Cities of Sigmar – Dark Riders

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Dark Riders

For those marked by the Dark Riders, there is nowhere to flee. These cloaked killers gallop forth upon red-eyed shadowmares, levelling spears and repeater crossbows to deal a fatal blow to their quarry
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Repeater Crossbow
Repeater Crossbow18"34+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Barbed Spear
Barbed Spear2"23+4+-11
Vicious Bite
Vicious Bite1"24+4+-1

Unit Size: 5      Points: 140
Battlefield Role: None
Base size: 60 x 35mm

Each model in a Dark Riders unit is armed with a Repeater Crossbow and Barbed Spear.

MOUNT: This unit’s Dark Steeds are each armed with a Vicious Bite.

CHAMPION: 1 model in this unit can be a Herald. Add 1 to the Attacks characteristic of that model’s Barbed Spear.

STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit while it includes any Standard Bearers.

MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. Add 1 to charge rolls for this unit while it includes any Hornblowers.

Shadow Raiders: These warriors strike forth from unknown quarters in a succession of lightning-fast raids.
This unit can retreat and still shoot and or charge later in the turn. In addition, add 1 to hit rolls for attacks made by this unit if it made a retreat move in the same turn.

Sow Terror and Confusion: Dark Riders wage a war of terror and confusion, striking at their enemy’s weakest points with merciless precision.
Roll a dice each time an enemy unit issues a command within 12" of any friendly units with this ability. On a 5+, that command is not received (it still counts as having been used) and the command point that was spent to issue that command is lost.

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.

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

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).
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2024