Cities of Sigmar – Hammerhalian Lancers
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Warscroll Battalion

Hammerhalian Lancers

Hammerhalian Lancers are renowned across the realms for their deadly cavalry charges and utter lack of fear. Led by a General sat astride a noble griffon,these dashing warriors charge their armoured Demigryphs into the heart of the enemy line with lances levelled, obliterating their foes in a single, devastating blow.
ORGANISATION
 • 1 HAMMERHAL Freeguild General on Griffon
 • 3-6 units of HAMMERHAL Demigryph Knights
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Glorious Cavalry Charge: Lances are levelled in unison as these elite cavalry riders thunder across the battlefield.
Add 1 to hit and wound rolls for attacks made with melee weapons by units from this battalion that made a charge move in the same turn and are wholly within 18" of the Freeguild General on Griffon from the same battalion.
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.
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).
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.
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© Vyacheslav Maltsev 2013-2021