Slaves to Darkness – Gunnar Brand

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SLAVES TO DARKNESS WARSCROLL
Gunnar Brand
5"
6
5+
2
Gunnar Brand is a legend amongst the Darkoath tribes of the eastern Great Parch. His warrior skills, coarse charisma and raw grit have seen him emerge triumphant against seemingly impossible odds time and again. Many whisper that Gunnar’s father made a deal with a daemon and that the gods have their gaze upon him. Gunnar himself accedes to this, but with an innate bitterness. Though he swears oaths in exchange for the power to protect his tribe, Gunnar privately despises the gods, believing that their influence over mortals amounts to nothing less than tyranny. Those who abandon their humanity to court their attention are foul to him – including his own brother, Jorvik, with whom he clashed after discovering the former chieftain offering sacrifices of their own tribal kin. It is not only the dark powers that Gunnar takes umbrage with. Sigmar is a false god also, and many times have the Brands and their allies fought the God-King’s people. Yet he reserves the greatest of his scorn for the Skaven, whose schemes destroyed much of his homeland. Gunnar now leads a swelling tribal horde against both ratmen and Dawners intent on reclamation, treading a perilous path along the edge of damnation.
SLAVES TO DARKNESS WARSCROLL
Gunnar Brand
MELEE WEAPONS
AtkHitWndRndDmg
Dual Axes [Crit (Mortal)]
Dual Axes
Crit (Mortal)
104+3+11
BATTLE PROFILE

Unit Size: 1      Points: 270
Base size: 32mm
Can be reinforced: No
Regiment Options: Singri Brand (required), The Oathsworn Kin (required), Any DARKOATH

Any Combat Phase
CARVE A PATH TO GLORY: Ruthless in battle, Gunnar Brand closes in on the enemy’s champions, claiming skulls and earning glory with each swing of his axes.

Declare: This unit can only use this ability if it is in combat with an enemy HERO.

Effect: This unit can use 2 FIGHT abilities this phase. After the first is used, however, this unit has STRIKE-LAST for the rest of the turn. This unit can only use the second FIGHT ability if it is in combat with an enemy HERO, and if it does so, it must pick an enemy HERO to be the target of all of its attacks.

Once Per Battle, End of Any Turn
OATH OF BLOODSHED: Though he is contemptuous of the gods, Gunnar is still Darkoath; he is not so foolish as to reject their boons should they seek to reward his murder-making.

Declare: This unit can only use this ability if any enemy HEROES were slain by this unit’s combat attacks this turn.

Effect: Friendly GUNNAR’S OATHSWORN units have WARD (4+) for the rest of the battle.

KEYWORDS
UNIQUE, HERO, INFANTRY
CHAOS, SLAVES TO DARKNESS, UNDIVIDED, DARKOATH, GUNNAR’S OATHSWORN
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).
Army List
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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.

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.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.

The GUNNAR’S OATHSWORN keyword is used in the following Slaves to Darkness warscrolls:

The GUNNAR’S OATHSWORN keyword is used in the following Slaves to Darkness warscrolls:

© Vyacheslav Maltsev 2013-2024