Cities of Sigmar – Black Ark Fleetmaster
 ]
This warscroll does not meet the selection criteria (see Filter combo-box or Settings tab).
6"
5
4+
7
WARSCROLL

Black Ark Fleetmaster

Fleetmasters are rulers of the high seas, Corsair lords who command the marauding Black Arks of the Scourge Privateers. Peerless swordfighters,they delight in seeking out worthy foes against whom to test their skill.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Black Ark Cutlass
Black Ark Cutlass1"33+4+-1
Murder Hook
Murder Hook1"24+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 70
Battlefield Role: Leader
Base size: 25mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Charrwind Beasthunters

DESCRIPTION

A Black Ark Fleetmaster is a single model armed with a Black Ark Cutlass and Murder Hook.

ABILITIES

Murderous Swashbuckler: Fleetmasters are master duellists who carve their foes apart one graceful strike at a time.
If the unmodified hit roll for an attack made with a Black Ark Cutlass is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

Sea Dragon Cloak: These cloaks of scaly hide protect the bearer from arrows and other projectiles.
Add 1 to save rolls for attacks made with missile weapons that target this model.

COMMAND ABILITIES

At Them,You Curs!: Under the command of their captain, Scourge Corsairs slaughter the enemy without mercy.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly SCOURGE PRIVATEERS unit wholly within 12" of a friendly HERO with this command ability. Add 1 to the Attacks characteristic of that unit’s melee weapons until the end of that phase. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, SCOURGE PRIVATEERS, HERO, BLACK ARK FLEETMASTER
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.
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

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

None
Leader
Behemoth
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

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

None
Leader
Behemoth
Army List
Warscrolls collated
Faction Rules
• Allies
© Vyacheslav Maltsev 2013-2021