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Slaves to DarknessVaranguard
10"
5
3+
9
WARSCROLL

Varanguard

Each of the Varanguard is a mighty champion who has passed the many tests set for them by Archaon and sworn themselves to his service. Riding atop their hulking steeds, these lords of darkness bring inescapable death to the Everchosen’s enemies.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Ensorcelled Weapon1"63+3+-11
Fellspear2"33+4+-12
Daemonforged Blade1"33+3+-1D3
Tearing Fangs1"34+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 300
Battlefield Role: None
Notes: Battleline in Slaves to Darkness army if all units are HOST OF THE EVERCHOSEN

DESCRIPTION

A unit of Varanguard has any number of models. The unit is armed with one of the following weapon options: Ensorcelled Weapon and Warpsteel Shield; Fellspear and Warpsteel Shield; or Daemonforged Blade and Warpsteel Shield.

MOUNT: This unit’s Mutated Steeds attack with their Tearing Fangs.

MARK OF CHAOS: When you select this unit to be part of your army, you must give it one of the following Mark of Chaos keywords: KHORNE, NURGLE, SLAANESH, TZEENTCH or UNDIVIDED.

ABILITIES

Daemonbound: Weapons that contain the essence of a daemon are capable of swiftly devouring an enemy’s soul.
If the unmodified hit roll for an attack made with a Daemonforged Blade is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Favoured of the Everchosen: When the Varanguard ride to war alongside their dark master they are truly formidable.
Add 1 to hit rolls for attacks made with melee weapons by this unit (excluding those of its mounts) if ARCHAON is in your army and on the battlefield.

Impaling Charge: Varanguard armed with Fellspears are utterly deadly on the charge, their weapons lowered to skewer the enemy upon their vicious points.
Add 1 to wound rolls for attacks made with this unit’s Fellspears and improve the Rend characteristic of this unit’s Fellspears by 1 if it made a charge move in the same turn.

Relentless Killers: The Varanguard have slaughtered foes beyond counting, butchering their way across the battlefields of the Mortal Realms without mercy.
Once per battle, in the combat phase, after this unit has fought in that phase for the first time, when it is your turn to pick a unit to fight, this unit can be picked to fight for a second time if it is within 3" of any enemy units.

Warpsteel Shields: The great shields carried by the Varanguard provide protection against even the most potent magical attacks.
Each time this unit is affected by a spell or endless spell, you can roll a dice. If you do so, on a 5+, ignore the effects of that spell or endless spell on this unit.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, EVERCHOSEN, MARK OF CHAOS, VARANGUARD
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.

The ARCHAON keyword is used in following Slaves to Darkness warscrolls:

Leader, Behemoth
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.

The EVERCHOSEN keyword is used in following Slaves to Darkness warscrolls:

None
Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2020