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.
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
Certain units have special abilities described in Augmented Summoning (see Augmented Summoning) and Daemonic Focus (see Daemonic Focus).
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.
The summoning point costs for a Slaves to Darkness Chaos Cultist army are below. If a row contains a point cost in parentheses than this is the cost for formations that owe allegiance to Chaos Undivided.
| Daemon | Faction | Summoning Points |
|---|---|---|
| Daemonic Beasts | Any | 1 |
| Bloodletters | Khorne | 1 (2) |
| Plaguebearers | Nurgle | 1 (2) |
| Daemonettes | Slaanesh | 1 (2) |
| Flamers | Tzeentch | 1 (2) |
| Daemon | Faction | Summoning Points |
|---|---|---|
| Bloodthirster | Khorne | 8 |
| Great Unclean One | Nurgle | 8 |
| Keeper of Secrets | Slaanesh | 8 |
| Lord of Change | Tzeentch | 8 |
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 a Chaos army owes allegiance to Chaos Undivided or one of the four chaos gods: Khorne, Nurgle, Slaanesh or Tzeentch. The Chaos player must declare each formation’s allegiance before the battle, noting it down on their army list. Unbroken formations with Daemonic Pact are able to summon daemons with a similar allegiance (or daemons of any allegiance if the formation owes allegiance to Chaos Undivided) to the battlefield from the Daemon Pool.
Daemons in the Daemon Pool are noted only as being lesser or greater daemons when they are purchased, they should be thought of as markers. The Chaos player must declare the number of lesser and greater daemons in the Daemon Pool in some fashion that is easily apparent to their opponent at all times. The Daemon Pool is kept off the board and daemons are removed from it as formations summon daemons to the battlefield.
A formation may summon daemonic units from the Daemon Pool as part of its action before declaring which action it will carry out. The formation generates 2d3 summoning points that can be used to move daemons from the Daemon Pool to the battlefield where they are converted to actual daemonic units. The allegiance of the summoning formation determines which daemonic units it may summon, while the daemonic units available to summon (and their respective summoning point costs) are defined in the specific Chaos army lists. Summoning points must be used immediately or lost, but un-summoned daemons in the Daemon Pool remain to be summoned by other formations or on later turns.
Summoned daemonic units must be placed within 5cm of a unit from the formation that was there prior to summoning, you may not place a “chain” of summoned units. They also may not be placed in enemy zone of control or in impassable terrain. Finally, an army may only have one greater daemon with a given allegiance on the battlefield at any one time. Summoned daemonic units count as part of the formation that summoned them while they remain on the battlefield.
Daemonic units that are destroyed are removed from play and not put back into the Daemon Pool. If a formation with daemonic units is broken then all the daemonic units are removed from play as well. If a formation with daemonic units loses an assault (see Work Out Result) the extra hits it suffers occur before it becomes broken and the daemonic units are removed from play. Also note that daemonic units do count towards the “For each kill you have inflicted during the assault” assault modifier of your opponent.
In the End phase, after all rally tests, all summoned daemonic units are converted back into daemon markers and returned to the Daemon Pool. Note that this may lead to the formation breaking. War Engine units that are returned to the Daemon Pool keep their current DC and do not heal back to full DC. If they are summoned again they will have the same DC they had before being returned to 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+.
| 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 |
| (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 | |
| (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 | |
| Formation | Units | Cost |
|---|---|---|
| 0–2 Plague Zombie Infestations | 3+2D6 Plague Zombies | 175 points |
| Unit | Cost |
|---|---|
| Greater Daemon | +50 points each |
| Lesser Daemon | +15 points each |
Slaves to Darkness Forces
- Supreme Commander
- Daemonic Focus
- Invulnerable Save
- Leader
- EA(+1)
- MW
Counts as two units for the purposes of being transported.
- EA(+1)
- Expendable
- Invulnerable Save
- EA(+1)
- MW
- Commander
- Invulnerable Save
- Leader
- EA(+D3)
- Fearless
- Invulnerable Save
Counts as two units for the purposes of being transported.
(30cm) 3+
(4+) 3+ 3+
- EA(+1)
- MW
- 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+.
- Expendable
- First Strike
- Invulnerable Save
- Expendable
- Infiltrator
- Invulnerable Save
- EA(+1)
- MW
- Augmented Summoning (+2D3)
- Invulnerable Save
- Expendable
- Invulnerable Save
- Fearless
- Infiltrator
- Teleport
- Expendable
- Invulnerable Save
- Transport
May transport two infantry units without Jump Packs or Mounted.
- D
- Ind
- IC
- Fearless
- Invulnerable Save
- EA(+D3)
- Fearless
- Reinforced Armour
- Fearless
- Invulnerable Save
- Scout
- Walker
- IC
- EA(+1)
- MW
- Fearless
- Infiltrator
- Invulnerable Save
- Walker
- Fearless
- Invulnerable Save
- Fearless
- Invulnerable Save
- Skimmer
- 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+.
(25cm) 4+
(5+) 4+ 4+
- 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+.
- IC
- EA(+1)
- IC
- 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+.
- EA(+1)
- FS
- MW
- 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+.
- EA(+3)
- MW
- 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+.
- EA(+1)
- MW
- 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+.
- FxF
- D
- 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.
- 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+.
- 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+.
- FxF
- IC
- Invulnerable Save
- FxF
- IC
- FxF
- 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.