Slaves to Darkness – Abraxia, Spear of the Everchosen

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Abraxia, Spear of the Everchosen

Abraxia is living proof of the rewards that await those who triumph on the Path to Glory, one who rose from nothing to command a reality-shattering horde. Believing that total victory is her destiny, she commands the Everchosen’s elite, wielding her cursed spear to annihilate all opposition.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Vorpal Claws and Fangs
Vorpal Claws and Fangs1"64+3+-1D3

Unit Size: 1      Points: 260
Battlefield Role: Leader
Notes: Single, Unique

Abraxia, Spear of the Everchosen, is armed with Gorbolga.

MOUNT: This unit’s mount, the Thanatorg, is armed with Vorpal Claws and Fangs.

Warlord of the First Circle: Abraxia commands the Swords of Chaos with relentless brutality.
This unit can issue the same command up to 3 times in the same phase. If it does so, each command must be received by a friendly VARANGUARD unit. No command point is spent the second and third times this unit issues that command in that phase.

Blood of Molten Varanite: Any who wound the Thanatorg risk being splashed by its highly mutative blood.
Roll a dice each time a wound caused by an attack made with a melee weapon is allocated to this unit. On a 4+, the attacking unit suffers 1 mortal wound.

Warpsteel Shield: The most blasphemous of runes are inscribed upon the shields of the Varanguard, warding them from the most powerful of attacks.
This unit has a ward of 4+ against mortal wounds.

Gorbolga the Accurs’d: A ‘gift’ from the Everchosen, Gorbolga is a varanite spear that carries a potent mutative curse – but should its wielder’s will slip, they too will learn of its hunger…
At the start of the combat phase, if this unit is within 3" of any enemy units, roll a dice and look up the effect on the table below:

1Uncontrollable Power: This unit suffers 1 mortal wound.
2-3The Spear Slumbers: No effect.
4-5White-hot Varanite: Add 1 to the Damage characteristic of this unit’s Gorbolga until the end of the phase.
6Rampant Mutation: The effect of ‘White-hot Varanite’ applies (see above). In addition, until the end of the phase, for each unmodified hit roll of 6 for an attack made with this unit’s Gorbolga, after all of this unit’s attacks have been resolved, you can pick 1 enemy unit within 6" of this unit to suffer D3 mortal wounds.

Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

The CHAOS keyword is used in the following Slaves to Darkness warscrolls:

The SLAVES TO DARKNESS keyword is used in the following Slaves to Darkness 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.
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.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

The CHAOS LORD keyword is used in the following Slaves to Darkness warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2024