Cities of SigmarDreadlord on Black Dragon

Dreadlord on Black Dragon

The feared warlords of the Order Serpentis delight in inflicting pain and terror upon their foes. They ride to war on obsidian-scaled dragons that can lay waste to entire armies with their dagger-like claws and foul, choking breath.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Repeater Crossbow
Repeater Crossbow16"44+4+-1
Noxious Breath
Noxious Breath6"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Exile Blade
Exile Blade1"63+4+-1
Lance of Spite
Lance of Spite2"33+3+-11
Fearsome Jaws
Fearsome Jaws3"34+-2D6
Razor-sharp Claws
Razor-sharp Claws2"4+3+-12
Wounds SufferedMoveFearsome JawsRazor-sharp Claws

Unit Size: 1      Points: 300
Battlefield Role: Leader, Behemoth


A Dreadlord on Black Dragon is a single model armed with one of the following weapon options: Exile Blade and Tyrant Shield; Exile Blade and Repeater Crossbow; Lance of Spite and Tyrant Shield; Lance of Spite and Repeater Crossbow; or a pair of Exile Blades.

MOUNT: This model’s Black Dragon attacks with its Fearsome Jaws, Razor-sharp Claws and Noxious Breath.

FLY: This model can fly.


Lance of Spite: The ensorcelled tip of this lance can punch through the thickest armour with contemptuous ease.
This model’s Lance of Spite has a Rend characteristic of -2 instead of -1 and a Damage characteristic of 2 instead of 1 if this model made a charge move in the same turn.

Noxious Breath: The Black Dragon vomits forth a cloud of noxious gas.
Do not use the attack sequence for an attack made with a Black Dragon’s Noxious Breath. Instead, roll a number of dice equal to the number of models from the target unit that are in range of the attack. For each 6, the target unit suffers 1 mortal wound.

Paired Exile Blades: A Dreadlord can more easily land a killing blow when equipped with two swords.
You can re-roll hit rolls for attacks made with a pair of Exile Blades.

Tyrant Shield: Strikes from the enemy are effortlessly battered aside by this impervious shield.
Add 1 to save rolls for attacks that target this model if it is armed with a Tyrant Shield.


Do Not Disappoint Me: Warriors who serve a Dreadlord would rather die upon the blades of the enemy than risk the ire of their black-hearted master.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly HERO that knows this ability. Add 1 to wound rolls for attacks made by friendly ORDER SERPENTIS units that are wholly within 18" of that HERO. A unit cannot benefit from this command ability more than once per phase.

If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
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.
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.
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.
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 ORDER SERPENTIS keyword is used in following Cities of Sigmar warscrolls:

Leader, Behemoth

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

Leader, Behemoth
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2020