Cities of SigmarDemigryph Knights
10"
4
3+
6
WARSCROLL

Demigryph Knights

Wielding gleaming lances and halberds, Demigryph Knights are amongst the finest warriors of the free cities. Their fleet-footed mounts have razor-sharp beaks that can tear through armour and flesh with ease.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Demigryph Knight’s Halberd
Demigryph Knight’s Halberd2"33+3+-11
Demigryph Knight’s Lance
Demigryph Knight’s Lance2"33+4+-1
Beak and Talons
Beak and Talons1"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 180
Battlefield Role: None
Notes: Battleline in a Cities of Sigmar army if general is FREEGUILD

DESCRIPTION

A unit of Demigryph Knights has any number of models. The unit is armed with one of the following weapon options: Demigryph Knight’s Halberd; or Demigryph Knight’s Lance.

MOUNT: This unit’s Demigryphs attack with their Beaks and Talons.

PRECEPTOR: 1 model in this unit can be a Preceptor. Add 1 to the Attacks characteristic of that model’s Demigryph Knight’s Halberd or Demigryph Knight’s Lance.

STANDARD BEARER: 1 in every 3 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of units that include any Standard Bearers.

HORNBLOWER: 1 in every 3 models in this unit can be a Hornblower. Add 1 to run and charge rolls for units that include any Hornblowers.

ABILITIES

Charging Lance: Demigryph Knights are deadly on the charge.
This unit’s Demigryph Knight’s Lances have a Rend characteristic of -2 instead of ‘-’ and a Damage characteristic of 2 instead of 1 if this unit made a charge move in the same turn.

Savage Ferocity: The sharp beak of a Demigryph can punch through enemy armour.
If the unmodified wound roll for an attack made with this unit’s Beak and Talons is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, FREEGUILD, DEMIGRYPH KNIGHTS

The FREEGUILD keyword is used in following Cities of Sigmar warscrolls:

None
Battleline
Leader
Leader, Behemoth
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
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.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
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© Vyacheslav Maltsev 2013-2020