Cities of SigmarBlack Ark Fleetmaster
6"
5
4+
7
WARSCROLL

Black Ark Fleetmaster

Fleetmasters are rulers of the high seas, Corsair lords who command the marauding Black Arks of the Scourge Privateers. Peerless swordfighters,they delight in seeking out worthy foes against whom to test their skill.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Black Ark Cutlass
Black Ark Cutlass1"33+4+-1
Murder Hook
Murder Hook1"24+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 60
Battlefield Role: Leader

DESCRIPTION

A Black Ark Fleetmaster is a single model armed with a Black Ark Cutlass and Murder Hook.

ABILITIES

Murderous Swashbuckler: Fleetmasters are master duellists who carve their foes apart one graceful strike at a time.
If the unmodified hit roll for an attack made with a Black Ark Cutlass is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

Sea Dragon Cloak: These cloaks of scaly hide protect the bearer from arrows and other projectiles.
Add 1 to save rolls for attacks made with missile weapons that target this model.

COMMAND ABILITIES

At Them,You Curs!: Under the command of their captain, Scourge Corsairs slaughter the enemy without mercy.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly SCOURGE PRIVATEERS unit wholly within 12" of a friendly HERO with this command ability. Add 1 to the Attacks characteristic of that unit’s melee weapons until the end of that phase. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, SCOURGE PRIVATEERS, HERO, BLACK ARK FLEETMASTER
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

The SCOURGE PRIVATEERS keyword is used in following Cities of Sigmar warscrolls:

None
Leader
Behemoth
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2020