Cities of Sigmar – Battlemage on Griffon

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WARSCROLL

Battlemage on Griffon

When mounted atop a furious, twin-headed Ghurish griffon, a Battlemage of the Amber College can lay waste to their foes from afar or strike from on high in a vicious frenzy of stabbing beaks and ripping talons.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Beaststaff
Beaststaff2"13+3+-1D3
Razor Claws
Razor Claws2"4+3+-12
Twin Beaks
Twin Beaks2"43+3+-2
DAMAGE TABLE
Wounds SufferedMoveRazor ClawsTwin Beaks
0-614"63
7-912"52
10-1210"42
13+8"31
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 250
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Battlemage on Griffon is armed with a Beaststaff.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. If you pick a spell from the Lore of the Collegiate Arcane for this unit, it must be Wildform.

MOUNT: This unit’s Griffon is armed with Razor Claw’s and Twin Beaks.

FLY: This unit can fly.

Two-headed: This Ghurish cousin of the Azyrite griffon has two razorbeaked heads.
If the unmodified hit roll for an attack made with this unit’s Twin Beaks is 6, that attack scores 2 hits on the target instead of 1. Make a wound roll and save roll for each hit.

Ghurish Ferocity: The twin-headed griffons of Ghur ridden by Amber Battlemages are alpha predators that prey upon other megafauna.
Add 1 to the Damage characteristic of this unit’s Razor Claws and Twin Beaks for attacks that target enemy MONSTERS.

Amber Spear: The wizard conjures a magical amber spear that they hurl at the foe with uncanny accuracy.
Amber Spear has a casting value of 7. If successfully cast, pick 1 point on the battlefield within 18" of the caster that is visible to them and draw a straight line between that point and the closest point on the caster’s base. Roll a dice for each unit that has any models passed across by that line. On a 2+, that unit suffers D3 mortal wounds or 3 mortal wounds if it is a MONSTER.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, COLLEGIATE ARCANE, HERO, MONSTER, WIZARD, BATTLEMAGE ON GRIFFON
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

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

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

Army List
Warscrolls collated

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14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

The COLLEGIATE ARCANE keyword is used in the following Cities of Sigmar warscrolls:

Leader, Behemoth
Leader
Behemoth
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

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

Leader, Behemoth
Leader

Wildform

The wizard bestows their allies with swift-moving bestial forms.

Wildform is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 friendly CITIES OF SIGMAR HUMAN unit that is wholly within range and visible to the caster. Until the start of your next hero phase, you can attempt a charge with that unit if it is within 18" of the enemy instead of 12". In addition, roll 3D6 instead of 2D6 for charge rolls made for that unit until the start of your next hero phase.

9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2024