Cities of Sigmar – Galen ven Denst

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CITIES OF SIGMAR WARSCROLL
Galen ven Denst
5"
5
4+
2
As an agent of Azyr, Galen ven Denst has executed hundreds of Chaos cultists and living dead over the course of his career. He often fights alongside his daughter and fellow agent Doralia, whose engraved bolts cover him with pinpoint accuracy as he surges forward with blade in hand. His stoicism and agility is impressive, his skill with spell-banishing pistol and runic broadsword all the more so. With silver stakes and bullets engraved with nullstone maxims, Galen is an expert in destroying the incorporeal. From spellcasters and shamans to daemons and spectres, his weapons are anathema to magic and can dispel arcane energy in a flash. His weapons, of course, would be useless without the skill of the man behind them. Galen’s careworn face belies decades of experience destroying Sigmar’s foes. He is a decisive and tenacious hunter, capable of ignoring even grievous wounds when a hunt needs concluding. Having faced some of the darkest creatures of the Mortal Realms, there is very little that he is afraid of, and when threatened, Galen will always protect his daughter first. Having mentored her and enabled her to flourish into the steel-hearted sharpshooter she has become, he remains her devoted guardian above all else.
CITIES OF SIGMAR WARSCROLL
Galen ven Denst
RANGED WEAPONS
RngAtkHitWndRndDmg
Spell-banishing Pistol [Shoot in Combat]
Spell-banishing Pistol
Shoot in Combat
10"33+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Runic Broadsword [Anti-WIZARD (+1 Rend)]
Runic Broadsword
Anti-WIZARD (+1 Rend)
43+4+12
BATTLE PROFILE

Unit Size: 1      Points: 210
Base size: 28.5mm
Can be reinforced: No
Regiment Options: Doralia ven Denst (required), Any HUMAN INFANTRY

Passive
WEAPONS OF BANISHMENT: Inscribed with the holy writ of Sigmar and inlaid with nullstone and silver, the weapons of the Ven Densts are anathema to spellcasters and their works, banishing all forms of arcane energy in a flash.

Effect: Double the Damage characteristic of this unit’s weapons for attacks that target WIZARDS, PRIESTS and MANIFESTATIONS.

Passive
GUARDIAN AND MENTOR: When faced with an imminent threat, Galen will protect his daughter at all costs.

Effect: While a friendly Doralia ven Denst is wholly within this unit’s combat range, this unit has STRIKE-FIRST and both this unit and that Doralia ven Denst have WARD (5+).

KEYWORDS
UNIQUE, HERO, INFANTRY
ORDER, CITIES OF SIGMAR, HUMAN

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Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
© Vyacheslav Maltsev 2013-2024