Cities of Sigmar – Glade Guard
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6"
1
6+
6
WARSCROLL

Glade Guard

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Longbow
Longbow20"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Glade Blade
Glade Blade1"15+5+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 135
Battlefield Role: Battleline

DESCRIPTION

Each model in a Glade Guard unit is armed with a Longbow and Glade Blade.

CHAMPION: 1 model in this unit can be a Lord’s Bowman. Add 1 to the Attacks characteristic of that model’s Longbow.

STANDARD BEARER: 1 in every 10 models in this unit can be a Pennant Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Pennant Bearers. Add 2 to the Bravery characteristic of this unit instead if it includes any Pennant Bearers and it is in cover.

MUSICIAN: 1 in every 10 models in this unit can be Hornblowers. You can re-roll run rolls for this unit if it includes any Hornblowers.

ABILITIES

Peerless Archery: Add 1 to hit rolls for attacks made by this unit in the shooting phase if it has more than 10 models and is more than 3" from all enemy units.

Arcane Bodkins: Once per battle, in your shooting phase, you can say that this unit will fire its Arcane Bodkins. If you do so, change the Rend characteristic of this unit’s Longbows to -3 until the end of that phase.

KEYWORDS
ORDER, CITIES OF SIGMAR, AELF, WANDERERS, GLADE GUARD
17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.
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.
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 WANDERERS keyword is used in the following Cities of Sigmar warscrolls:

None
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© Vyacheslav Maltsev 2013-2021