Slaves to Darkness – Eternus, Blade of the First Prince

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•SLAVES TO DARKNESS WARSCROLL•
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.
•SLAVES TO DARKNESS WARSCROLL•
Eternus
Blade of the First Prince
Damage calculator
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: 160
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: 0-1 Ruinous Champion, Any SLAVES TO DARKNESS
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
Passive
SEED OF REBIRTH: Should the bearer of this seed ever fall, its rejuvenating energies will grant them new life.

Effect: The first time this unit would be destroyed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then, Heal (D3) this unit.
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).

FAQ

Q:If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed?
A:
Yes.
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.
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.

If the original unit was reinforced and the replacement unit has more than half the number of models from the original unit, the replacement unit is considered to be reinforced.

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.

FAQ / Errata

FAQ
Q:If a destroyed unit had an enhancement, and an ability allows me to set up a replacement of that unit, would the replacement unit also have that enhancement?
A:
No.
Q:If an ability allows a replacement unit to be set up with half the models from the original unit, and the original unit has to have a certain proportion of models equipped with specific weapons, does the new unit also need to adhere to the same restrictions?
A:
No. As stated in 24.2, you can pick any models from the original unit to be set up in the replacement unit.
Q:If an ability allows a replacement unit to be set up with half the models from the original unit, could I then use an ability such as ‘Rally’ to return models to that unit until it reached the unit size of the original unit?
A:
No. A replacement unit is treated as a new unit with a new unit size.
Errata
Addenda: 24.2 Replacement Units
Add the following:
‘If the original unit was reinforced and the replacement unit has more than half the number of models from the original unit, the replacement unit is considered to be reinforced.'
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).

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

War Machine Hero

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

War Machine Hero
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.

FAQ

Q:If a HERO is able to join another HERO's regiment (e.g. The Shadow Queen joining Morathi-Khaine, do they take the place of a non-HERO unit in that regiment?
A:
Yes.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.

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

© Vyacheslav Maltsev 2013-2026