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===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!
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