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Slaves to Darkness Chaos Cultist Army List

Like the great storm of the Horus Heresy, the forces of the True Gods will descend upon the Emperor’s minions. The stars will tremble at their passage and the mighty armadas of the Warmaster Abaddon will bring annihilation to a hundred worlds. Know this, for these things will come to pass.

Constanze the Prophetess

Forces

The Slaves to Darkness Chaos Cultist Army List uses the datasheets from the Slaves to Darkness Forces section.

Using The Army List

The following army list allows you to field a Chaos Cult army based on the Slaves to Darkness Cult that has arisen countless times over the millennia across the galaxy. It can also be used as a stand in army list for other Cult armies.

Chaos Cultist formations come in two types: covens and support covens. Each coven you include in the army allows you to field any two support covens. Although you can only take a support coven is you first take a coven, they are treated as separate independent formations during the battle and do not have to move around together. Additionally, support covens must belong to Chaos Undivided or the same faction as the coven associated with it. For example, if the army included one Khorne coven the army could include two Khorne Daemon Assault Engine formations or one Khorne Lord of Battles formation and one Undivided Defilers formation.

In addition, formations may be given upgrades. Each type of upgrade can only be taken once by a formation. Upgrades are added to the formation and are not a separate formation. Each upgrade that is taken adds to the cost of the formation, as shown on the upgrade chart. The Nurgle Plague Tower is a special upgrade that may only be taken if the formation belongs to Nurgle, and, if taken, counts as one of the two support coven choices for the coven.

Finally, each Slaves to Darkness Chaos Cultist army may field up to two Plague Zombie Infestations and contain a Daemon Pool.

Special Rules

The Fickle Masters rule applies to the Slaves to Darkness Chaos Cultist army (see Fickle Masters). The Summoned Units rule applies to formations with Daemonic Pact (see Summoned Units). Certain units have special abilities described in Augmented Summoning (see Augmented Summoning) and Daemonic Focus (see Daemonic Focus).

Factions

Each formation in an army of chaos belongs to a faction that owes allegiance to one of the gods of chaos (Khorne, Nurgle, Slaanesh or Tzeentch), or to Chaos Undivided. You must decide which faction each Cultist Coven formation in your army belongs to before the battle and note it down on your army list.

Slaves to Darkness Epic Tournament Special Rules

Every Slaves to Darkness Chaos Cultist army must include an Arch-Heretic character. The Arch-Heretic character is free, you don’t have to pay any points for it, and may be added to any Daemon Prince, Demagogue or Chaos Marine Aspiring Champion unit.

Plague Zombie Infestation formations must be deployed via teleport. After placing the first unit roll 3+2D6 to see how many units are in the formation. Plague Zombie Infestation formations may contest, but not control, objectives.

Fickle Masters

The Chaos Powers are quick to punish or reward their champions. In the strategy phase if the Chaos player rolls a 6 they are rewarded for their tactical acumen with an additional 1D3 lesser daemons to add to the Daemon Pool (see Summoned Units). If the Chaos player rolls 1 their patron Powers withdraw their support and the Chaos player must remove D3 lesser daemons from the Daemon Pool. If the Chaos player has no remaining daemons in their Daemon Pool then there is no further effect.

Summoned Units

Each formation in an army of chaos belongs to a faction that owes allegiance to one of the gods of chaos (Khorne, Nurgle, Slaanesh or Tzeentch), or to Chaos Undivided. You must decide which faction each formation in your army belongs to before the battle and note it down on your army list. Formations that purchase the Daemonic Pact upgrade are able to summon daemons to the battlefield.

Daemons in the Daemon Pool are purchased and noted only as being lesser or greater daemons, not by their faction. The summoning formation’s faction dictates what types of daemons may be summoned (see below). Players should either write down the contents of their Daemon Pool or use tokens to indicate the number of each lesser and greater daemon they have available to summon during a game. The Chaos player’s opponent is always able to view the number of lesser and greater daemons remaining in the Daemon Pool. The Daemon Pool is kept off the board and daemons are removed from it as formations summon daemons onto the board.

At the start of that formation’s action, before the action test dice roll is made, the formation may summon daemonic units from the Daemon Pool. Summoning allows you to call 2D3 summoning points worth of daemonic units to the battlefield (the number of summoning points it costs to summon a unit are listed below in parentheses after each unit). Summoning points must be used to summon daemonic units from the Daemon Pool and summoned units are brought into play immediately. If for any reason any summoning points generated are not used, they are lost and may not be carried over into subsequent turns. You may only summon as many daemons as you have left in your Daemon Pool. Left over daemonic units may be summoned during a later turn. Daemonic units that are destroyed are removed from play and are not put back into the Daemon Pool. Broken formations or formations that have not bought a Daemonic Pact may not summon daemons.

Players may only have one greater daemon of a given faction in the army on the board at one time. For example, if you already have a summoned Bloodthirster on the board you are not allowed to summon another Bloodthirster until that first greater daemon has been removed from play. Summoned units must be set up with their base within 5cm of any non-daemonic unit from their formation, (i.e. you cannot place a chain of summoned units). They may not be set up in the Zone of Control of an enemy unit or in impassable terrain. The type of unit that can be summoned depends on the summoning formation’s faction, as follows:

Faction Daemons
Khorne Bloodthirster (8), Bloodletters (1), Daemonic Beasts (1)
Nurgle Great Unclean One (8), Plaguebearers (1), Daemonic Beasts (1)
Slaanesh Keeper of Secrets (8), Daemonettes (1), Daemonic Beasts (1)
Tzeentch Lord of Change (8), Flamers (1), Daemonic Beasts (1)
Chaos Undivided Bloodthirster (8), Great Unclean One (8), Keeper of Secrets (8), Lord of Change (8), Bloodletters (2), Plaguebearers (2), Daemonettes (2), Flamers (2), Daemonic Beasts (1)

Summoned units count as part of the formation for all rules purposes as long as they remain on the battlefield. Summoned units are Expendable, but they are otherwise counted as normal units, and are included when working out if a formation outnumbers an opponent in an assault or is broken by Blast markers, etc. Note that Daemons that are killed in an assault do count towards the number of units killed by the enemy when working out modifiers for assault resolution. If a formation loses an assault (see Loser Withdraws) remove extra hits from the formation before it is broken and all the remaining summoned units are then removed.

Summoned units remain on the battlefield until the end phase of the turn in which they are summoned. In the end of the rally phase, after formations have attempted to rally, all summoned units in the formation are removed from the board and placed back into the Daemon Pool unless the formation has a unit with Daemonic Focus (see Daemonic Focus). Greater Daemons that are returned to the Daemon Pool keep the same DC they had when they left the battlefield. They do not heal back to full DC, so when summoned again they will have that same DC. Summoned units that are destroyed are not put back into the Daemon Pool. Note that this may lead to the formation breaking if the number of Blast markers on the formation is greater than the number of units left in play after the summoned units have been removed. When a formation breaks any summoned units in the formation are lost in the warp and considered destroyed. They do not go back into the Daemon Pool.

Slaves to Darkness Chaos Cultist Army List

Slaves to Darkness Chaos Cultist armies have a strategy rating of 1. All formations have an initiative rating of 2+.

Slaves to Darkness Covens
Formation Units Cost
Cultist Coven One Demagogue or Chaos Marine Aspiring Champion and any eleven of the following units: Cultists, Mutants. This formation has Daemonic Pact and adds one lesser daemon to the Daemon Pool. 200 points
Slaves to Darkness Upgrades
(Each upgrade may be taken once per coven. The Nurgle Plague Tower may only be taken if the formation belongs to Nurgle, and, if taken, counts as one of the two support coven choices for the coven.)
Upgrade Units Cost
Big Mutants Replace up to six Mutants with an equal number of Big Mutants +20 points each
Chaos Altar Add one Chaos Altar +150 points
Chaos Hounds Add up to three Chaos Hounds +10 points each
Chaos Spawn Add one Chaos Spawn unit +25 points
Cultists or Mutants Add up to eight of any of the following units: Cultists, Mutants +15 points each
Daemon Prince Replace a Demagogue or Chaos Marine Aspiring Champion with a Daemon Prince +50 points
Icon Bearer Add one Icon Bearer character +25 points
Technicals Add up to two Technicals +25 points each
Transports Add just enough Land Transporters to transport the entire formation +10 points each
Nurgle Plague Tower Add one Plague Tower +300 points
Slaves to Darkness Support Covens
(Any two support covens may be fielded per each coven. These must belong to Chaos Undivided or the same faction as this coven.)
Formation Units Cost
Chaos Undivided Defilers Four Defilers 250 points
Chaos Undivided Hellfire Cannons Four Hellfire Cannons 200 points
Khorne Daemonic Assault Engines Four Daemonic Assault Engines
(Add up to two Daemonic Assault Engines)
275 points
(+75 points each)
Khorne Lord of Battles Up to two Lord of Battles 400 points each
Nurgle Contagion Towers Four Contagion Towers 325 points
Nurgle Plague Towers Up to two Plague Towers 300 points each
Slaanesh Daemon Knights Four Daemon Knights 275 points
Slaanesh Daemon Scout Titans Up to any two of the following units: Questor 275 points each
Subjugator 225 points each
Tzeentch Doomwings Three Doomwings 150 points
Tzeentch Firelords Two Firelords
(Add up to one Firelord)
250 points
(+100 points)
Tzeentch Silver Towers Four Silver Towers 300 points
Plague Zombie Infestations
Formation Units Cost
0–2 Plague Zombie Infestations 3+2D6 Plague Zombies 175 points
Daemon Pool
Unit Cost
Greater Daemon +50 points each
Lesser Daemon +15 points each

Slaves to Darkness Forces

Arch-Heretic CH n/a n/a n/a n/a
-
  • Supreme Commander
Icon Bearer CH n/a n/a n/a n/a
-
  • Daemonic Focus
  • Invulnerable Save
  • Leader
Big Mutants INF 15cm 3+ 4+ 4+
2× Heavy Stubber 30cm
AP6+
Big Weapons (bc)
Assault Weapons
  • EA(+1)
  • MW

Counts as two units for the purposes of being transported.

Bloodletters INF 15cm 4+ 4+ -
Hellblades (bc)
Assault Weapons
  • EA(+1)
  • Expendable
  • Invulnerable Save
Chaos Hounds INF 30cm 6+ 4+ -
-
Chaos Marine Aspiring Champion INF 15cm 4+ 4+ 4+
Autocannon 45cm
AP5+/AT6+
Daemon Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Commander
  • Invulnerable Save
  • Leader
Chaos Spawn INF 15cm 3+ 3+ -
Horrific Mutations (bc)
Assault Weapons
  • EA(+D3)
  • Fearless
  • Invulnerable Save

Counts as two units for the purposes of being transported.

Cultists INF 15cm - 5+ 6+
Heavy Weapons 30cm
AP6+/AT6+
Daemon Prince INF 15cm
(30cm)
3+
(4+)
3+ 3+
Warp Blast (15cm)
Small Arms
  • EA(+1)
  • MW
Possessed Weapon (bc)
Assault Weapons
  • EA(+2)
  • MW
  • Commander
  • Fearless
  • Leader
  • Reinforced Armour
  • Teleport

A Daemon Prince may have wings, the unit gains Jump Packs and a move of 30cm, while its armour value is reduced to 4+.

Daemonettes INF 20cm 4+ 3+ -
-
  • Expendable
  • First Strike
  • Invulnerable Save
Daemonic Beasts INF 20cm 4+ 3+ -
-
  • Expendable
  • Infiltrator
  • Invulnerable Save
Demagogue INF 15cm 6+ 5+ 5+
Heavy Weapons 30cm
AP6+/AT6+
Arcane Powers 30cm
MW6+
Daemon Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Augmented Summoning (+2D3)
  • Invulnerable Save
Flamers INF 15cm 5+ 5+ 3+
Flames of Tzeentch (15cm)
Small Arms
  • Expendable
  • Invulnerable Save
Mutants INF 15cm 6+ 4+ 6+
Firearms (15cm)
Small Arms
Plague Zombies INF 10cm 5+ 6+
-
  • Fearless
  • Infiltrator
  • Teleport
Plaguebearers INF 15cm 3+ 4+ 6+
Plague of Flies (15cm)
Small Arms
  • Expendable
  • Invulnerable Save
Land Transporter LV 30cm 5+ 6+ 6+
Heavy Weapons 30cm
AP6+/AT6+
  • Transport

May transport two infantry units without Jump Packs or Mounted.

Technical LV 30cm 5+ 6+ 6+
Anti-aircraft Cannon 30cm
AP6+/AT6+/AA6+
Contagion Tower AV 15cm 5+ 5+ 5+
Plague Catapult 45cm
1BP
  • D
  • Ind
Vomit Cannon 30cm
AP4+/AT6+
  • IC
  • Fearless
  • Invulnerable Save
Daemon Assault Engine AV 25cm 4+ 3+ 5+
Blood Cannon 30cm
2× AP4+/AT5+
Daemon Blades (bc)
Assault Weapons
  • EA(+D3)
  • Fearless
  • Reinforced Armour
Daemon Knight AV 30cm 4+ 5+ 4+
Castigator Cannon 45cm
3× AP3+/AT5+
  • Fearless
  • Invulnerable Save
  • Scout
  • Walker
Defiler AV 20cm 4+ 4+ 3+
Battle Cannon 75cm
AP4+/AT4+
Reaper Autocannon 30cm
AP4+/AT6+
Twin Heavy Flamer 15cm
AP3+
  • IC
Battle Claws (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Fearless
  • Infiltrator
  • Invulnerable Save
  • Walker
Hellfire Cannon AV 15cm 4+ 5+ 4+
Hellfire Cannon 75cm
MW4+
  • Fearless
  • Invulnerable Save
Silver Tower AV 20cm 4+ 6+ 4+
Arcane Cannons 45cm
3× AP4+/AT4+
Beam of Power 60cm
MW5+
  • Fearless
  • Invulnerable Save
  • Skimmer
Bloodthirster WE 30cm 4+ 3+ -
Axe of Khorne (bc)
Assault Weapons
  • EA(+3)
  • TK
  • Daemonic Focus
  • Damage Capacity 3
  • Expendable
  • Fearless
  • Inspiring
  • Invulnerable Save
  • Jump Packs
  • Reinforced Armour
  • Walker

Critical Hit Effect: The unit is destroyed, all summoned units within 5cm are destroyed on a roll of 6+.

Chaos Altar WE 15cm
(25cm)
4+
(5+)
4+ 4+
Arcane Technology 45cm
D3× AP4+/AT4+/AA4+
  • Augmented Summoning (+2)
  • Daemonic Focus
  • Damage Capacity 3
  • Fearless
  • Inspiring
  • Invulnerable Save
  • Reinforced Armour

A Chaos Altar may be wheeled, the unit gains a move of 25cm while its armour value is reduced to 5+. Critical Hit Effect: The unit is destroyed. All units within 5cm suffer a macro-weapon hit on a roll of 6+.

Great Unclean One WE 15cm 4+ 4+ 4+
Stream of Corruption 15cm
3BP
  • IC
and (15cm)
Small Arms
  • EA(+1)
  • IC
Nurgling Swarm (bc)
Assault Weapons
  • EA(+1)
  • Daemonic Focus
  • Damage Capacity 4
  • Expendable
  • Fearless
  • Inspiring
  • Invulnerable Save
  • Reinforced Armour
  • Walker

Critical Hit Effect: The unit is destroyed, all summoned units within 5cm are destroyed on a roll of 6+.

Keeper of Secrets WE 20cm 4+ 3+ 4+
Gaze of Slaanesh 30cm
3× MW4+
and (15cm)
Small Arms
  • EA(+1)
  • FS
  • MW
Lash of Torment (bc)
Assault Weapons
  • EA(+1)
  • FS
  • MW
  • Daemonic Focus
  • Damage Capacity 3
  • Expendable
  • Fearless
  • Inspiring
  • Invulnerable Save
  • Reinforced Armour
  • Walker

Critical Hit Effect: The unit is destroyed, all summoned units within 5cm are destroyed on a roll of 6+.

Lord of Battles WE 25cm 4+ 2+ 4+
Chain Fist (bc)
Assault Weapons
  • EA(+3)
  • MW
Death Storm 45cm
4× AP4+/AT4+
2× Battle Cannon 75cm
AP4+/AT4+
  • Damage Capacity 6
  • Fearless
  • Invulnerable Save
  • Reinforced Armour
  • Thick Rear Armour

Critical Hit Effect: Move the unit 3D6cm in a random direction. If it moves into impassable terrain or another unit it can’t move over it will stop and suffer one point of damage. All units it moves into or over suffer a hit on a roll of 4+.

Lord of Change WE 30cm 4+ 5+ 3+
Withering Gaze 45cm
2× MW3+
and (15cm)
Small Arms
  • EA(+1)
  • MW
Bedlam Staff (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Daemonic Focus
  • Damage Capacity 3
  • Expendable
  • Fearless
  • Inspiring
  • Invulnerable Save
  • Jump Packs
  • Reinforced Armour
  • Walker

Critical Hit Effect: The unit is destroyed, all summoned units within 5cm are destroyed on a roll of 6+.

Plague Tower WE 15cm 4+ 4+ 4+
Plague Mortar 60cm
D3+3BP
  • FxF
  • D
2× Battle Cannon 75cm
AP4+/AT4+
Rot Cannon 90cm
AP3+/AT5+
  • FxF
  • IC
  • Damage Capacity 6
  • Fearless
  • Invulnerable Save
  • Reinforced Armour
  • Transport

May transport sixteen Great Unclean Ones or infantry units without Jump Packs or Mounted; Great Unclean Ones count as two units each. Critical Hit Effect: The unit takes a point of damage and D3 units of the player’s choice that are being transported are destroyed.

Questor Titan WE 35cm 5+ 5+ 3+
2× Castigator Cannon 45cm
3× AP3+/AT5+
2× Battle Cannon 75cm
AP4+/AT4+
  • Damage Capacity 3
  • Fearless
  • Reinforced Armour
  • 2 Void Shields
  • Walker

May step over units and pieces of terrain that are lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: Move the unit D6cm in a random direction. If it moves into impassable terrain or another unit it can’t move over it will stop and suffer one point of damage. All units it moves into or over suffer a hit on a roll of 6+.

Subjugator Titan WE 35cm 5+ 3+ 5+
2× Battle Cannon 75cm
AP4+/AT4+
2× Hellblades (bc)
Assault Weapons
  • EA(+1)
  • TK(D3)
  • Damage Capacity 3
  • Fearless
  • Reinforced Armour
  • 2 Void Shields
  • Walker

May step over units and pieces of terrain that are lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: Move the unit D6cm in a random direction. If it moves into impassable terrain or another unit it can’t move over it will stop and suffer one point of damage. All units it moves into or over suffer a hit on a roll of 6+.

Doomwing AC Fighter 6+ n/a n/a
Flame Cannon 15cm
2× AP4+/AT5+/AA6+
  • FxF
  • IC
  • Invulnerable Save
Firelord AC Bomber 4+ n/a n/a
Flame Cannon 15cm
2× AP4+/AT5+/AA6+
  • FxF
  • IC
Twin Lascannon 45cm
AT4+/AA4+
  • FxF
Firestorm Bombs 15cm
D3BP
  • FxF
  • IC
  • Invulnerable Save

Augmented Summoning

Some chaos units are noted as having Augmented Summoning (+x). Units with this ability add a number of summoning points equal to x when the formation they are in summons daemons (see Summoned Units). For example, a unit noted as having Augmented Summoning (+2D3) would allow a formation with a Daemonic Pact to roll 4D3 for summoning points as opposed to the usual 2D3.

Daemonic Focus

Certain Chaos units are noted as having Daemonic Focus. Units with this ability may keep any or all summoned units that belong to the formation in play. Summoned units do not vanish back into the warp after the formation has attempted to rally. Chaos units with daemonic Focus may not be used to keep summoned units in play if the formation is broken.

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