Cities of Sigmar – Galen ven Denst
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WARSCROLL

Galen ven Denst

As an agent of Azyr, Galen ven Denst has executed hundreds of Chaos cultists and living dead over the course of his career. His stoicism and agility is impressive, his skill with spell-banishing pistol and runic broadsword all the more so.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pistol
Pistol9"33+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Broadsword
Broadsword1"63+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 115
Battlefield Role: Leader
Base size: 28mm
Notes: Single

DESCRIPTION

Galen ven Denst is a named character that is a single model. He is armed with a Pistol and Broadsword.

ABILITIES

Grim Resolve: Witch hunters are tenacious opponents, ignoring the pain of wounds that would fell a lesser person.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+, that wound or mortal wound is negated.

Agile Opponent: Galen is always on the move, fighting with the utmost balance and surety.
This model can retreat and still shoot and/or charge in the same turn.

Weapons of Banishment: Inlaid with nullstone and silver, Galen’s pistol shot and broadsword 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 of that 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. If the roll is greater than the casting value of that endless spell, that endless spell is dispelled.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, HERO, WITCH HUNTER, GALEN VEN DENST
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
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).
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 WITCH HUNTER keyword is used in the following Cities of Sigmar warscrolls:

Leader
Army List
Warscrolls collated
Faction Rules
• Allies
© Vyacheslav Maltsev 2013-2021