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==Allegiance Abilities== ===Battle Traits=== If your army has a {{AOSKeyword|SLAVES TO DARKNESS}} allegiance and chose to take the {{AOSKeyword|SLAVES TO DARKNESS}} allegiance abilities, it has the following rules: '''Damned Legions''': You '''must''' belong to one of these. If a model already has a keyword from one, they cannot gain another, it can still be included in your army but it can't benefit from the allegiance ability of that legion. Legions are: Ravagers, Cabalists, Despoilers, or the Host of the Everchosen. '''Marks of Chaos''': {{AOSKeyword|SLAVES TO DARKNESS}} units with the {{AOSKeyword|MARK OF CHAOS}} keyword can select their own marks at no additional cost. Icons, however, don't seem to add anything special to the mix. *'''''Undivided''''': Non-unique {{AOSKeyword|Mortal}} and {{AOSKeyword|Ogroid}} units gain {{AOSKeyword|Eye of the Gods}}, allowing everyone to gain blessings. Heroes who roll on that table get to re-roll one of their die, helping get a more desirable result. **'''Slay Worthy Foes:''' A unique command available to any Undivided hero. The commanded Undivided unit gets to add +1 to any wound rolls against heroes and monsters. *'''''Khorne''''': Gain +1 attacks on the charge. Chaos Warriors assaulting objectives will most definitely be mistaken for Slaanesh-marked due to the amount of high impact sexually pleasing violence they will be pumping out. **'''Let the Blood Flow:''' A unique command for Khornate Heroes. After the commanded Khorne unit charges, they can deal d3 mortal wounds to a nearby unit on a 2+. *'''''Tzeentch''''': Gain a 6+ FNP against any spells. **'''Warp Reality:''' A spell given to Tzeentchian Wizards with CV 6. When cast, one friendly unit within visibility is immediately teleported and can redeploy anywhere within 9" of the caster, but more than 9" away from enemies. Standard rule of translocating in that you then can't move the unit in the movement phase. Sounds cool, and lead to either slingshotting charges without a retreat or giving your caster a sudden bodyguard unit, but the positioning required and stipulations of having to teleport them TO the caster means its uses are limited. *'''''Nurgle''''': Enemies take -1 to wound your units in melee. Solid. **'''Bestow Contagion''': A unique command for Nurglite Heroes. After the commanded Nurgle unit fights for the first time, they can deal an additional d3 mortal wounds on a 3+. *'''''Slaanesh''''': +1 to run and charge rolls. **'''Close In for the Kill:''' A unique command for Slaaneshi Heroes. The commanded Slaanesh unit can charge after running, giving them an incredible threat range. '''Vows Darkness''': {{AOSKeyword|EYE OF THE GODS HEROES}} gain their own unique Heroic Actions: *'''Pledge to the Dark Gods:''' When this hero rolls for rewards from the Eye of the Gods, they can roll 3d6 and discard one roll for a means of reliably gaining the preferred build. *'''Draw on Power:''' {{AOSKeyword|Wizards}} only. You can roll 3d6 when casting a spell, but rolling a double 1 or triple 1 deals d6 mortal wounds instead of the standard d3. '''Eye of the Gods''': If a {{AOSKeyword|SLAVES TO DARKNESS}} unit with the {{AOSKeyword|EYE OF THE GODS}} keyword makes an attack in a combat phase that slays one or more enemy '''HEROES''' or '''MONSTERS''', at the end of the combat phase, make a roll on the table below after the unit's attacks have been completed, adding +1 if the unit managed to snag an objective on this turn. While Heroes get to roll on the whole table with a 2d6, any other units only get to roll d6+2, conveniently letting them avoid becoming gribblies. {|class="wikitable col1cen col2cen center" style="width:350px" |- || '''2D6''' ||'''Reward''' |- ||'''2''' ||'''Spawndom''': You can add a Chaos Spawn to your army. If you do, set up a Chaos Spawn model within 1" of the {{AOSKeyword|HERO}}, and then remove the hero. Unlike last edition, there is no way to avoid this and this has no wording to avoid counting as your general being killed. |- ||'''3''' ||'''Snubbed by the Gods''': Nothing happens. Try again later. |- ||'''4''' ||'''Mutative Regrowth''': Heal up to d3 wounds. This cannot push your unit over the starting amount of wounds and it won't resurrect any fallen models if this is a multi-model unit. |- ||'''5''' ||'''Flames of Chaos''': The unit can choose to ignore a spell on a 2+. |- ||'''6''' ||'''Unearthly Reflexes''': +1 to charge rolls. This can presumably stack with the Slaanesh bonus for even better charges. |- ||'''7''' ||'''Unholy Resilience''': Gain a 6++ Ward save. |- ||'''8''' ||'''Slaughterer's Strength''': All melee weapons improve their Rend score by 1. |- ||'''9''' ||'''Arcane Awakening''': The unit is now a {{AOSKeyword|WIZARD}}, being able to cast and unbind one spell each turn. Any units that are already {{AOSKeyword|WIZARDS}} instead get to cast an additional spell each turn, while {{AOSKeyword|KHORNE}} units just count this as Slaughterer's Strength again. |- ||'''10''' ||'''Aura of Chaos''': Gain a 5++ Ward save. |- ||'''11-12''' ||'''Dark Apotheosis''': You can add a Daemon Prince to your army. If you do, set up a Daemon Prince model within 1" of the {{AOSKeyword|HERO}}, and then remove the hero, but the DP gains their command traits, artefacts and will be the general if the removed hero was. If you don't have a Daemon Prince to use, you can instead pick out a reward. |- |} Thanks to Tome Celestial from Wihite Dwarf 468 (Sep 2021) Slaves to Darkness got two new battle traits to better incorporate Warcry cultist (and other cultists) in your Army! ===Lore of the Damned=== #'''Binding Damnation''': CV7. Visible target within 12" fights last until your next hero phase. #* Terrific effect, but fairly high casting value, so still a bit of a gamble. # '''Spite-tongue Curse''': CV3. Visible target within 12" takes 3 mortal wounds. If this is unsuccessful or is unnbound, the caster takes 3 mortal wounds. #* Very powerful if your opponent is out of unbinding attempts or doesn't have any in the first place. Probably too risky in any other situation. # '''Chaotic Conduit''': CV7. Pick a visible EYE OF THE GODS unit within 12". That unit immediately rolls on the Eye of The Gods table. #* A great way to start racking up the buffs on UNDIVIDED units. Watch your enemies shit their pants as their battlelines get swept away by superlatively god-juiced Chaos Warriors by turn 2. In Undivided-heavy lists, this will be a fairly prioritised unbind, so give your foes a difficult choice on what to spend their unbinds on. # '''Daemonic Speed''': CV6. Pick a visible SLAVES TO DARKNESS unit with a Mount wholly within 12". They can attempt charges within 18" instead of 12" and now roll 3D6 for distance until your next hero phase. #* It speaks for itself. Plant this on some Varanguard or some decked-out Chaos Knights and watch them trample your enemies flat at mach-2. # '''Ruinous Vigour''': CV6. Pick a visible SLAVES TO DARKNESS MONSTER unit wholly within 12". They act as though they haven't taken wounds for the purposes of the wounds table. #* Now that our Manticores aren't just vehicles for their riders and can actually do damage, this is fairly nice. ====Endless Spells==== <tabs> <tab name="Slaves to Darkness"> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Eightfold_Doom-Sigil_eng.pdf Eightfold Doom-Sigil]:''' (40pts) CV 5. This spell will only have use when things die around it, so you'd best make sure you make at least one model go down so you can power them up. Now a bonus attack won't sound too scary for your Chaos Lord, but throw it on a band of marauders and they won't be laughing anymore. **And it's just plain "friendly models slain" within its range, and Cabalists' ability kills d3 friendly models allowing essentially free uses of this endless spell *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Darkfire_Daemonrift_eng.pdf Darkfire Daemonrift]:''' (80pts) CV 6. This is a purely predatory spell, dealing d3 MWs to anything it goes through. It's damage potential also powered up by other Wizards and Endless spells, which is pretty trollish for, say, Tzeentch or the Sacrosanct Chamber and all their wizards. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Reamscourge_Rapture_eng.pdf Realmscourge Rapture]:''' (60pts) CV 7. This Predatory spell is like the Pendulum in that it can only move in straight lines (but in this case can also only go forward, making it even more reliable). Anything that this goes through (or near) suffers not only d3 MWs, but their movement will also be halved, which can positively cripple a unit just in time for your vikings to flatten them. </tab> <tab name="Tzeentch"> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Burning-Sigil-of-Tzeentch-en.pdf Burning Sigil of Tzeentch]:''' (40pts) Summons a floating 12" bubble of RANDOM, with a mix of results helpful and harmful to a single unit. (d3 MWs that risks a Chaos Spawn if someone dies, halved movement, d6" movement after running, +1 attacks, or -1 to hit) The issue is that this sigil cannot move on its own, meaning that you really need to find a good place to set it up and then pray some more that Tzeentch blesses your rolls for the right results. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tome-of-Eyes-en.pdf Tome of Eyes]:''' (40pts) Summons a magical book that becomes part of the caster's unit. Alongside letting the caster reroll any casting tests, it lets results of snake eyes or double 6s count as auto-casting with immunity to dispels (though the caster also takes d3 MWs in the process) and grants a special spell that deals mortal wounds and robs the target of 1 point of Bravery for each casualty you deal. What better way to stick it to those filthy rats than to smite them with your evil spellbook and then see them fail battleshock for once? *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Daemonic-Simulacrum-en.pdf Daemonic Simulacrum]:''' (50pts) This predatory spell has a...thematic move speed of 9", and each turn it has 9 chances to deal MWs to the closest unit within 6" on a 5+ (4+ if they're wizards). While the range is nice for a spell that would otherwise be considered underwhelming, it also leaves you very open to the chance of it all being for naught on a bad roll. Potential to backfire horribly if your opponent gets to move it so be wary of positioning or have a Lord of Change eat it. </tab> <tab name="Slaanesh"> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Wheel_Of_Excruciation_ENG.pdf Wheels of Excruciation].''' Predatory Spell with 12" flying movement. Casting Value 5. Set up within 6" of the caster and immediately make a move with it. Roll 6 dice for each unit passed. For each roll that is lower than the unit's save, they take a mortal wound. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Mesmerising_Mirror_ENG.pdf Mesmerising Mirror].'''Predatory Spell with 6" flying movement. Casting Value 6. Set up within 18" of the caster. ''Does not affect '''CHAOS SLAANESH'''''. Units that start a move within 12" of the model suffer D3 mortal wounds unless they end closer to the mirror than when they started. **Also, after the model moves or is set up, roll 6 dice for each hero within 6", rolling separately. For each 6, the hero takes n-squared mortal wounds. Even though this part of it can do 36 mortal wounds to an enemy hero, the odds of that are 1 in 46656. Don't bank on it. Does 1.83 mortal wounds on average and has a 33.5% chance of doing nothing, with a 60.3% chance of doing 1-4 Mortal Wounds and a 5.35% chance of doing 9 mortal wounds. You will note that it has about a 6% chance of killing a footslogging hero and less than a 1% chance of killing a 10+ wounds hero. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Dreadful_Visage_ENG.pdf Dreadful Visage].''' Predatory Spell with 8" flying movement. Casting Value 7. Set up within 12" of the caster and immediately make a move with it. After it moves, pick the closest unit and roll 6 dice. For each 4+, they take a mortal wound. Also, this model gives -1 bravery to units within 12" unless they are '''CHAOS SLAANESH''', in which case they get +1 bravery. </tab> </tabs> ===Damned Legions=== <tabs> <tab name="Cabalists"> ''Magic! Rituals! The power is yours to grasp!'' ;Trait - Blasphemous Rituals: All {{AOSKeyword|Cabalists Heroes}} are {{AOSKeyword|Wizards}}, capable of casting and unbinding as they wish. Any existing wizards can cast an additional spell, and also learn an additional spell from the Lore of the Damned. Additionally, if a hero uses the Draw on Power Heroic Action, any fellow heroes within 3" can also do it immediately afterwards. *It goes without saying, but this is incredibly powerful for Tzeentch, as this will help give a lot of mileage out of their special spell. </tab> <tab name="Despoilers"> ''Daemon Princes Ho! Best run with monsters to make use of the abilities, and lots of Daemon Princes!'' ;Trait - The Favoured and the Cursed: All {{AOSKeyword|Despoilers Monsters}} gain +2 Wounds. Any {{AOSKeyword|Despoilers Daemon Princes}} get their own unique Command Traits that they can use on their own despite not being the general. </tab> <tab name="Host of the Everchosen"> ''ALL HAIL ARCHAON, EVERCHOSEN AND SUPREME BEING.'' ;Trait - Legion of Darkness: Whenever a unit of {{AOSKeyword|Chaos Chosen}}, {{AOSKeyword|Chaos Knights}} or {{AOSKeyword|Chaos Warriors}} receives the Rally command, they restore a model on a 5+. In addition, you get a free Ensorcelled Banner because Archie has a special closet for them all. * Used to be on a 4+ and work on Varanguard, but this shit got nerfed FAST, because...yeah. Still pretty decent, simply for the extra Ensorcelled Banner and battleline Chosen/Varanguard. </tab> <tab name="The Knights of the Empty Throne"> ''When the Everchosen is away, his knights will play.'' ;Trait - Unmatched Conquerors: All mounted units can run and charge in the same turn, which is badass for a cavalry-heavy force. ;Trait - Dread Lieutenant: If Archaon is not in the army, one model in a unit of Varanguard can be chosen to be the general. While this general can't take anything due to lacking the {{AOSKeyword|Hero}} keyword, if they do use the Rally command on a fellow squad of Varanguard, they regain a model on a 5+. </tab> <tab name="Legion of the First Prince"> ''Bow to Be'lakor! First of the Daemon Princes and favored of the Four!'' ;Trait - Favour of the Four: During each Hero phase, you can make one {{AOSKeyword|Undivided}} unit temporarily gain the benefits of a mark of chaos on top of being Undivided until your next hero phase. This can be plenty handy as you can cheese out the best of each mark when you need them, including Tzeentch's special spell. ;Trait - Infernal Servants: Any allied Bloodletters, Daemonettes, Horrors, and Plaguebearers all benefit from the marks of their respective god. </tab> <tab name="Ravagers"> ''All Mortals All Day. More Darkoath, more Marauders, more Cultists.'' ;Trait - Rally the Tribes: A unique Heroic Action given to {{AOSKeyword|Ravagers Heroes}}. This allows you to resurrect a wiped-out unit of Marauders, Marauder Horsemen, {{AOSKeyword|Cultist}}, or {{AOSKeyword|Darkoath}} at half-strength. This works better for the reinforced squads because they can still fight and won't worry as much about being wiped out again right after coming back. </tab> </tabs> ===Command Traits=== <tabs> <tab name="Ruinous Overlords"> Open to all {{AOSKeyword|Slaves of Darkness}} heroes #'''Death Dealer:''' Once per battle, they can fight a second time in the same turn. This will always be the last in initiative order, meaning that you might not even be able to apply it if the enemy kills your general first. #'''Favoured of the Pantheon:''' {{AOSKeyword|Eye of the Gods}} only. This general can roll on the Eye of the Gods table after deployment for a pregame buff. #'''Arch-Sorcerer:''' {{AOSKeyword|Wizard}} only. This general knows the entire Lore of the Damned. #'''Idolater Lord:''' This general becomes a {{AOSKeyword|Priest}}. If your general has a mark, then all {{AOSKeyword|Undivided Cultist}} units will also gain that same mark. </tab> <tab name="Aspects of the Ascended"> Daemon Princes only #'''Not to be Denied:''' If another hero performs a Heroic Action, then your general can also perform a Heroic Action, but it must be different than the one originally used. #'''Bolstered by Chaos:''' Your general gains +2 wounds and becomes a {{AOSKeyword|Monster}}. #*While it sucks that you can no longer hide the prince behind cultists, you do get the Monstrous Rampages to use. #'''Radiance of Dark Glory:''' During each Hero phase, roll a d6 for every friendly model within 9" of this general. Each model heals a wound on a 3+, or 3 wounds if the model is a {{AOSKeyword|Monster}}. #*Did you pick Despoilers and went all-in on the Daemon Princes? This will allow you to keep all of them around, if stuck to your general. Also helpful for allies as well since it has no keyword restrictions. #'''Diabolic Majesty:''' {{AOSKeyword|Undivided}} only. Once per battle, this general can perform a Heroic Action despite lacking the appropriate allegiance. </tab> </tabs> ===Artefacts of Power=== <tabs> <tab name="Ruinous Overlords"> Open to all {{AOSKeyword|Slaves of Darkness}} heroes *'''Hellfire Sword:''' One melee weapon that rolls a natural 6 to wound now has all its damage deal mortal wounds. Pretty damn scary if you can hit it. *'''Helm of the Oppressor:''' Enemies within 6" cannot benefit from Inspiring Presence or Rally commands. *'''Crown of Conquest:''' Enemies within 6" of the bearer and have 1 or 2 wounds cannot contest objectives. </tab> <tab name="Chaos Esoterica"> {{AOSKeyword|Wizards}} only *'''Chaos Familiar:''' Once per game, you can spend the familiar so the bearer can cast an additional spell from the Lore of the Damned. This doesn't have to be a spell they already know. *'''Infernal Puppet:''' Once per game, pick one enemy {{AOSKeyword|Wizard}} within 24". When this wizard casts, they automatically suffer d3 mortal wounds before they can even cast. *'''Helm of Eldritch Command:''' When the bearer attempts to dispel and Endless Spell, any roll that exceeds the casting value instead corrupts the Endless Spell and now counts as if the bearer had originally summoned it. </tab> <tab name="Chaos Infernal Treasures"> Daemon Princes only *'''Helm of Many Eyes:''' The bearer always fights first. *'''Doombringer Blade:''' During the first turn, mark one enemy hero or monster. The bearer adds +1 to wound this marked enemy in melee. *'''Realmwarper's Twist-Rune:''' Once per game, pick a piece of terrain within 12". Any model within 1" of this terrain suffers a mortal wound on a 5+ and the terrain now blocks all LoS until the next turn. </tab> </tabs> ===Ensorcelled Banners=== Your unique enchancement, any StD army gets to take one banner on top of anything else they take. If you get an extra enhancement and pick a second banner, it can't be the same one you already picked. These banners can only be put on Chaos Knights, Chosen and Chaos Warriors. *'''The Blasphemous Icon:''' Non-Chaos Priests always suffer -1 to their prayer rolls while this icon is around. *'''The Dread Banner:''' {{AOSKeyword|Undivided}} only. When this unit rolls on the Eye of the Gods table, you can roll 2d6 and drop the one you like less. *'''The Banner of Rage:''' {{AOSKeyword|Khorne}} only. +1 to wound in melee. *'''The Blasted Standard:''' {{AOSKeyword|Tzeentch}} only. Gain a 4++ Ward against missiles, which is the biggest issue for these units. *'''The Eroding Icon:''' {{AOSKeyword|Nurgle}} only. Enemies attacking the unit bearing the icon degrade the Rend of their melee weapons by 1. *'''The Banner of Screaming Flesh:''' {{AOSKeyword|Slaanesh}} only. +1 Attack on the charge.
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