Cities of Sigmar – Eternal Guard
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WARSCROLL

Eternal Guard

The grim warriors of the Eternal Guard safeguard the nomadic paths of the Wanderers, slaying anything that threatens the survival of their kindred with thrusts from their deadly spear-staves.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spear-stave
Spear-stave2"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 120
Battlefield Role: Battleline
Base size: 25mm

DESCRIPTION

A unit of Eternal Guard has any number of models, each armed with a Spear-stave.

ETERNAL WARDEN: 1 model in this unit can be an Eternal Warden. Add 1 to the Attacks characteristic of that model’s melee weapon.

STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of units that include any Standard Bearers.

HORNBLOWER: 1 in every 10 models in this unit can be a Hornblower. Add 1 to run and charge rolls for units that include any Hornblowers.

ABILITIES

Fortress of Boughs: Eternal Guard are skilled at deflecting enemy strikes, forming an impenetrable wall.
Add 1 to save rolls for attacks that target this unit if this unit has not made a move in the same turn.

Form Fortress of Boughs: The Eternal Guard form into a phalanx, their spears thrusting and cutting with graceful yet disciplined efficiency.
Add 1 to hit and wound rolls for attacks made by this unit if this unit has not made a move in the same turn.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, WANDERER, ETERNAL GUARD
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
Warscrolls collated
Faction Rules
• Allies

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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).
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
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.
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 WANDERER keyword is used in the following Cities of Sigmar warscrolls:

Leader
Battleline
None
© Vyacheslav Maltsev 2013-2023