The Collective of Varyag the Sainted

(Unit)
Type:

model

Category:

Characters

Categories:

Wizard, Wizard Master, Gates of the Netherworld, ⟨Hgt:5⟩, ⟨Character⟩, Gates of the Netherworld or Necromancer or The Collective of Varyag the Sainted, Characters

LinkId:

6987-83ef-eed4-6b9c

Hidden:

false

Costs: 600 pts

Constraints:

max(roster): 1
Options (2)
Path:
Weapon:

Profiles:

Global AdvMarDisRsr
The Collective of Varyag the Sainted (Global)

7

7

8

1

Coven of Skulls, Ever Growing, Awaken (Skeletons, Zombies), Autonomous, Fearless, Undead, Unstable, Solitary, Terror, Horror, Gates of the Netherworld, Wizard Master

Defensive HPDefResArmAegRules
The Collective of Varyag the Sainted (Defensive)

8

3

5

1

Regeneration (4+)

Offensive AttOffStrAPAgiTags
The Collective of Varyag the Sainted

5

3

5

2

3

Greater Lich

Stomp Attack (D6), Cacophony of Suffering

Size HeightTypeBaseRarity
The Collective of Varyag the Sainted (Size)

5

Greater Lich

100×150

Legendary

Rule
Coven of Skulls:

When the Collective of Varyag casts Arise! (Hereditary Spell), they may choose to set the spell’s Range to 6" and give it the Type: Aura. This choice is declared when choosing targets.

Ever Growing:

Whenever the Collective of Varyag is the target of Arise! (Hereditary Spell), they can Raise Health Points above their number of starting Health Points, to a maximum of twice their starting Health Points.

Awaken:

The model can Raise Health Points above a unit’s starting size for the units stated within brackets (X). However, units cannot be increased beyond twice their starting size or beyond the unmodified maximum unit size (that is printed in their unit entry). A unit’s starting size is the size of the unit as written on the Army List or the size of the unit when it is Summoned.

Autonomous:

Units entirely with Autonomous may perform March Moves as normal despite being Undead, even when outside the range of Commanding Presence of any friendly models.

Fearless:

A unit containing Fearless automatically passes Panic Tests, cannot choose Flee! as a Charge Reaction (unless it is already Shaken, or the entire unit has Feigned Flight).
In addition it ignores the effects of Horror.

Undead:

Units containing Undead can perform March Moves only if they benefit from a friendly model’s Commanding Presence. For this purpose, any Reform Move exceeding a unit’s Mobility count as a March Move.
Moreover, models with Undead have an additional characteristic called Resurrect (Rsr) on their statline, which can interact with some other game effects.

Unstable:

Whenever a unit entirely with Unstable would take a Break Test, it suffers instead a number of Health Point losses equal to the amount by which the Combat was lost (with no saves of any kind allowed). These Health Point losses are first allocated towards Rank-and-File models, and once enough Health Points losses are suffered to remove all Rank-and-File models, any remaining Health Point losses are allocated by the owner towards Attachable Models, as evenly as possible. Those Health Point losses can be reduced in the following ways:
  • If the unit contains Stubborn, the Health Point losses are halved, rounding fractions up.
  • If the unit is affected by Beacon of Courage, the Health Point losses are reduced by 1.
  • If the unit is Steady while affected by Beacon of Courage, the Health Point losses are reduced by an additional 1.
  • If the unit is Solid while affected by Beacon of Courage, the Health Point losses are reduced by an additional 1. I.e. a unit that is affected by Beacon of Courage while also being Steadfast reduces its Health Point losses by a total of 3.
Attachable Models with Unstable can only join units containing Unstable, and units containing Unstable can only be joined by Attachable Models with Unstable.

Solitary:

Units containing Solitary can never join other units, and can never be joined by other models.
Note: if a model has both Solitary and Attached, it cannot be Deployed and is therefore considered a casualty.

Terror:

When a unit containing Terror declares a Charge in the Charge Phase, the target must take a Panic Test. If the test is failed, the unit must choose Flee! as its Charge Reaction if allowed to do so (e.g. not already Engaged in Combat, etc.).
Units containing Terror are themselves immune to the effects of Terror.

Horror:

Flee Moves from enemy units made in the following situations gain two instances of Minimised:
  • Flee! Charge Reactions declared when Charged by a unit containing Horror (Flee! Charge Reactions declared when later Charged by other units are unaffected).
  • Breaking from Combat while in contact with one or more units containing Horror. Remember that units containing Fearless are unaffected by this rule.

Gates of the Netherworld:

Uncommon. Must include at least 1.
  • If the model has chosen Evocation as its Path of Magic : whenever the model successfully casts the Hereditary Spell, all targets of the spell are considered to have +1 Rsr.
  • If the model has chosen a different path than Evocation as its Path of Magic : the model knows the Apprentice Spell (#1) in Evocation in addition to its other spells.

Wizard Master:

The model becomes a Wizard, gains Channel (2) and knows 5 different Learned Spells, chosen from the Apprentice Spell, the Adept, and Master Spells (#1#6) of the Magic Path it has chosen.
It may Swap Spells during Pre-game Selections. See the Battle Preparation chapter for details.

Regeneration:

Regeneration is a Special Save, with a value indicated in brackets (X).
If X is given as a modifier and with a maximum value (e.g. +2), the model gains this as a modifier to all its Regeneration Special Save rolls, which can never be increased to rolls better than 3+. If the model does not have Regeneration, it instead gains Regeneration (7 X+). For example, a model without Regeneration that gains Regeneration (+2) will gain Regeneration (5+).
Note that Regeneration Saves cannot be taken against attacks with Flaming Attacks, nor against attacks with Lethal Strike that roll a ‘6’ to wound.

Attack Attribute
Stomp Attack:

A model part with Stomp Attack can make a Special Attack which is resolved at Agility Step 0, can only be allocated towards a Health Pool of Height 0–1, and inflicts X hits, using the model part’s Strength, Armour Penetration and Attack Attributes, but not Weapons. If more than one model part of a combined model has Stomp Attack, only a single model part (chosen by the model’s owner) can perform its Stomp Attack in each Round of Combat.

Ranged Weapon AimRangeShotsStrAP
Cacophony of Suffering

12"

HP/2

*

10

Automatic Hits, Unmodifiable, March and Shoot, * To-wound-rolls are set to 5+, Stand and Shoot, Half of Varyag’s HP, rounded up

Melee Weapon
Hand Weapon:

During Combat Choices a model part can only choose a Hand Weapon if it has no other options, or is a Weapon Master.
Models with a Shield using a Hand Weapon gain Parry.
All model parts without Innate Weapons come equipped with a Hand Weapon as their default equipment and cannot lose it.

Modifiers:

remove category ⟨Hgt:5⟩
1+ selections of ⟨mount⟩ in The Collective of Varyag the Sainted (recursive)
Used By (1)
Vampire Covenant(Catalogue)

Building an army? Create, validate and share your list with New Recruit, army builder for The 9th Age and many more games.

Try the builder