Slaves to Darkness – Varanguard

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SLAVES TO DARKNESS WARSCROLL
Varanguard
10"
5
3+
2
Perhaps one in a thousand champions will prove worthy enough to number amongst the Varanguard – Archaon’s elite, the Knights of Ruin. These are the most feared of the Everchosen’s servants, each a lord of Chaos in their own right. To join their ranks, one must first receive the Call of Archaon. The form of this omen varies: the champion may glimpse the Everchosen’s mark amidst an inferno, or spraying blood may form a silhouette of their would-be master’s crown. They must then travel to the Varanspire, Archaon’s dread fortress, while undergoing grim and bespoke labours that push each aspirant beyond the former limits of their strength and loyalty to the Three-Eyed King. Few survive, but those who do are mightily empowered, rewarded with a daemonic steed and formed into warbands that crush enemies beneath stampedes of fury and iron. The Varanguard are divided into Eight Circles, each of which possesses its own sanctums within the Varanspire and serves Archaon in a different fashion. Many still bear the marks and boons of the gods they once served, though loyalty to the Everchosen has – in theory – come to supplant all. Few servants of Chaos would defy a Varanguard, for they speak with their master’s voice, and they would wield their runeblades until the stars themselves turned cold if he demanded it of them.
SLAVES TO DARKNESS WARSCROLL
Varanguard
MELEE WEAPONS
AtkHitWndRndDmg
Daemonforged Blades [Crit (Mortal), Charge (+1 Damage)]
Daemonforged Blades
Crit (Mortal), Charge (+1 Damage)
33+3+22
Steed’s Tearing Fangs [Companion]
Steed’s Tearing Fangs
Companion
34+3+11
BATTLE PROFILE

Unit Size: 3      Points: 320
Base size: 75 × 42mm
Can be reinforced: Yes

MARK OF CHAOS
During army composition, pick 1 of the following keywords for this unit:
  • UNDIVIDED
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH

Once Per Battle, Any Combat Phase
RELENTLESS KILLERS: The Varanguard have slaughtered foes beyond counting, butchering their way across the battlefields of the Mortal Realms without mercy.

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.

KEYWORDS
CAVALRY
CHAOS, SLAVES TO DARKNESS, 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).

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


- Archaon receive Mark of Chaos keyword during deployment.
- This unit receive Mark of Chaos keyword during army composition.

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


- Archaon receive Mark of Chaos keyword during deployment.
- This unit receive Mark of Chaos keyword during army composition.
- This sorcerer unit receive Mark of Chaos keyword during army composition.

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


- Archaon receive Mark of Chaos keyword during deployment.
- This unit receive Mark of Chaos keyword during army composition.
- This sorcerer unit receive Mark of Chaos keyword during army composition.

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


- Archaon receive Mark of Chaos keyword during deployment.
- This unit receive Mark of Chaos keyword during army composition.
- This sorcerer unit receive Mark of Chaos keyword during army composition.
Army List
Warscrolls collated

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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’).
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