Cities of Sigmar – Doralia ven Denst

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5"
5
4+
8
WARSCROLL

Doralia ven Denst

Despite her youth, Doralia ven Denst is a renowned agent of the Order of Azyr. Not only a hunter of witches and warlocks, she is a specialist in dispelling the endless spells they unleash, banishing them with consecrated blade and crossbow bolt alike.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Anti-thaumic Crossbow
Anti-thaumic Crossbow24"23+3+-22
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Consecrated Blade
Consecrated Blade1"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: None
Base size: 28.5mm
Notes: Single, Unique. Doralia ven Denst and Galen ven Denst units must be taken as a set. Although taken as a set, each is a separate unit.

Doralia ven Denst is armed with an Anti-thaumic Crossbow and Consecrated Blade

Grim Resolve: Witch hunters are tenacious opponents, ignoring the pain of wounds that would fell a lesser person.
This unit has a ward of 5+.

Weapons of Banishment: Inscribed with the holy writ of Sigmar and inlaid with nullstone and silver, Doralia’s anti-thaumic crossbow bolts and consecrated blade are anathema to spellcasters and their works, banishing all forms of arcane energy in a flash.
Double the Damage characteristic of an attack made with this model’s weapons if the target ofthat attack is a WIZARD or DAEMON. In addition, when this model fights or shoots, you can choose an endless spell to be the target of any of its attacks. If you do so, roll a dice to see if that attack scores a hit. If it does, do not make a wound or save roll. Instead, roll 2D6. Ifthe roll is greater than the casting value of that endless spell, that endless spell is dispelled.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, ORDER OF AZYR, HERO, DORALIA VEN DENST
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

The ORDER keyword is used in the following Cities of Sigmar warscrolls:

The CITIES OF SIGMAR keyword is used in the following Cities of Sigmar warscrolls:

Army List
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14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.

The ORDER OF AZYR keyword is used in the following Cities of Sigmar warscrolls:

Leader
None
© Vyacheslav Maltsev 2013-2024