Cities of SigmarDrakespawn Knights
10"
2
3+
7
WARSCROLL

Drakespawn Knights

Cold-blooded Drakespawn make for formidable mounts, for not only do they carry their lance-bearing riders towards the enemy with sure-footed speed, their fangs and claws are sharp enough to tear through metal and bone with ease.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Barbed Lance
Barbed Lance2"13+4+-11
Ferocious Jaws
Ferocious Jaws1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 130
Battlefield Role: None
Notes: Battleline in a Cities of Sigmar army if general is ORDER SERPENTIS

DESCRIPTION

A unit of Drakespawn Knights has any number of models, each armed with a Barbed Lance.

MOUNT: This unit’s Drakespawn attack with their Ferocious Jaws.

DREAD KNIGHT: 1 model in this unit can be a Dread Knight. Add 1 to the Attacks characteristic of that model’s melee weapon.

STANDARD BEARER: 1 in every 5 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 5 models in this unit can be a Hornblower. Add 1 to charge rolls for units that include any Hornblowers.

ABILITIES

Lance Charge: As the Drakespawn thunder across the battlefield, lances are levelled ready to be driven deep into the enemy.
This unit’s Barbed Lances have a Rend characteristic of -2 instead of -1 and a Damage characteristic of 2 instead of 1 if this unit made a charge move in the same turn.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, ORDER SERPENTIS, DRAKESPAWN KNIGHTS

The ORDER SERPENTIS keyword is used in following Cities of Sigmar warscrolls:

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