Cities of Sigmar – Callis and Toll

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Callis and Toll

Deadly with sword and pistol, Hanniver Toll is a veteran hunter of witches, fiends, monsters and insurrectionists. Backed up by the two-fisted firepower of ex-Freeguild soldier Armand Callis, he wages a ceaseless war against the enemies of Sigmar.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Flintlock Pistols
Flintlock Pistols12"33+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Azyrite Blades
Azyrite Blades1"43+3+-12

Unit Size: 2      Points: 350
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique. Callis and Toll and Toll’s Companions units must be taken as a set referred to as the Saviours of Cinderfall. Although taken as a set, each is a separate unit.

The models in this unit are Armand Callis and Hanniver Toll. Each is armed with Flintlock Pistols and Azyrite Blades.

Grim Determination: Witch hunters are tenacious opponents, ignoring wounds that would fell a lesser person.
This unit has a ward of 5+.

Aqshian Firewood Stakes: Toll takes advantage of cracks in the enemy’s defences to plunge a burning Aqshian firewood stake into a vital organ.
After this unit has fought for the first time in the combat phase, you can say that Hanniver Toll will attempt to plunge an Aqshian firewood stake into the heart of a foe. If you do so, pick 1 enemy model within 1" of Hanniver Toll and roll 2D6. If the roll is greater than the Wounds characteristic of that enemy model’s unit, that model is slain.

Right Tool for the Job: Callis and Toll have sacred bullets and blade oils prepared for particularly deadly foes.
Double the Damage characteristic of an attack made with this unit’s weapons if the target of that attack is a WIZARD or DAEMON.

Get It Done: Callis, Toll and their companions are renowned for their dogged commitment to the mission.
If this unit makes a charge move, you can re-roll charge rolls for friendly TOLL’S COMPANIONS units within 12" of this unit until the end of the phase.

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.

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
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14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.

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


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

The SAVIOURS OF CINDERFALL keyword is used in the following Cities of Sigmar warscrolls:

© Vyacheslav Maltsev 2013-2024