Lorsque Sigmar a abandonné les royaumes mortels en fermant tous les chemins vers Azyr, le royaume des cieux, les mortels se sont vus offrir un choix simple : mourir ou rejoindre les forces du Chaos. Devant une telle offre, beaucoup ont renié leur ancien protecteur pour proclamer leur serment aux Dieux Sombres.
This addition to the Slaves to Darkness roster has its origin in the Darkoath Chieftain, a model first released with the Warhammer Quest: Silver Tower boardgame in 2016 and then exalted with the addition of the Warqueen as a herald of the Malign Portents representing Chaos. For years they were rumoured, and finally the Sauvageurs de Darkoath‘ release represented the first taste of this new expansion which replaced the old Marauders kit.
Now, they are playable in all formats, from Age of Sigmar main game with the appropriate battle formation, to Spearhead and of course Warcry. Obviously, the Darkoath Savagers are not included, but there’s enough for a proper warband.
Background and Lore of the Darkoath Warband
The Darkoath are the lowest rank of the Slaves to Darkness, those mortals who pledged their life (often after being spared from sure death) to the Dark Gods only to find themselves locked in a vicious cycle of continuously pleasing their new patrons or die trying.
For many the Path to Glory will end in death or even worse, but the few who manage to attract the favours of the god are rewarded with the dreaded black armour which adorns the Chaos Warriors. But to get their attention, they need to complete increasingly more dangerous oaths sealed with their own blood on the tribal oathstone or suffer the consequences.
The Darkoath tribes are scattered across all Mortal Realms and are all united by their hate of the betrayer, Sigmar, and work in unison to topple anything he and his people build. But when they don’t have a specific target, they can be found infighting for control over territory or other power squabbles.
The best warriors can violently arise to the level of Chieftain or Warqueen by proving their strength and ferocity. To keep that role, however, is even harder as they have to constantly win challenges to the death and impress the Dark Gods with deeds greater than the previous ones. The dark oaths they proclaim are sealed in blood and breaking them has terrible consequences.
The Dark Gods are not exactly merciful, so death is not always the end. Often Chieftains who fail are transformed in Wilderfiends, beings of extreme strength with sorcerous powers who will protect their tribe as long as they provide the right sacrifices. The real origin of the Wilderfiends is kept secret, but is not unusual for these beasts to kill a Chieftain who has proved too weak to lead his tribe, or even slaughter all of them in a fit of rage.
Some of the most famous tribes are the Brands and the Takblood, both immortalised by iconic miniatures (Brand’s Oathbound box) which were also protagonist in an episode of a popular show on Warhammer TV and have their own novel series. Gunnar Brand and his tribe has been instrumental in following the Skaven plan and corrupt enough ley lines to allow Skavenblight, the vermin’s capital, to emerge in the Great Parch in Aqshy, Realm of Fire, instantaneously slaughtering all previous inhabitants including many Darkoath tribes.
It was then that Gunnar Brand and Tanari Takblood swore to slaughter every Skaven present in the Adamantine Chain and liberate their lands from the scourge.
A great oath indeed, but how do they plan to put that in motion in a Warcry game?

Fighters in the Darkoath Warband
Note : si vous n'avez pas lu les règles de base de Warcry avant de lire cet article, il peut être utile de savoir que les capacités du jeu sont activées en utilisant 6 dés que vous lancez au début de votre tour.
Si deux des dés indiquent la même valeur, ils peuvent être utilisés pour activer une capacité Double. Si trois dés ont la même valeur, ils peuvent être utilisés pour activer une capacité Triple, et ainsi de suite.
Ainsi, lorsque cet article mentionne qu'une capacité est un Double, un Triple ou un Quad, il fait référence à ce système. Ce système peut sembler un peu confus, mais il est très rapide de s'y habituer lorsque vous commencez à jouer
The Darkoath warband is made of 17 different fighters, of which 9 are leaders.

Darkoath Chieftains
- Darkoath Chieftain on Warsteed: 220 points
- Chef Darkoath: 140 points
Au sommet de la chaîne de commandement des Darkoaths se trouvent les Chefs, qui ont tous deux le même profil de mêlée : 4 attaques à la Force 4 pour 2/5 points de dégâts. La différence réside dans le fait que le Chef Darkoath sur Warsteed a un mouvement de 10″, une résistance de 3 et 28 blessures, mais il est monté, ce qui limite ses mouvements dans les espaces clos, comme l'ouverture des portes ou l'escalade. Le Chef Darkoath a une ténacité de 4, seulement 4″ de mouvement et 20 blessures, mais ce peu de ténacité en plus est en fait très avantageux.
The most important ability shared by all fighters but the Wilderfiend is the Double Oath of Murder, which makes the fighter who uses it “oathed”, meaning that as soon as an enemy dies during their activation (either murdered directly or as part of an ability) they become “favoured” allowing them to obtain greater buffs from the other abilities.
For example, the Chieftains Triple, Warleader, allows to pick a fighter which did not activate yet this round and activate him/her directly after. If the Chieftain is favoured, he can pick 2 more, and each of them, can use Une présence inspirante (the universal Triple) to chain activate in their turn enabling with some smart positioning to use many fighters before the opponent is able to react.
The warband reaction, Glorious Death, can be used when a fighter who has yet to use one or more actions is killed. They will provide immediately a Double 1, or a Triple 1 if they are a hero or a Quad 1 if they were favoured giving extra occasions to use abilities to the surviving fighters, in particular the Double Oath of Murder to continue the cycle, or the Wilderfiend’s Quad.

Darkoath Warqueen: 155 points
At the top of the tribal hierarchy there’s not only men: the Warqueens can gather several tribes under their banner with their display of ferocity and raise equally to fame. The top fighter at Archaon’s side is indeed Abraxia, which started as a gladiator in the Spire Tyrants gladiatorial arenas.
Le Darkoath Warqueen est la principale candidate au rôle de chef de ce groupe de combat avec sa résistance de 5 qui est la plus élevée du groupe de combat. Ses attaques sont également assez dévastatrices avec 1 attaque de plus qu'un chef (5) ne perdant qu'un point de dégâts sur les coups critiques (2/4).
Her ability costs a Triple but gives any Marauder within 6″ a bonus move action and, if she is favoured, they count double on objectives. Warleader is good to chain activate fighters, and a Chieftain may be worth to keep as a second hero just in case, but bonus moves are just more actions.

Darkoath Fellriders
- Fellrider Champion with Javelin: 145 points
- Fellrider Champion with Axe: 140 points
- Darkoath Fellrider with Javelin: 125 points
- Darkoath Fellrider: 110 points
The Fellriders represent the light cavalry of the Darkoath and have 2 different weapon layouts, each with their own Leader option.
Le Champion de Fellrider avec Javelot is the Leader with the ranged attack (10″ for 1/3 damage) while in melee doubles his attacks (4) but loses in Strength (3 instead of 4). The Darkoath Fellrider avec Javelot has the same profile but the ranged attack drops to Strength 3. Their ability, Swift Attacker, costs a Double and allows a cinematic ranged attack at 1″ range after a move action and adding the ability’s value to the damage (both hits and critical hits) if they are favoured. It may be tricky to pull it off (they don’t exactly have a killer profile) and they have only 2 ranged attacks at Strength 3, but a high Double and some luck…
L'autre profil n'a pas d'attaque de tir, mais le Champion Fellrider avec hache increases his attacks to 5, while the Darkoath Fellrider is still at 4 attacks, making him identical to the Javelin counterpart but without the ranged attack. Their Double ability allows to heal up to 6 wounds (half the ability’s value plus 3 if they are favoured).
All of them have 10″ movement but they are mounted, which means restrictions in areas they can reach. They have decent wounds (20 and 18 respectively) but very low Toughness (3). They could be used as scouts, as they are not too expensive because of the low Toughness, but the Leaders cannot compete with other options, and more than one Fellrider is probably too many.

Darkoath Marauders
- Marauder Champion: 100 points
- Marauder Champion with Spear: 100 points
- Darkoath Marauder: 70 points
- Darkoath Maraudeur with Spear: 70 points
The Darkoath Marauders are the basic infantry. They also have 2 weapon loadouts, each with their own Leader option. They all share 4″ movement, Toughness 4 and the absence of any dedicated ability (except if a Warqueen uses her Triple to give them a bonus move).
Le Champion maraudeur avec lance has the 2″ range useful to attack without being engaged, but drops to 4 attacks at Strength 3, while the Champion Maraudeur has 5 attacks with same Strength and damage (1/3). They are both Leaders, but not the first option.
Le Darkoath Maraudeur goes down an attack (4), same as the Darkoath Maraudeur avec lance (3 but same 2″ range), and overall, their cost is in line with their profile. You’ll need few of them to fill the gaps and take the objectives.

Darkoath Wilderfiend: 300 points
Le Darkoath Wilderfiend est le combattant le plus cher de la guerre et est en effet une bête (dans tous les sens du terme, puisqu'il a la marque de course Beast qui l'empêche d'ouvrir les portes, etc.) Il possède 6 attaques de Force 5 pour 3/4 de dégâts, une résistance de 5 et un mouvement de 6″, ce qui en fait le combattant le plus meurtrier de la guerre.
It can’t take oaths (Oath of Murder) and its death does not generate abilities (Glorious Death) but it has a Quad, Eye of the Dark Patron, which does three main things: allows to activate another Darkoath within 6″ immediately after, has a chance to do some damage to an enemy within 6″ (rolling 6 dice, for each 4+ half the ability’s value) and adds 2 to the melee attacks of the Wilderfiend this activation (8 attacks per action is pretty devastating).
It does cost a fortune, so there’s that. But any warband that needs a tank cannot go out without it.

Brand’s Oathbound
- Gunnar Brand: 165 points
- Warqueen Tanari: 185 points
- Singri Brand: 200 points
- Dendrel Direbrand: 125 points
- Broken Nadja: 95 points
Brand's Oathbound est un groupe de personnages ayant leurs propres romans et même une apparition dans Warhammer TV. Les deux leaders de ce groupe sont Gunnar et Tanari.
Gunnar Brand has the melee profile of a Warqueen but Toughness 4 and 25 wounds. His ability costs a Triple but allows to add half the ability’s value (or the entire value if he is favoured) to the melee attacks for this activation, that is a great way to increase his damage potential 11 attacks per action with Strength 4.
Warqueen Tanari instead has the same profile of a Warqueen but with 5″ movement and Toughness 4. Her Triple allows her to attack all the enemies within 1″ (or 3″ if she is favoured) once. The wording is a bit complex, but the summary is this. And you have to roll for each attack separately.
Marque Singri starts as a Fellrider with Javelin, but with some improvement: more wounds, shooting range extended to 18″ with Strength increased to 4 and damage to 2/4, all at the cost of 1 less attack in melee. She is also much more expensive than a Fellrider, but her shooting attacks are well worth the cost. And that’s because her ability, a Triple, allows to add half the ability’s value (or the full value if favoured or targeting an enemy engaged with Gunnar) to all ranged attacks in that activation. That is a potential 16 shots at 18″ range!
Dendrel Direbrand is a decent hitter (1 attack less than Gunnar or a Warqueen) and maintains Toughness 4, but in addition, for a Triple, he can score hits on a 3+ (basically ignoring enemy Toughness) and if favoured (easy with his profile), can even score critical hits on a 5+.
Nadja brisée is the only wizard in the warband with the classic 3″-7″ attack for 3/6 damage but at a poor Strength 2. In melee she is even worse, so the main reason to take her is her ranged ability which, for a Triple, allows to do half the ability’s value damage on each 4+ rolled out of 6 dice (or 9 if she is favoured).
Capacités pour le groupe de guerre de Darkoath
- Serment de meurtre (double, tout le monde sauf Wilderfiend) : Ce combattant devient oathed jusqu'à ce qu'il abatte un combattant ennemi. Il devient alors favorisé pour le reste de la bataille et obtient un Double de valeur 1.
- Attaquant rapide (Double, tous les Fellriders avec Javelot) : Après avoir engagé un ennemi, effectuez une attaque à distance bonus contre un ennemi engagé. Si elle est favorisée, ajoutez jusqu'à 6 aux dégâts alloués par chaque coup et coup critique de l'action bonus.
- Ténacité du raider (double, champion de Fellrider avec hache et Fellrider de Darkoath) : Soigne jusqu'à 3 (ou 6 si favorisé) points de dégâts.
- Chef de guerre (triple, tous les chefs) : Choisissez un combattant dans un rayon de 6″ qui n'a pas été activé pour l'activer immédiatement après. Ce combattant (et 2 autres si le chef était favorisé) peut activer Une présence inspirante sans utiliser de dés pendant leur tour.
- Rallier les tribus (Triple, Warqueen) : Chaque Maraudeur Darkoath dans un rayon de 6″ effectue une action de mouvement bonus, et si la Warqueen est favorisée, ils comptent +1 lorsqu'ils contestent des objectifs.
- Patron de l'œil des ténèbres (Quad, Wilderfiend) : Un autre Darkoath dans un rayon de 6″ peut être activé immédiatement après. Un ennemi situé dans un rayon de 6″ reçoit jusqu'à 3 points de dégâts pour chaque 4+ sur 6 obtenu au dé. Le sauvageon obtient +2 attaques sur les actions de mêlée.
Capacités de Brand liées à l'Oath
- Sculpter un chemin vers la gloire (Triple, Gunnar Brand) : Ajoutez jusqu'à 3 (ou 6 si vous êtes favorisé) au nombre d'attaques en mêlée.
- Uncanny Shot (Triple, marque Singri) : Ajoutez jusqu'à 3 (ou 6 si vous êtes favorisé ou si vous ciblez un ennemi engagé avec Gunnar) au nombre d'attaques dans les actions à distance.
- Fureur de la reine de guerre (Triple, Warqueen Tanari) : Effectue une action d'attaque bonus contre chaque ennemi situé dans un rayon de 1″ (ou 3″ si elle est favorisée, dans ce cas sa portée est augmentée à 3″).
- Mort flétrissante (Triple, Nadja brisée) : Alloue jusqu'à 3 points de dégâts pour chaque 4+ obtenu contre un ennemi situé dans un rayon de 9″ après avoir lancé 6 dés (ou 9 s'il est favorisé).
- Grèves des démolisseurs (TripleDendrel Direbrand) : Pour cette activation, il obtient des touches sur 3+ et, s'il est favorisé, des touches critiques sur 5+.
Réaction pour le Warband de Darkoath
Introduit dans la nouvelle saison de Warcry, Réactions sont des choses qui peuvent être faites dans certaines circonstances, mais toujours pendant le tour de l'ennemi. Elles coûtent une action et ne peuvent donc être utilisées que par les combattants qui n'ont pas encore été activés ou qui attendent. Il existe 3 réactions universelles et une réaction spécifique à chaque groupe de combat :
Mort glorieuse (Tout le monde sauf Wilderfiend)
- Quand: Une action d'attaque en mêlée infligerait suffisamment de dégâts pour abattre ce combattant.
- Quoi ? Obtenez un Double avec la valeur 1, si c'est un Héros obtenez un Triple à la place ou si c'est un favori un Quad.
Strategy and Tactics for the Darkoath Warband
The Darkoath warband is an interesting warband with a thematic variation on the oath system already introduced in the Darkoath Savagers. They still need to kill someone, but this time they declare their oath any time before killing an opponent and they become favourite as soon as the Oath of Murder is completed.
This is extremely thematic, as these barbarian tribes will swarm the battlefield swearing to the Dark Gods to slaughter in their name, and, as every time a fighter becomes favoured it obtains a Double 1, it will encourage another fighter to raise his oath. And should a fighter die without having activated, as a reaction they can donate to the cause a Double, Triple (if they were a hero) or even a Quad (if they were favoured).
But why would you need more abilities and why oaths are important? Many fighters have access to a specific ability, but if they are favoured, they get a greater buff. For example, the Warqueen, which is also our favourite leader for her survivability, damage potential and cost, has access to Rally the Tribe, which normally allows Marauders within 6″ to perform a bonus move for a Triple. But if the Warqueen is favoured, all Marauders double their value when contesting objectives, so now 1 puny Marauder may take over an objective from a mighty Stormcast.
The second choice for leader has to go to the Darkoath Chieftain. He is a great support guy (lower Toughness but decent damage potential) and his Triple, Warleader, is another excellent example of why you need to make your leaders favourite as soon as possible. Usable by both Chieftains, it allow to chain-activate several fighters reducing opponent’s interaction.
How does it work practically? Let’s assume that you have a Chieftain, 2 heroes (a Warqueen and a Marauder Champion) and another Marauder within 6″ of the Chieftain. If he completes his oath and becomes favourite, he can pick the Marauder to act immediately after him, then pick the Warqueen and the Marauder Champion so that in their turn they can activate Une présence inspirante without the need of using dice. In this case, each of the 3 heroes will always be followed by another fighter, activating 6 fighters in 3 turns.
Or, should you not have that many heroes, or want to chain activate faster, you can have the Chieftain pick a Warqueen and the Warqueen can pick another fighter immediately after her for 3 activations in a row.
Aside from these two leaders and their combos, the Marauders are a good cheap infantry, with Toughness 4 and a number of attacks, but they don’t have any specific ability, and can’t really take advantage of the favoured status (except to die giving a Quad to a better fighter). The Fellriders have Toughness 3, making them an extremely fragile scouting unit. In that sense, much better the one with Javelins, at least can still attack while keeping the distance.
For this reason, you’ll need a damage dealer. It is extremely expensive, but you can’t really go on the battlefield without the sacred Wilderfiend to protect your tribe. Massive beast, with great defence and excellent attacks, has also access to the only Quad of the warband, the one you will want your favoured fighters to sacrifice for. Aside the chain activation with another friendly fighter and the random damage to an opponent, a Wilderfiend with 8 attacks per action at Strength 5 can take down a Stormcast Eternal in one activation!
So this leaves us Brand’s Oathbound. If you can manage to include them in your narrative, or you are not particularly interested on that aspect, Singri is better than 2 Fellriders but has a greater synergy with Gunnar, who is an ok Warqueen (but with lower Toughness). If you give up a Wilderfiend, then Dendrel is a decent replacement and is not a beast.
You can, of course, play with the entire Oathbound and still have some spare points for some Marauders, it really depends on the narrative you are building. Remember
Whichever way you go, Darkoath is a fun re-interpretation of the oath system already saw in the Savagers. They have a great Spearhead box which allows to play them also in the Spearhead format and is a lot of fun, and provides incidentally 2 Warcry warbands! All you would need is a Wilderfiend and, if you are a completionist, the Brand’s Oathbound box and the 2 Chieftains.
Avantages et inconvénients du groupe de guerre de Darkoath
Pour :
+ Capacités thématiques intéressantes
+ Facile à collecter pour une armée patrimoniale
Cons :
- Faible attaque à distance
- Mobilité limitée
Some thematic warbands for the Darkoath
Pour le plaisir, nous vous présentons ici quelques groupes de guerre thématiques, davantage destinés à l'amusement ou au contexte narratif qu'au jeu compétitif. Notez que dans le jeu narratif, vous devez accomplir une quête qui vous permet de recruter un Héros avant de pouvoir l'ajouter à votre liste.
Sorti de la boîte : from the Spearhead box, Darkoath Warqueen, 3 Darkoath Fellriders with Javelin, 3 Darkoath Marauders with Spear, 3 Darkoath Marauders (if you squeeze in a Wilderfiend from another box you can replace 1 of each troop for its place).
Gunnar and his merry band: Gunnar, Singri, Nadja, Dendrel, 3 Darkoath Marauders with Spear, 3 Darkoath Marauders (if you want Tanari you can replace 1 Marauder each).

How to buy a Darkoath Warband
The best way to start a Darkoath warband is through the Darkoath Raiders Spearhead box (£87.5) which incidentally is also a good way to purchase another Darkoath warband, the Savagers. This box contains a Darkoath Warqueen, 5 Darkoath Fellriders, 10 Darkoath Maruaders, and indeed a box of Darkoath Savagers.
All the models are available in individual boxes as well:
- Darkoath Chieftain on Warsteed (£31.5)
- Darkoath Warqueen (£24)
- Darkoath Chieftain (£20)
- Darkoath Wilderfiend (£37)
- Darkoath Fellriders (5 models for £40, only a single Champion)
- Darkoath Marauders (10 models for £34, only a single Champion)
- Brand’s Oathbound (£47.5)
Tips on painting a Darkoath Warband for Warcry
Darkoath are are classic barbarians and can be painted however you prefer. Warhammer Community has an old video on how to paint the Darkoath Warqueen, the predecessor of all Darkoath barbarians.
Skin tones and their textures, are perfect for contrast paints and Warhipster presents his take on a series of videos, starting with the Marauders, which can be used as base sample, tandis que le Fellriders expand on the horses component and concludes with a Wilderfiend.
You can also check our recommendations on how to paint Darkoath Savagers.