Cities of Sigmar – Scourgerunner Chariots
 ]
12"
6
5+
6
WARSCROLL

Scourgerunner Chariots

Employed to chase down fast-moving prey, Scourgerunner Chariots are swift and deadly war machines armed with a deadly harpoon launcher that can cripple even the most fearsome monster.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ravager Harpoon
Ravager Harpoon18"23+3+-1D3
Repeater Crossbow
Repeater Crossbow16"45+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hook-spear
Hook-spear2"24+4+-1
Vicious Bite
Vicious Bite1"44+5+-1
PITCHED BATTLE PROFILE

Unit Size: 1 - 3      Points: 60/150
Battlefield Role: None
Notes: Battleline in a Cities of Sigmar army if general is SCOURGE PRIVATEERS

DESCRIPTION

A unit of Scourgerunner Chariots has any number of models. Each Scourgerunner Chariot has a crew armed with a Hook-spear, Ravager Harpoon and Repeater Crossbow.

MOUNT: This unit’s Dark Steeds attack with their Vicious Bite.

HIGH BEASTMASTER: If this unit has 3 or more models, 1 model in this unit can be a High Beastmaster. Add 1 to hit rolls for attacks made with that model’s missile weapons.

ABILITIES

Lay the Beast Low: Loosed by a keen-eyed aelf, a harpoon sails through the air and sinks deep into its target’s vital organs.
If the unmodified hit roll for an attack made with a Ravager Harpoon is 6, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, SCOURGE PRIVATEERS, SCOURGERUNNER CHARIOTS

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

None
Leader
Behemoth
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.
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.

The CITIES OF SIGMAR keyword is used in following Cities of Sigmar warscrolls:

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

None
Leader
Behemoth
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2020