Slaves to Darkness – Varanguard

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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 WoundTo WndRendDamageDmg
Ensorcelled Weapon
Ensorcelled Weapon1"53+3+-12
Fellspear
Fellspear2"33+3+-22
Daemonforged Blade
Daemonforged Blade1"33+3+-2D3
Tearing Fangs
Tearing Fangs1"34+3+-11
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 280
Battlefield Role: None
Base size: 75 x 42mm
Notes: Battleline in a Host of the Everchosen army and a Knights of the Empty Throne army

Each model in a Varanguard unit is armed with 1 of the following weapon options: Ensorcelled Weapon; Fellspear; or Daemonforged Blade. Models in the unit can each be armed with a different weapon option.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Bloodmarked Warband
 • Fatesworn Warband
 • Overlords of Chaos
 • Plaguetouched Warband
 • Pleasurebound Warband

ELITE: Models in this unit can issue commands to their own unit.

MOUNT: This unit’s Mutated Steeds are armed with Tearing Fangs.

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.

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 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.

KEYWORDS
CHAOS, SLAVES TO DARKNESS, MARK OF CHAOS, MORTAL, VARANGUARD
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
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
Warscrolls collated

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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.
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).
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).
© Vyacheslav Maltsev 2013-2024