from all enemy units.
RAGE OF ARKHAR: Unholy anger is stoked in the hearts of these warriors, filling them with hate-fuelled stamina.
Declare: If you have 1 or more
oath points, pick a friendly
SNOW PEAKS unit that has not used an
OATH ability this turn to be the target.
Effect: Spend 2
oath points. The target can use 2
FIGHT abilities this phase. After the first is used, however, the target has
STRIKE-LAST for the rest of the turn.
SHROUD OF THE PALE ELK: A thick, shimmering miasma swirls around these warriors, surrounding them in fractal mirages that confuse the foe and cause them to strike at nothing but thin air.
Effect: If that friendly
SNOW PEAKS unit has not used an
OATH ability this turn, spend 1
oath point. For the rest of the turn, that friendly unit has
WARD (4+).
HERO only
OATH OF KINSHIP: Before the eyes of their fellow tribe members, this chieftain has made a bold oath that they are compelled to honour in order to reaffirm their right to rule.
Effect: While this unit is within the
combat range of another friendly
SNOW PEAKS unit, add 1 to
hit rolls for this unit’s attacks.
HERO only
GRAND OFFERING: Before the battle, sacrifices were heaped before the lair of a particularly dreaded Wilderfiend known to haunt the region.
Declare: Pick a friendly
SNOW PEAKS Wilderfiend within 9" of this unit to be the target.
Effect: Give the target D6
sacrifice points.
Here, you will find additional rules to use with a Slaves to Darkness army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts: the Anvil of Apotheosis and Paths for Slaves to Darkness units.
The Anvil of Apotheosis
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| Your Hero's WarscrollYou can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details. | |
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| The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted.
After the Anvil of Apotheosis, you will find 2 Paths for Slaves to Darkness units. These follow the rules outlined for paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Ascension in the Core Book). | |
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Step 1 - Set a Destiny Point Limit
The Anvil of Apotheosis uses a currency called destiny points. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your hero, what type of hero they will be and what their battle profile points cost will be. Pick 1 of the following:
| HERO TYPE | DESTINY POINT LIMIT | BATTLE PROFILE POINTS COST | | Aspiring Champion | 15 | 150 | | Aspiring Lord | 35 | 250 | | Exalted Lord | 55 | 350 |
|
Over the next few steps, you will pick options for your hero. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.
To begin with, your hero has the following warscroll:
| Chaos Blade |
| | Chaos Blade | 3 | 4+ | 3+ | 1 | 2 |
| HERO, INFANTRY |
| CHAOS, SLAVES TO DARKNESS |
Step 3 - Choose an Archetype
You must pick 1 of the following Archetypes for your hero:
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| Change your hero's Save characteristic to 3+. Change their Chaos Blade to the following characteristics:
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Chaos Blade Crit (Mortal) | 5 | 3+ | 3+ | 1 | 2 |
|
| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Chaos Blade Crit (Mortal) | | 5 | 3+ | 3+ | 1 | 2 |
|
In addition, your hero gains the WARRIORS OF CHAOS keyword and the following regiment options:
| Regiment Options | Any SLAVES TO DARKNESS units |
|
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| Your hero gains the WARRIORS OF CHAOS and WIZARD (1) keywords and the following regiment options:
| Regiment Options | Any SLAVES TO DARKNESS units |
|
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| Your hero gains the DARKOATH keyword and the following ability and regiment options:
OATH OF SUPREMACY: By the will of the gods, this warrior leads their 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.
| Regiment Options | Any DARKOATH units |
|
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| Change your hero’s Move characteristic to 6" and Health characteristic to 8. Your hero gains the following ability and regiment options:
MYRMIDON RAGE: Every wound inflicted on this brute only serves to stoke its rage further.
Effect: While this unit is damaged, add 2 to the Attacks characteristic of its melee weapons.
| Regiment Options | Any SLAVES TO DARKNESS units |
|
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Step 4 - Pick Your Hero's Origin And/Or Flaw
You can pick up to 1
origin and up to 1
flaw for your hero. Each adds an ability to your hero’s warscroll. However, instead of costing
destiny points, flaws give you extra destiny points to spend elsewhere.
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| OriginsBETRAYED BY THE FALSE GOD: Sigmar's protection was not granted to this warrior's family, yet the Dark Gods were more than willing to bestow power upon them for the vengeance they now seek.
Effect: You can re-roll hit rolls for this unit’s combat attacks that target enemy ORDER units.
VICTOR OF 100 DUELS: This warrior has made a name for themselves for their prowess in one-on-one combat, a skilled duellist who is said to have caught the attention of the very gods.
Declare: Pick an enemy HERO in combat with this unit to be the target. Effect: Your opponent must decide whether the target will accept or refuse this unit’s challenge: Accept: For the rest of the phase, when this unit and the target are picked to use a FIGHT ability, all of their attacks must target the other unit. In addition, for the rest of the phase, you can re-roll hit rolls for this unit’s combat attacks. Refuse: The target cannot use FIGHT abilities for the rest of the phase. In addition, you gain 1 command point.
THE BRINGER OF FIRE: With a blazing torch in hand, this warrior has brought the very fires of chaos to the Mortal Realms - leaving naught but smouldering ruin in their wake.
Declare: Pick a terrain feature that has not yet been set ablaze within this HERO’S combat range to be the target. Effect: That terrain feature is now set ablaze. Add 1 to this unit’s control score for the rest of the battle (this effect is cumulative). In addition, for the rest of the battle, each time a unit (friend or enemy) ends a move within 3" of a terrain feature that has been set ablaze, roll a D3. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.
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| FlawsRECKLESS ARROGANCE: This warrior believes themselves favoured by their patron and that no enemy can lay them low.
Effect: This unit cannot use the ’ All-out Defence’ command.
SPURNED BY THE GODS: Fallen from favour for past failures, the Chaos Gods now turn a blind eye to this warrior.
Effect: This unit cannot be picked as a target for the ’ Eye of the Gods’ ability.
RAMPANT MUTATION: Said to have been cursed by Tzeentch, wild and uncontrolled mutations sprout from this warrior in an everchanging flux.
Effect: This unit must use this ability in each of your hero phases. Roll a dice and apply the corresponding effect until the start of your next turn: | 1 | Rotting Skin: Inflict 1 mortal damage on this unit. Subtract 1 from the control scores of enemy units while they are within 12" of this unit. | | 2 | Brittle Scales: Add 1 to the Rend characteristic of combat attacks that target this unit. | | 3 | Bestial Tongue: You lose 1 command point. This unit cannot use commands. | | 4 | Sprouting Tentacles: This unit’s Move characteristic is 2D6". | | 5 | Extra Eyeball: Add 1 to hit rolls for this unit’s combat attacks. | | 6 | Erupting Spikes: Each time this unit finishes a pile-in move, pick an enemy unit within l" of this unit to be the target. Inflict D3 mortal damage on the target. |
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Step 5 - Choose a Battle Mount
You can pick up to 1
Battle Mount for your hero.
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| DAEMONIC STEED: These fierce mounts are often granted to Chaos Lords by their patron. In battle, enemies that are not felled by the rider’s weapons are trampled into the dirt by the wild thrashing of this beast’s mighty hooves.Add the following weapon to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Daemonic Steed’s Mighty Hooves Companion | 3 | 5+ | 3+ | - | 1 |
|
| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Daemonic Steed's Mighty Hooves Companion | | 3 | 5+ | 3+ | - | 1 |
|
In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 10".
- Change the Health characteristic to 8.
- Replace the INFANTRY keyword with the CAVALRY keyword.
CHAOS CHARIOT: Tribal war leaders often ride to war upon these darkiron constructs, pulled into battle by a pair of Chaos Steeds.Add the following weapon to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Chaos Steeds' Trampling Hooves Companion | 4 | 5+ | 3+ | - | 1 |
|
| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Chaos Steeds' Trampling Hooves Companion | | 3 | 5+ | 3+ | - | 1 |
|
In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 10".
- Change the Health characteristic to 10.
- Replace the INFANTRY keyword with the WAR MACHINE keyword.
MIGHTY CHAOTIC BEAST: Terrifying reptilian beasts prowl the chaotic wastes of the Eightpoints. For most, encountering one of these colossal creatures means a swift and painful death. Only those truly courting the gaze of the Dark Gods can hope to bend such a creature to their will.Add the following weapon to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Mighty Chaotic Beast's Talons Companion | 6 | 4+ | 3+ | 1 | 2 |
|
| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Mighty Chaotic Beast's Talons Companion | | 6 | 4+ | 3+ | 1 | 2 |
|
BATTLE DAMAGEDEffect: While this unit has 10 or more damage points, the Attacks characteristic of its Mighty Chaotic Beast’s Talons is 4.
In addition, make the following changes and add the following abilities: - Change the Move characteristic to 10".
- Change the Health characteristic to 14.
- Change the Control characteristic to 5.
- Replace the INFANTRY keyword with the MONSTER keyword.
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Step 6 - Battle Mount Upgrades
If your hero has a Battle Mount, you can pick any number of
Battle Mount Upgrades for them. The same upgrade cannot be picked more than once.
| Upgrade | Effect | | Daemonic Speed -2DP | Add 2" to your hero's Move characteristic. | | Stubborn Beast -4DP | MONSTER only. Add 2 to your hero’s Health characteristic. | | Winged Beast -4DP | CAVALRY or MONSTER only. Your hero gains the <KY>FLY</KY> keyword. | | Razor-likeTalons -4DP | MONSTER only. Your hero’s Mighty Chaotic Beast’s Talons have a Damage characteristic of 3. | | Gorebeast Chariot -2DP | WAR MACHINE only. Your hero’s Chaos Steeds’ Trampling Hooves is replaced with the following melee weapon:
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Gorebeast's Crushing Fists Companion | 4 | 4+ | 4+ | - | 2 |
|
| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Gorebeast's Crushing Fists Companion | | 4 | 4+ | 4+ | - | 2 |
|
| | Carve a Bloody Path -4DP | MONSTER or WAR MACHINE only. Add the following ability to your hero’s warscroll. You cannot pick this upgrade if your hero has another RAMPAGE ability.
CARVE A BLOODY PATH: Enemy ranks are crushed, twisted and torn under the weight of this warrior's relentless advance.
Effect: When this unit uses the ’ Power Through’ command, inflict an additional D3+1 mortal damage on the target and add 3" to the distance this unit can move as part of that ability.
| | Blood of Molten Varanite -3DP | MONSTER only. Add the following ability to your hero’s warscroll:
BLOOD OF MOLTEN VARANITE: Highly mutative blood runs through the veins of this beast, and even a single drop can curse a foe to eternal spawndom.
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.
|
|
Step 7 - Pick any Other Upgrades
Pick any number of other upgrades for your hero. The same upgrade cannot be picked more than once.
| Upgrade | Effect | | Dominating Presence -1DP | Add 1 to your hero's Control characteristic. | | Blasphemous Fortitude -2DP | INFANTRY only. Add 1 to your hero’s Health characteristic. | | Weapon Master -3DP | The Hit characteristic of your hero’s Chaos Blade is 3+. | | Diabolic Strength -3DP | The Wound characteristic of your hero’s Chaos Blade is 2+. | | Favoured Foe -3DP | Your hero’s Chaos Blade has Anti-X (+1 Rend), where X is 1 of the following keywords: INFANTRY, CAVALRY, MONSTER, WAR MACHINE, WIZARD or PRIEST. | | Fearsome Charger -4DP | CAVALRY, WAR MACHINE or MONSTER only. Your hero’s Chaos Blade has Charge (+1 Damage). | | Daemon-bound Blade -4DP | Your hero’s Chaos Blade has Crit (Mortal). | | Battle Ferocity -5DP | Add 2 to the Attacks characteristic of your hero’s Chaos Blade. | | Blood-fuelled Menace -4DP | Your hero has the following ability:
BLOOD-FUELLED MENACE: This warrior's dedication to slaughter has caught the attention of the Lord of Skulls, who looks upon this one with keen interest as heads roll left and right.
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.
| | Glimpse the Future -4DP | Your hero has the following ability:
GLIMPSE THE FUTURE: The Architect of Fate offers this warrior tantalising glimpses of the future in return for their service.
Effect: Roll a dice. On a 1-4, the result corresponds to the battle round in which this unit will be inspired. On a 5+, pick a number. The number you picked corresponds to the battle round in which this unit will be inspired. While this unit is inspired, it has STRIKE-FIRST.
| | The Grandfather's Blessing -2DP | Your hero has the following ability:
THE GRANDFATHER'S BLESSING: A festering rot has taken hold of this warrior, but rather than send them to the grave, it now sustains them.
Effect: Heal (D3) this unit.
| | The Thrill of Battle -2DP | Your hero has the following ability:
THE THRILL OF BATTLE: The Dark Prince has sown an insatiable battle lust in this warrior that only burns hotter as combat intensifies.
Effect: Each time you make a charge roll for this unit, for each dice that was an unmodified 6, add 1 to the Attacks characteristic of this unit’s melee weapons for the rest of the battle. Units can be affected by this ability multiple times and the effects are cumulative.
|
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| Path of The Dark Champion(SLAVES TO DARKNESS HERO only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
MARKED FOR GREATNESS: It is said this warrior bears the favour of their patron.
Effect: This unit has WARD (6+). In addition, each time an unmodified ward roll of 6 is made for this unit, Heal (1) this unit.
DAEMONIC PACT: Power, but at what cost?
Effect: Roll a D3. Inflict an amount of mortal damage on this unit equal to the roll. Then, pick 1 of this unit’s melee weapons and add the result to its Attacks characteristic for the rest of the turn.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
NOT TO BE DENIED: With honed battle instincts, this warrior is always found right where the fighting is thickest.
Effect: If this unit is within 6" of any enemy units but not in combat, this unit can make a move of D6".
DARK IMMORTALITY: Now a pawn in the Great Game, not even death ends this one's servitude.
Declare: This unit can use this ability if it has been destroyed. Effect: Roll a dice. On a 6, set up a replacement unit on the battlefield more than 9" from all enemy units.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
MOLTEN GOREBLADE: This Khorne-blessed weapon looses gouts of sizzling gore when it is swung.
Effect: Each time a hit roll for a combat attack made for this unit scores a critical hit, you can pick an enemy unit within 8" of this unit to be the target. If you do so, inflict 1 mortal damage on the target after that FIGHT ability has been resolved.
EXHILARATING SPEED: Now a pawn in the Great Game, not even death ends this one's servitude.
Effect: Change one of the dice in the charge roll to a 6.
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
BOUNTIFUL FLESH: Said to be blessed by Nurgle, this warrior is so replete with mutations of the flesh that landing a mortal blow upon them is nigh impossible.
Effect: Subtract 2 from the Damage characteristic of weapons used for attacks that target this unit.
FATED CHAMPION: The Change God is said to have glimpsed greatness in this one's future.
Effect: Roll 3 dice. During the battle, instead of making a roll from the list below for this unit, you can spend 1 of these dice. The roll you would have made is replaced with the roll on the dice you spend: - Hit rolls
- Wound rolls
- Save rolls
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| Path of Ambition(non-HERO SLAVES TO DARKNESS unit only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
CONQUERORS FOR CHAOS: These warriors now lead the spearhead of their warlord's advancing army, laying claim to new territories as they march.
Effect: Each time this unit uses a FIGHT ability, add 1 to this unit’s control score for this unit for the rest of the battle (this effect is cumulative).
ASPIRING WARRIORS: The glory of recently won victories has caught the attention of one of the Chaos Gods, and it is said they now call upon them for a measure of protection in battle.
Effect: For the rest of the turn, this unit has WARD (6+).
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
THE DREAD HOSTS MARCH: The path behind these warriors is littered with the dead. Now, nothing can keep them from the hunt and their insatiable thirst for blood.
Effect: For the rest of the phase, add 1 to number of dice rolled when making charge rolls for this unit, to a maximum of 3.
BULWARKS OF BLACK IRON: Many foolish foes have met their demise upon the shields and blades of these warriors, who can endure even the strongest enemy charges.
Effect: This unit’s melee weapons have Anti-charge (+1 Rend).
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
FERRIUM PLATE: The Iron Golem smiths of Cham on forged the armour worn by these mighty warriors, and even the strongest blows glance off its surface.
Effect: Each phase, the first damage point inflicted on this unit is ignored.
BRINGERS OF RUIN: These warriors can call upon a diabolical battle fury that seems them lay waste to any who dare oppose them.
Effect: Add 1 to the Attacks characteristic of this unit’s melee weapons for the rest of the turn.
LEGENDARY: When a unit on this Path gains this rank, they gain the following ability:
GODMARKED WARRIORS: After dozens of victories won in the service of Chaos, these legendary warriors have caught the attention of the Dark Gods, who bestow powerful boons upon them.
Effect: Pick one of the Pledge to Chaos keywords for this unit to have for the rest of the battle.
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The title of Darkoath Warqueen is conferred only upon those women who unite and lead multiple tribes. Yet even rising to such dizzying heights is not enough, for such power is only the first step upon the Path to Glory in the eyes of the Ruinous Powers. Thus, these leaders must continually swear greater oaths and undertake increasingly dangerous acts of violence and conquest. Where discretion is required to gain advantageous territory, a Warqueen will set out with only her most elite and trusted fighters to bring her strategies to fruition. These raiding parties are large enough to take down rival detachments or monstrous fauna whilst remaining quick and agile.
Canny Warqueens will always include those ferocious fighters known as Savagers within their retinue. Whilst still mortal, these warriors are zealous in their violence and will continue to fight until their last breath. The Godspeakers accompanying them are vital for advising and directing their queen with cryptic prophecies and potent prayers. Accompanying these elites will come the Warqueen’s closest kin: Marauders bedecked in their oathstones and sworn to defend their leader to the last. Whilst most march with the Warqueen on foot, a small number will travel mounted to scout ahead. These Fellriders are crucial for providing ranged cover should foes set upon the raiding party from afar.
| | |
| This Spearhead army consists of the following units:
General Units - 10 Darkoath Savagers
- 5 Darkoath Fellriders
- 10 Darkoath Marauders
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OATHS OF DARKNESS: The Darkoath are roving barbarian raiders who seek to prove their might by swearing oaths of bloodshed and murder to the Dark Gods.
Effect: You can reveal 1
battle tactic card in your hand to your opponent. If you do so, that
battle tactic card becomes your oath for the rest of the turn.
While this
battle tactic card is your oath, you can still use the command on it, or attempt to score the battle tactic on it, as normal.
If you score the battle tactic on your oath this turn, your oath is
fulfilled. Instead of discarding the card, it is placed to one side but you can still use the command on it. Once you do so, the card is discarded as normal. Fulfilled oaths placed to one side in this way do not count towards the 3 battle tactic cards you can have in your hand.
If you use the command on your oath before it is scored, it is discarded as normal. At the end of the turn, if the oath is still in your hand and that oath has not been fulfilled, it ceases to be your oath.
Pick 1 of the following regiment abilities.
RAGE OF ARKHAR: Unholy anger is stoked in the hearts of these warriors, filling them with hate-fuelled stamina.
Declare: Pick a friendly unit
in combat to be the target.
Effect: For the rest of the turn, add 1 to the Attacks characteristic and the Rend characteristic of the target’s melee weapons.
Designer’s Note: This does not affect Companion weapons.
FEARLESS INVADERS: These warriors are skilled raiders, riding into enemy settlements to plunder and pillage before retreating from more organised resistance.
Declare: Pick a friendly unit
in combat to be the target.
Effect: If the target uses a
RETREAT ability this turn, no
mortal damage is inflicted on it and it can still use
CHARGE abilities later in the turn.
Give your general 1 of the following enhancements.
BLOODTHIRSTY BLADE: The runes engraved upon this weapon hungrily absorb the lifeblood of those it bites into.
Effect: The Rend characteristic of your
general’s
Rune-etched Axe is 2.
CHAMPION OF RAIDS: This Darkoath Warqueen is renowned for her lightning raids. With speed, momentum and swift violence, her forces surprise and overwhelm those who stand in her way.
Declare: Pick another friendly unit wholly within 12" of your
general to be the target.
Effect: The target can re-roll
charge rolls for the rest of the turn.
GODSHADOW TALISMAN: This unassuming amulet subtly alters the bearer’s form so that even the most determined strikes have a chance to harmlessly pass through them.
Effect: Your
general has
WARD (4+).
FELL RITUALIST: On the eve of battle, the tribe’s Godspeakers gather to enact a fell ritual to deliver prophecies of the battle to come.
Effect: Each time you draw
battle tactic cards, if your
general is on the battlefield, you can choose to draw 1 additional battle tactic card, then put 1 of your battle tactic cards in your hand back at the bottom of your battle tactic deck.
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| 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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| Rune-etched Axe [Crit (Mortal)] |
| | Rune-etched Axe Crit (Mortal) | 5 | 4+ | 3+ | 1 | 2 |
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.
Declare: Pick a friendly unit wholly within 12" of your
general to be the target.
Effect: Until the start of your next turn, add 1 to
hit rolls for attacks made by the target.
| HERO, INFANTRY, WARD (5+) |
| | |
| 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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| Fellrider Blades [Charge (+1 Damage)] |
| | Fellrider Blades Charge (+1 Damage) | 2 | 4+ | 3+ | - | 1 |
| Warsteed’s Hooves [Companion] |
| | Warsteed’s Hooves Companion | 2 | 5+ | 3+ | - | 1 |
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.
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| 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 Weapons [Crit (Mortal)] |
| | Darkoath Weapons Crit (Mortal) | 2 | 4+ | 3+ | - | 1 |
1 model in this unit is a Godspeaker.
VISIONS OF GLORY: Godspeakers use their powers of divination to scry the future and see what glory awaits their kin.
Effect: If this unit includes a Godspeaker, roll 8 dice. For each 4+, until the start of your next turn, you can re-roll 1
hit roll, 1
wound roll, 1
run roll or 1
save roll for this unit.
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| Hordes of Darkoath Marauders form the backbone of many Slaves to Darkness tribes. These barbarous warriors number in the thousands and fight ferociously to sweep away civilisation in the name of the Chaos Gods. | |
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| Raider Weapons |
| | Raider Weapons | 2 | 4+ | 3+ | - | 1 |
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: Each time a model in this unit is slain by a combat attack and that model was
in combat with the attacking model, roll a dice. On a 5+, inflict 1
mortal damage on the attacking unit after the
FIGHT ability has been resolved.
When a worshipper of the Dark Gods has walked the Path to Glory, conquering lands and slaughtering their rivals, they will eventually reach the final obstacle that lies before their ascension to daemonhood. Such a fell blessing requires dedication tenfold compared to what hardships came before, and only feats of the most spectacular violence can hope to catch the Dark Pantheon’s eyes. Thus will a newly crowned Chaos Lord strike out in order to seek the bloodiest battles and raise their own despoiling armies.
Such cursed ranks can be spotted marauding across the realms with their Chaos Lord at their head. With the Ruinous Powers watching their every move, the Lord will cleave through front lines with their reaperblade, receiving bounteous blessings in exchange. The fighters that accompany this champion are equal parts their soldiers and rivals, hoping to steal glory for themselves. Alongside Chaos Warriors thunder Chaos Knights, towering warriors atop gore-streaked steeds that shatter enemy formations with the power of their charge. Should numerically superior foes seek to overwhelm these elites, a rumbling Chaos Chariot will come to the fore. This heavy war-carriage can bowl over and crush entire rows of infantry once it gathers momentum, even as its riders lay about themselves with lash and spiked flail.
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| This Spearhead army consists of the following units:
General Units - 1 Chaos Chariot
- 5 Chaos Warriors
- 5 Chaos Warriors
- 5 Chaos Knights
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Your Chaos Knights unit is not set up during the deployment phase. Instead, from the second battle round onwards, they can use the Dreaded Arrival ability
DREADED ARRIVAL: To the thunderous beating of flame-trailing hooves and clattering Chaos Armour, the knights arrive to shatter the enemy.
Effect: Set up this unit wholly within your territory, within 1" of a battlefield edge and more than 6" from all enemy units.
EYE OF THE GODS: The Slaves to Darkness seek to attract the notice of the gods by performing great deeds in battle.
Declare: Pick one of the following friendly units to use this ability:
- A unit that is contesting an objective not controlled by your opponent and is not in combat.
- A unit that destroyed an enemy unit this turn.
Effect: Roll once on the
Eye of the Gods table for that unit. That unit gains the
Eye of the Gods passive ability that corresponds to the roll (the unit keeps all Eye of the Gods abilities gained in previous turns). If the same unit gains the same ability more than once in the battle, the effects are
not cumulative.
| D6 | ABILITY | | 1 | Snubbed by the Gods: No effect. | | 2 | WARD OF TZEENTCH: This unit has WARD (6+). | | 3 | GRACE OF SLAANESH: Add 1 to run rolls for this unit. | | 4 | BLESSING OF NURGLE: Subtract 1 from wound rolls for attacks that target this unit. | | 5 | FURY OF KHORNE: Add 1 to the Rend characteristic of this unit’s melee weapons. | | 6 | Champion of Chaos: Pick any ability from the table. |
|
Pick 1 of the following regiment abilities.
FIERCE CONQUERORS: These warriors are hell‑bent on desecrating the territory and holdings of any who dare oppose them.
Effect: Add 3 to the
control scores of friendly
Chaos Warriors units.
THE DREAD BANNER: Marked with sigils of each of the Dark Gods, those who bear this banner seek ruinous blessings whatever their provenance.
Declare: Pick a friendly
Chaos Warriors unit.
Effect: You can immediately roll on the
Eye of the Gods table for that unit.
Give your general 1 of the following enhancements.
MARK OF KHORNE: This general serves the Blood God and promises to deliver endless carnage upon the battlefield in return for his dark gifts.
Effect: Add 1 to the Rend characteristic of your
general’s melee weapons if they
charged in the same turn.
MARK OF NURGLE: The Father of Plagues has blessed your general with unnatural resilience.
Effect: Subtract 1 from
wound rolls for
combat attacks that target your
general.
MARK OF TZEENTCH: The Changer of the Ways shapes the destiny of your general and grants them the ability to twist and warp the realms around them.
Declare: Pick a friendly unit on the battlefield. You cannot pick your
general.
Effect: Remove that unit from the battlefield and
set it up again wholly within 6" of your general and more than 6" from all enemy units. It cannot use Move abilities for the rest of the phase.
MARK OF SLAANESH: Your general is bound to the Dark Prince, who, for the price of their soul, gifts them inhuman grace and martial skill.
Effect: Your
general has
STRIKE-FIRST.
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| Chaos Lords are baleful champions who have walked the Path to Glory and are now only one step away from ascension or damnation. They are the rulers of great warbands and hordes, and their followers would rather risk death than face their wrath. Each one is a legendary warrior, gifted by the gods with enough raw strength to command by pure fear, for deep down, they know that it only takes a single misstep to disappoint their fell patrons. Their feats of epic violence inspire the bloodthirsty throngs that follow them, shaping them into an unstoppable legion of dark-hearted killers. | |
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| Reaperblade [Crit (Mortal)] |
| | Reaperblade Crit (Mortal) | 5 | 3+ | 3+ | 1 | 2 |
FAVOURED OF THE PANTHEON: The gods watch this warlord’s deeds particularly closely.
Effect: Roll a dice. On a 4+, you can roll on the
Eye of the Gods table for this unit.
IRON-WILLED CHAMPION: This champion of Chaos demands that their warriors give no quarter.
Declare: Pick a friendly unit wholly within 12" of this unit to be the target and roll a dice. You cannot pick this unit.
Effect: On a 2+, add 1 to
hit rolls for attacks made by the target unit this phase.
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| Swift Chaos Chariots thunder across the plains hunting for worthy foes. Drawn by corrupted steeds, the momentum of these constructs is a weapon of its own, and the charioteers take dark pleasure in crushing enemies beneath their spiked wheels, each as heavy as a boulder of iron. Once the chariot has smashed a hole through the enemy’s main formation, it will rampage among their back lines with impunity, its riders lashing and bludgeoning stragglers and any who try to flee with cruel abandon. | |
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| Chaos War-flail |
| | Chaos War-flail | 6 | 3+ | 3+ | - | 1 |
| Driver’s Lashing Whip |
| | Driver’s Lashing Whip | 2 | 4+ | 4+ | - | 1 |
| Warhorses’ Trampling Hooves [Companion] |
| | Warhorses’ Trampling Hooves Companion | 4 | 5+ | 3+ | - | 1 |
SWIFT DEATH: Chaos Chariots are at their most deadly on the charge, causing devastation with their bladed wheels and hurtling mass.
Declare: If this unit
charged this phase, pick an enemy unit within 1" of it to be the target and roll a dice.
Effect: On a 2+, inflict D3
mortal damage on the target.
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| 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. Though they obey their chosen lord without hesitation, each one also walks the Path to Glory – and knows that once they gain enough power to rival their leader, they will do so in an instant. Many Chaos Warriors eventually fuse with their armour, having spent so long within their suits of cursed metal. | |
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| Rune-etched Halberd |
| | Rune-etched Halberd | 2 | 3+ | 3+ | 1 | 1 |
BRINGERS OF DESOLATION: Paragons of the Dark Gods, Chaos Warriors cut a swathe through the enemy lines, leaving nothing but blood and ruin in their wake.
Effect: Add 1 to
wound rolls for
combat attacks made by this unit that target an enemy unit that is
contesting an objective you do not control.
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| The coming of the Chaos Knights heralds the death of empires. These dreaded champions charge fearlessly into the staunchest battlelines, striking down foes all around them with sundering blows from their ensorcelled weapons. The huge destriers they ride are no ordinary horses; each snorts clouds of brimstone, and tongues of flame drip from their pounding hooves. For a Chaos Knight to be chosen by one of these daemon-touched steeds is a blessing from the Dark Gods themselves, for the creatures are wild and untameable. | |
| | |
| Cursed Lance [Charge (+1 Damage)] |
| | Cursed Lance Charge (+1 Damage) | 3 | 3+ | 3+ | 1 | 1 |
| Chaos Steed’s Trampling Hooves [Companion] |
| | Chaos Steed’s Trampling Hooves Companion | 2 | 5+ | 3+ | - | 1 |
IMPALING CHARGE: A charging Chaos Knight is capable of spitting several enemies at once with the point of their ensorcelled polearm.
Effect: Add 1 to the Rend characteristic of this unit’s
Cursed Lances if it
charged in the same turn.