Slaves to Darkness – Abraxia, Spear of the Everchosen

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SLAVES TO DARKNESS WARSCROLL
Abraxia
Spear of the Everchosen
10"
14
3+
5
Once a whelp in the Varanspire’s fighting pits, Abraxia has risen to command the Swords of Chaos – the infamous First Circle of the Varanguard. She is a warrior of matchless willpower, convinced that there is no challenge she cannot best through bloody-minded grit. To Abraxia, Chaos represents a state of perpetual testing rather than being embodied in four insane gods. Such an anti-deific attitude pleases Archaon, who offers Abraxia that rarest of boons – a measure of his trust. In her conquest of the Sigmarite city of the Phoenicium, Abraxia consumed the sacred fire at the bastion’s heart. Cinder now flickers when she speaks, while in her eyes rages a tortured and captive flame. Abraxia rides to war atop a reptilian beast known as the Thanatorg. This ferocious creature once lurked in the depths of the Eightpoints, and its blood is highly corrosive. Her symbol of office, however, is undeniably the spear known as Gorbolga the Accurs’d. Wrought from Varanite, Gorbolga can induce rampant, flesh-twisting mutation in those nearby, much to Abraxia’s dark amusement. Yet it requires an unbending conviction to control the spear – and even the slightest lapse can see it rebel, as the Grand Marshal’s twin horns ably testify.
SLAVES TO DARKNESS WARSCROLL
Abraxia
Spear of the Everchosen
MELEE WEAPONS
AtkHitWndRndDmg
Gorbolga [Anti-HERO (+1 Rend), Charge (+1 Damage)]
Gorbolga
Anti-HERO (+1 Rend), Charge (+1 Damage)
53+3+22
The Thanatorg’s Claws and Fangs [Companion]
The Thanatorg’s Claws and Fangs
Companion
64+3+12
BATTLE PROFILE

Unit Size: 1      Points: 360
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Ruinous Champion, Any SLAVES TO DARKNESS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of Gorbolga is 3.

Passive
WARLORD OF THE FIRST CIRCLE: Abraxia commands the Swords of Chaos with relentless brutality.

Effect: If a friendly Varanguard unit uses the ‘Relentless Killers’ ability while it is wholly within 12" of this unit, that unit does not have STRIKE-LAST as a result of that ability.

Once Per Turn (Army), Any Combat Phase
ROAR OF DOMINATION: The Thanatorg is quick to put potential usurpers of Abraxia’s power in their place.

Declare: Pick an enemy HERO in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from the Attacks characteristic of the target’s melee weapons for the rest of the turn.
KEYWORDSRAMPAGE

Passive
BLOOD OF MOLTEN VARANITE: Any who wound the Thanatorg risk being splashed by its highly mutative blood.

Effect: Roll a dice each time a damage point inflicted by a combat attack is allocated to this unit. On a 4+, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Any Combat Phase
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…

Effect: If this unit is in combat, roll a dice and apply the corresponding effect:

1Uncontrollable Power: Allocate 1 damage point to this unit.
2The Spear Slumbers: No effect.
3-5White-hot Varanite: Add 1 to the Damage characteristic of this unit’s Gorbolga for the rest of the turn.
6Rampant Mutation: The effect of ‘White-hot Varanite’ applies and this unit’s Gorbolga has Crit (Mortal) for the rest of the turn.

KEYWORDS
UNIQUE, HERO, MONSTER, WARD (5+)
CHAOS, SLAVES TO DARKNESS, UNDIVIDED, WARRIORS OF CHAOS
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
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Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
Those HEROES can join an eligible regiment as a Ruinous Champion.

Infantry Hero
Cavalry Hero
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.

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
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.
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.
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
© Vyacheslav Maltsev 2013-2024