Cities of Sigmar – Sisters of the Watch
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WARSCROLL

Sisters of the Watch

There are few finer sharpshooters in the realms than the Sisters of the Watch, warriors dedicated to protecting the ancient ley lines of the realms. Their enchanted bows loose not arrows of wood and iron but bolts of flaming arcane energy.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Watch Bow
Watch Bow18"13+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ithilmar Sword
Ithilmar Sword1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10 - 30      Points: 160
Battlefield Role: None
Notes: Battleline in a Cities of Sigmar army if general is WANDERER

DESCRIPTION

A unit of Sisters of the Watch has any number of models, each armed with a Watch Bow and Ithilmar Sword.

HIGH SISTER: 1 model in this unit can be a High Sister. Add 1 to the Attacks characteristic of that model’s missile weapon.

ABILITIES

Eldritch Arrows: These magical bolts of bluewhite fire engulf their targets in flame.
If the unmodified wound roll for an attack made with a Watch Bow is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Loose Until the Last: As the enemy close in, these warriors hold fast, loosing a final devastating volley.
Once per turn, if an enemy unit ends a charge move within 3" of this unit and there are no other enemy units within 3" of this unit, this unit can shoot.

Quicksilver Shot: The martial discipline of these proud warriors is something to be feared as they unleash an endless hail of arrows.
Add 1 to the Attacks characteristic of this unit’s Watch Bows if there are no enemy models within 3" of this unit and this unit has not made a move in the same turn.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, WANDERER, SISTERS OF THE WATCH

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

None
Battleline
Leader
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.
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.
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.
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.

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

Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021