Cities of SigmarSorceress on Black Dragon
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WARSCROLL

Sorceress on Black Dragon

Many Sorceresses go to war upon fearsome Black Dragons, delighting in the terror in the eyes of their enemies as the scaled beasts spit clouds of choking black fumes and rip their prey apart with sword-sized talons.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Noxious Breath
Noxious Breath6"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Witch Rod
Witch Rod1"14+3+-1D3
Darkling Sword
Darkling Sword1"34+4+-1
Witch Lash
Witch Lash2"13+4+-1
Fearsome Jaws
Fearsome Jaws3"34+-2D6
Razor-sharp Claws
Razor-sharp Claws2"4+3+-12
DAMAGE
Wounds SufferedMoveFearsome JawsRazor-sharp Claws
0-314"1+6
4-612"2+5
7-910"3+4
10-128"4+3
13+6"5+2
PITCHED BATTLE PROFILE

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

DESCRIPTION

A Sorceress on Black Dragon is a single model armed with one of the following weapon options: Witch Rod; or Darkling Sword. A Sorceress on Black Dragon can also be armed with a Witch Lash.

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

FLY: This model can fly.

ABILITIES

Blood Sacrifice: The Sorceress shows no mercy as she slits the throat of a nearby thrall and draws power from the blood that gushes forth.
At the start of your hero phase, you can pick 1 friendly DARKLING COVEN model within 3" to be slain. If you do so, add 2 to casting rolls for this model until the end of that phase.

Noxious Breath: The Black Dragon unleashes a cloud of caustic, choking 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.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Bladewind spells.

Bladewind: The Sorceress summons a storm of ethereal blades to slice her foes to ribbons.
Bladewind has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them and roll 9 dice. For each roll that is lower than that unit’s Save characteristic, that unit suffers 1 mortal wound.

COMMAND ABILITIES

Command Underlings: The cold-hearted rulers of the Darkling Covens wield absolute control over their ensorcelled underlings, commanding them to do their bidding.
You can use this command ability in your hero phase. If you do so, pick 1 friendly DARKLING COVEN unit wholly within 12" of a friendly DARKLING COVEN HERO with this command ability. Until your next hero phase, that unit can run and still shoot and/or charge later in the same turn.

Inspire Hatred: Dark words of power spoken by the Sorceress fill her underlings with an unbridled malice that fuels their attacks upon the enemy.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly DARKLING COVEN unit wholly within 12" of a friendly DARKLING COVEN HERO with this command ability. You can re-roll wound rolls of 1 for attacks made by that unit in that combat phase.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, DARKLING COVEN, MONSTER, DRAGON, HERO, WIZARD, SORCERESS
Flying
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.

The DARKLING COVEN keyword is used in following Cities of Sigmar warscrolls:

None
Battleline
Leader
Leader, Behemoth
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
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.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
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 DARKLING COVEN and HERO keywords are used in following Cities of Sigmar warscrolls:

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.

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

Leader, Behemoth
Behemoth

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

None
Leader
Leader, Behemoth

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

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