Time of War: Slaves to Darkness

Okay, might have gone a little bit mad here. I was thinking about various Chaos forces in Age of Sigmar, when I suddenly remembered the old Realm of Chaos books of way, way back when. Among other things, they contained a complete campaign system that allowed you to create a (very random!) Chaos warband and lead it through several battles as its champion strived to avoid being turned into a Chaos Spawn as he sought elevation to daemonhood.

Wouldn’t it be a whizz-o-whizz idea, I thought, if you could do the same in Age of Sigmar? After all, you can now combine forces to take pretty much whatever you like, and it might just be possible to put an entire campaign system in a Time of War sheet. I started jotting down some notes and, before I knew it… well, have a look for yourself!

I therefore present to you Time of War: Slaves to Darkness. If you would prefer it as a downloadable PDF, well, I just happen to have you covered here (Slaves to Darkness). In fact, you can now download all the Age of Sigmar PDFs I have been working on here.

 

Time of War: Slaves to Darkness

Although the Gods of Chaos are foul indeed, there are still those who choose to serve and follow them. These champions tread a perilous path, leading lesser creatures into battle in the hope they will avoid the ever-present abyss and ascend into daemonhood, sitting at the right hand of their god.

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Slaves to Darkness is a special Time of War sheet in that it covers that just one battle but a consecutive set of them. Players will create their own Champion of Chaos, complete with a loyal retinue, and then engage in a series of battles against their rivals until one receives the ultimate reward and is made a daemon prince.

When battles are linked in this nature, it is called a campaign and may be some of the best fun you have with Warhammer: Age of Sigmar! From humble beginnings, your Champion of Chaos will encounter foes great and terrible, will acquire loyal followers who are prepared to die in his service, and struggle against rival champions who are trying to win the favour of their own gods.

Several players can use Slaves to Darkness at the same time and, indeed, with Chaos warbands it is usually a case of the more, the merrier!

Time of War: Slaves to Darkness may be used in conjunction with other Time of War sheets that reflect special rules when fighting in specific realms or regions.

 

Your Champion of Chaos

Every Chaos warband is led by a Champion of Chaos, a strong-willed individual who believes they should be granted the immortality of daemonhood.

Ordinarily, this will be a Chaos Lord. However, the following can also be selected for your Champion of Chaos. You may choose any options that appear on their warscroll.

Beastlord
Chaos Lord of Slaanesh (Slaanesh)
Chaos Sorcerer Lord (may not select Khorne)
Lord of Plagues (Nurgle)
Nurgle Chaos Lord (Nurgle)
Nurgle Chaos Sorcerer (Nurgle)
Tzeentch Chaos Lord on Disc of Tzeentch (Tzeentch)
Tzeentch Sorcerer Lord (Tzeentch)

Alternatively, if your opponents agree, you can use any model with similar characteristics.

Once you have chosen your Champion, you may either dedicate him to a specific Chaos God (Khorne, Nurgle, Tzeentch or Slaanesh), or allow him to follow Chaos Undivided, embracing Chaos in all its forms. The model of your Champion of Chaos should, however, be painted in a fashion that makes it obvious whom he serves!

Some of the choices above automatically select a specific god (or are denied the choice of a god). This is detailed in parentheses after the name of each choice affected.

 

Standing

Every Champion of Chaos has a Standing score. This reflects the attention he has gained from his god and is of vital importance! A Champion of Chaos with a sufficiently high Standing will sooner or later be granted his deepest desires and be made into a daemon prince. If his Standing drops too low, however, he may be punished as Chaos spawn.

A Champion of Chaos starts with Standing 0.

 

Rewards of Chaos

The gods of Chaos reward their loyal worshippers but their gratitude can be capricious and cruel. A Champion of Chaos will never know what he will be granted next.

Whenever a Champion of Chaos gains a Reward, roll on one of the tables below. Any Champion may roll on the Rewards of Chaos table, while those who have pledged themselves to a specific god can roll on its own table instead.

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Whichever table you elect to use, roll one dice and add your Champion’s current Standing.

 

Rewards of Chaos

D6 + Standing Reward
-6 or less Chaos Spawn: The Champion is immediately turned into a CHAOS SPAWN! What happens next is described under Replacing Champions.
-5 to 7 Mutation: The Champion is ‘gifted’ with an impressive and highly unusual physical mutation. Choose either Move, Wounds, Bravery, or the Range, To Hit, Rend or Damage of one Melee Weapon. Then roll a dice. On a 4 or more, your chosen score is bettered by one point and your Champion gains +1 to his Standing. On 3 or less, your chosen score is worsened by one point and your Champion loses -1 to his Standing.
8 Chaos Armour: The Champion’s armour flows with the power of Chaos. Improve his Save by one, to a maximum of 3+. If his Save is already 3+, his armour simply becomes more ornate and impressive, and the Champion’s Standing is increased by +1 instead.
9-10 Chaos Warhounds: Roll one dice. Your Champion immediately adds a unit of this many Chaos Warhounds to his warband. If these Chaos Warhounds are within 3” of the Champion, they will make 4 Attacks with their Slavering Jaws rather than 2.
11 Chaos Frenzy: The Champion is prone to fits of utter rage. Once during any of your hero phases, you can announce the Champion is entering a Chaos Frenzy. His Melee Weapons attacks are doubled but if he can charge an enemy model, then he must do so. This lasts for the rest of the battle.
12-15 Daemon Weapon: A daemon has become bound to one of your Champion’s Melee Weapons. Choose either the Range, To Hit, To Wound, rend or Damage of the weapon and improve it by one point.
16-17 Gift of a God: Choose one of the other Chaos Rewards tables and roll upon that.
18-19 Monstrous Mount: The Champion is gifted with an impressive mount. Choose an appropriate warscroll (such as Chaos Lord on Manticore) and use that for your Champion from now on (keeping any other rewards you have earned up to now). If you roll this reward again, add +1 to your Champion’s Wounds.
20 or more Daemon Prince: The Champion is immediately elevated to a DAEMON PRINCE! What happens next is described under Replacing Champions.

 

Rewards of Khorne

D6 + Standing Reward
-6 or less Chaos Spawn: The Champion is immediately turned into a CHAOS SPAWN! What happens next is described under Replacing Champions.
-5 to 7 Mutation: The Champion is ‘gifted’ with an impressive and highly unusual physical mutation. Choose either Move, Wounds, Bravery, or the Range, To Hit, Rend or Damage of one Melee Weapon. Then roll a dice. On a 4 or more, your chosen score is bettered by one point and your Champion gains +1 to his Standing. On 3 or less, your chosen score is worsened by one point and your Champion loses -1 to his Standing.
8 Mark of Khorne: The Champion is given a scar or horns that form the shape of Khorne’s own sacred sign. The Champion’s Standing is increased by +D3.
9-10 Flesh Hounds: Roll D3. Your Champion immediately adds a unit of this many Flesh Hounds to his warband.
11 Eroded Mind: Khorne has seen fit to remove much of the Champion’s higher functions, to better let him concentrate on slaughter. Once during any of your hero phases, you can announce the Champion is entering a blood rage. His Melee attacks are doubled and he adds +1 to all to wound rolls he makes. However, he must always end his movement phase closer to an enemy model than when he started and if he can charge an enemy model, then he must do so. This lasts for the rest of the battle.
12-15 Collar of Khorne: The Champion has been gifted with a collar of Khorne and can now unbind spells as if he were a WIZARD.
16-17 Mighty Lord of Khorne: The Champion has gained the notice of his god who now watches him closely. Use the Mighty Lord of Khorne warscroll from now on (keeping any other rewards you have earned up to now). If you roll this reward again, add +1 to your Champion’s Wounds.
18-19 Juggernaut: The Champion is gifted with a juggernaut. Use the Lord of Khorne on Juggernaut warscroll from now on (keeping any other rewards you have earned up to now). If you roll this reward again, add +1 to your Champion’s Wounds.
20 or more Daemon Prince: The Champion is immediately elevated to a DAEMON PRINCE! What happens next is described under Replacing Champions.

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Rewards of Nurgle

D6 + Standing Reward
-6 or less Chaos Spawn: The Champion is immediately turned into a CHAOS SPAWN! What happens next is described under Replacing Champions.
-5 to 7 Mutation: The Champion is ‘gifted’ with an impressive and highly unusual physical mutation. Choose either Move, Wounds, Bravery, or the Range, To Hit, Rend or Damage of one Melee Weapon. Then roll a dice. On a 4 or more, your chosen score is bettered by one point and your Champion gains +1 to his Standing. On 3 or less, your chosen score is worsened by one point and your Champion loses -1 to his Standing.
8 Immense Bulk: The Champion is favoured by Nurgle and his armour bulges as he grows in bulk. The Champions gains +1 Wounds.
9-10 Beast of Nurgle: Your Champion immediately adds a Beast of Nurgle to his warband.
11 Horns of Nurgle: The Champion is given huge horns that resemble those of a Great Unclean One. The Champion’s Standing is increased by +D3.
12-15 Nurgle’s Rot: The Champion is granted Nurgle’s Rot. In your hero phase, roll a dice for each unit within 3″ of any models with this ability. On the roll of a 6, that unit suffers D3 mortal wounds. Nurgle units do not suffer wounds from Nurgle’s Rot – they rejoice in the afflictions visited upon them by their putrescent god. If the Champion already has Nurgle’s Rot, it becomes more virulent. Units will be affected by it on the roll of 5 or more.
16-17 Biting Tongue: The Champion’s tongue grows until it is long and cylindrical, with a biting mouth on the end. He gains a Biting Tongue Melee Weapon with Range 1”, Attacks 1, To Hit 4+, To Wound 4+ and Damage 1. If this is rolled for again, increase its Attacks by +1.
18-19 Nurgling Infestation: The Champion’s body is infested with Nurglings. At the start of the battle, place a Nurgling model within 3” of the Champion. If the Nurglings are more than 3” away from the Champion at the end of any turn, they are immediately removed. However, if there are no Nurglings within 3” of the Champion at the start of any of your hero phases, place a Nurgling model within 3” of him. If you roll this reward again, another Nurgling model is added, following all the rules above.
20 or more Daemon Prince: The Champion is immediately elevated to a DAEMON PRINCE! What happens next is described under Replacing Champions.

 

Rewards of Tzeentch

D6 + Standing Reward
-6 or less Chaos Spawn: The Champion is immediately turned into a CHAOS SPAWN! What happens next is described under Replacing Champions.
-5 to 7 Mutation: The Champion is ‘gifted’ with an impressive and highly unusual physical mutation. Choose either Move, Wounds, Bravery, or the Range, To Hit, Rend or Damage of one Melee Weapon. Then roll a dice. On a 4 or more, your chosen score is bettered by one point and your Champion gains +1 to his Standing. On 3 or less, your chosen score is worsened by one point and your Champion loses -1 to his Standing.
8 Reckoning of Tzeentch: The Champion comes under the scrutiny of the Changer of Ways. Roll a dice once each for his Move, Wounds, Save and Bravery. On a 3 or less, the score worsens by one point. One a 4 or more, it improves by one point.
9-10 Screamers of Tzeentch: Roll D3. Your Champion immediately adds a unit of this many Screamers of Tzeentch to his warband.
11 Minor Oracle of Eternity: Once per game, you can roll a dice. If you roll 4 or more, your Champion can change the result of another single dice roll to the result of your choosing.
12-15 Familiar: The Champion is given a Chaos Familiar who immediately joins his warband.
16-17 Gift of Magic: The Champion has become a WIZARD. If the Champion was already a WIZARD, he can cast an extra spell every turn.
18-19 Knowledge of the Ages: The Champion has become a WIZARD. In addition, the Champion is taught any one spell of his choosing that is known to any DAEMON of TZEENTCH. If you roll this reward again, you may choose another spell.
20 or more Daemon Prince: The Champion is immediately elevated to a DAEMON PRINCE! What happens next is described under Replacing Champions.

 

Rewards of Slaanesh

Much to the distress of its followers, Slaanesh has disappeared and is not granting even its greatest Champions rewards. At this time, Champions of Slaanesh may only roll on the Rewards of Chaos table.

On the other hand, if you do just happen to find Slaanesh while on your travels, you will probably be granted daemonhood immediately!

 

Lieutenant

Every Champion of Chaos has a lieutenant to aid him, loyal in the main but there is always the possibility that he wants the Champion’s position and privilege for himself!

A lieutenant is chosen from the list below. Some worship specific Chaos Gods, however, and these may only be selected by a Champion following the same god or who has pledged himself to Chaos Undivided. You may choose any options that appear on their warscroll.

Aspiring Deathbringer (Khorne)
Bloodsecrator (Khorne)
Bloodstoker (Khorne)
Daemonsmith (may not select Khorne)
Dark Elf Assassin
Dark Elf Sorcereress (may not select Khorne)
Death Hag
Dreadlord
Exalted Deathbringer (Khorne)
Exalted Hero with Battle Standard
Goblin Shaman (may not select Khorne)
Great Bray-Shaman (may not select Khorne)
Infernal Guard Battle Standard Bearer
Infernal Guard Castellan
Night Goblin Shaman (may not select Khorne)
Orc Warboss
Plague Priest (Nurgle)
Skaven Warlord
Skullgrinder (Khorne)
Slaughterpriest (Khorne)
Wargor Standard Bearer

Alternatively, if your opponents agree, you can use any model with similar characteristics.

 

Followers

As well as a lieutenant, you will also have a small group of followers to complete your warband. Roll on the tables below four times to determine the units you will begin with. Numbers listed in parentheses next to each entry is the maximum number of models you can have in the unit (though you only ever receive one of anything from the Monster table). Other than that, you can choose any options listed on their warscrolls.

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If your Champion has dedicated himself to a specific Chaos god, you can opt to use the result you rolled in the appropriate column instead, if one is listed.

If you do not have the exact models to hand, don’t worry – simply re-roll the result or just choose something similar.

 

Followers

2D6 Roll Again on…
2-3 … the Monster table
4 … the Brutes table
5-9 … the Fodder table
10 … the Brute table
11-12 Choose a new Lieutenant from the list above

 

Monster

D6 Monster
1 Chaos Warshrine, Mutalith Vortex Beast, or Cygor
2 Gorebeast Chariot, Slaughterbrute, or Ghorgon
3 Hellcannon, Cockatrice, Jabberslythe
4 Giant, Great Taurus, or Gigantic Chaos Spawn
5 Chimera, Lammasu, or Chaos War Mammoth
6 Dragon Ogre Shaggoth, or Doombull

 

Brutes

2D6 Brutes Khorne Nurgle Tzeentch Slaanesh
2-3 Dragon Ogres (3)        
4 Razorgors (5)   Daemon Plague Toads of Nurgle (3)    
5-6 Minotaurs (3)        
7-8 Chaos Ogres (3) Khorgorath (3) Plague Ogres (3)    
9-10 Chaos Trolls (3)   Bile Trolls (3)    
11-12 Chaos Spawn (5)        

 

Fodder

2D6 Followers Khorne Nurgle Tzeentch Slaanesh
2-3 Orcs (20)        
4 Bestigors (10) or Centigors (10) Skullreapers (5)      
5 Chaos Warhounds (10)        
6-7 Marauders of Chaos (20) or Marauder Horsemen (10) Bloodreavers (20)      
8 Warriors of Chaos (10) Or Chaos Knights (5) Blood Warriors (10) or Mighty Skullcrushers (3) Putrid Blightkings (5)    
9 Gors (20) or Ungors (30)        
10 Clanrats (30) Wrathmongers (5)      
11-12 Harpies (5)        

As more models are released for Warhammer: Age of Sigmar, you should feel free to add to or change the entries in all of these tables to best reflect your collection of models.

 

Follower Rewards

As your warband enjoys victories and suffers defeats, your followers will become steadily more imbued with the power of Chaos. Whenever you are called upon to give a follower a reward, choose a unit in your warband (not your Champion!) and use the following table.

 

D6 Follower Reward
1 Chaos Spawn: One model in the unit is immediately turned into a CHAOS SPAWN! The CHAOS SPAWN leaves the unit and fights on its own.
2 Aspiring: One model in the unit (its leader, if it has one) gains either the Chaos Armour, Chaos Warhounds or Daemon Weapon reward from the Champion’s Reward of Chaos table.
3-4 Mutation: The followers are ‘gifted’ with an impressive and highly unusual physical mutation. Choose either Move, Wounds, Bravery, or the Range, To Hit, Rend or Damage of one Melee Weapon. Then roll a dice. On a roll of 5 or more, your chosen score is bettered by one point. On a roll of 4 or less, your chosen score is worsened by one point.
5 Possessed: The followers are possessed by daemons and bolstered by their essence. Whenever they suffer a wound, roll a dice. On a roll of 6 or more, the wound is ignored.
6 Eye of Chaos: These followers have really gained the attention of the Chaos gods. Roll twice on this table, ignoring any further rolls of a 6.

 

Fighting Battles

You may choose to use any battleplan against any rival warband, or you may choose to fight a non-Chaos force – perhaps the Stormcast Eternals have finally tracked you down and are determined to bring your villainy to an end, or maybe you have annoyed the Sylvaneth just once too often!

After each battle is complete, quickly run through the following steps to reflect how victory or defeat has affected your Champion and warband.

 

Adjust Standing

After every battle, your Champion’s Standing will change, depending on his actions. Run through the list below and modify your Standing with all applicable changes. Note that some are specific to certain battleplans and whether your Champion has pledged himself to a specific Chaos God.

 

Lost the last battle                                                               -1

Won a major victory in the last battle                             +1

Champion killed an enemy HERO                                 +1

Champion killed an enemy MONSTER                        +2

Champion killed an enemy Champion                           +2

Champion removed as a casualty                                   -D3

 

Battleplans

Gained major victory the ritual in The Ritual as the Ritualist                                                   +D3

Gained major victory in any battle that involved a Dreadhold of at least three sections   +1

 

Khorne

Less than 20 models were killed among both sides      -2

Champion killed no enemies                                             -D6

Champion killed more than 10 models                           +1

Champion killed more than 30 models                           +2

Any model in the warband cast a spell                           -D6

Enemy WIZARD killed                                                     +1

 

Nurgle

Killed more than 10 models with Nurgle’s Rot              +1

Killed a HERO with Nurgle’s Rot                                     +2

 

Tzeentch

Killed an enemy Champion who had killed your Champion in a previous battle  +D6

Champion killed more than 10 models with a spell      +1

 

Casualties

For every model that was removed from the table during the battle, roll one dice. On a 6 or more, the model is permanently removed from the warband, having finally met its end!

If this is your Champion, your warband will require a new one. See Replacing Champions below for how to do this.

 

Rewards

If you won your last battle, your Champion and his followers will be rewarded. Roll on the Rewards of Chaos table, adding your Champion’s new Standing, and apply the results to your Champion. If your Champion has pledged himself to a specific god, you can roll on the appropriate table instead.

Then pick one other unit in your warband, and roll on the Follower Rewards table for them.

If you lost your last battle, you receive nothing except the contempt of the Chaos Gods – do better next time!

 

Growing Your Warband

As your Champion grows in stature, so too will the size of his warband grow. At the end of every battle, roll one dice, and add +1 if you gained a major victory in your last battle. On a 6 or more, roll on the Followers table.

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Followers in a warband are generally a jealous and unfriendly bunch. New followers always form their own units and can never be added to existing units. This means that, over time, even a favoured unit will gradually be eroded – thank the Chaos Gods that there are always new recruits to join your warband!

 

Replacing Champions

If your Champion is elevated to become a daemon prince, he has achieved his goal of immortality and wins the campaign! You may decide that you wish to continue fighting and see what your warband does next, in which case follow the rules below (however, the new daemon prince will not be present – he now has far more important things to do!).

If, however, your Champion was turned into a chaos spawn, then he stays with the warband but is no longer its Champion (he is now more like a favoured pet!). One of your lieutenants is immediately promoted to become Champion in his place.

If you do not have a lieutenant, remove any one model of your choice from the warband and choose a suitable lieutenant from the list given earlier – a particularly strong-willed individual has seized his chance and now leads the warband.

The new Champion begins with a Standing equal to half that of his predecessor, rounding down (or up, if the Standing was negative!).

 

Daemonic Legions

Once per battle, a Champion may implore the Chaos gods for daemonic aid in his hero phase, though this is not without cost. Roll a dice, add his Standing, and then consult the table below. When you have determined which units have been sent, roll a dice and deduct 3 from the total, treating results of less than 1 as 1. The Champion loses this much Standing for his temerity in asking the gods for help!

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This replaces the Legions of Chaos rule in Time of War: Storm of Sigmar.

 

D6 + Standing Aid Sent
5 or less Spawndom: Your Champion suffers D3 mortal wounds. If he is slain, he is transformed into a CHAOS SPAWN.
6-8 Daemonic Warband: The Chaos Gods send 1 unit of DAEMONS. HEROES or MONSTERS cannot be chosen.
9-10 Daemonic Regiment: The Chaos Gods send 1 unit of DAEMONS. HEROES cannot be chosen.
11-12 Champion of Chaos: The Chaos Gods send 1 unit of DAEMONS. Any unit can be chosen.
13-15 Battalion of Chaos: The Chaos Gods send D3 units of DAEMONS. You cannot set up more than 1 HERO, or more than 1 MONSTER.
16 or more Chaos Legion: The Chaos Gods send D6 units of DAEMONS. You cannot set up more than 1 HERO, or more than 1 MONSTER.

 

So, What’s Next?

If you fancy giving Time of War: Slaves to Darkness a bash, I would very much like to hear (reach me at msprange@mongoosepublishing.com) how you got on! Primarily, my focus is on the various Reward tables and how quickly Champions are elevated or fall to Spawndom.

I have also left things open enough so any new units that appear can simply be slid into the various sections, and you can tweak things to suit your own model collections – there is no real reason why a Skaven Warlord could not be a Champion right from the start (in fact, that would be funny, and quite possibly annoy a lot of other Champions!).

On that note, driving to work this morning, it did occur to me that a very similar system as Slaves to Darkness could be used to represent squabbling Skaven clans and various Warlords and Engineers trying to ascend the greasy pole. Will need more treachery though!

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