Cities of Sigmar – Executioners
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Executioners

These skull-masked killers are the most feared warriors of the Darkling Covens. True virtuosos of slaughter, they have mastered the art of severing heads with every swing of their curved Executioner’s Draichs.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Executioner’s Draich
Executioner’s Draich1"23+3+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 130
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is DARKLING COVENS

DESCRIPTION

A unit of Executioners has any number of models, each armed with an Executioner’s Draich.

DRAICH MASTER: 1 model in this unit can be a Draich Master. 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.

DRUMMER: 1 in every 10 models in this unit can be a Drummer. Add 1 to run and charge rolls for units that include any Drummers.

ABILITIES

Severing Strike: Heads roll and crimson arcs of hot blood spurt into the air as these warriors swing their deadly blades.
If the unmodified hit roll for an attack made with an Executioner’s Draich is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, DARKLING COVEN, EXECUTIONERS

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

None
Battleline
Leader
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).
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.
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.
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.
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).

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

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