Cities of Sigmar – Longbeards
 ]
This warscroll does not meet the selection criteria (see Filter combo-box or Settings tab).
4"
1
4+
7
WARSCROLL

Longbeards

Longbeards are the oldest and most experienced duardin warriors, as evidenced by their great, flowing beards and tendency to grumble on relentlessly about their enemies and allies alike – even in the thick of battle.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ancestral Great Axe
Ancestral Great Axe1"13+3+-11
Ancestral Weapon
Ancestral Weapon1"13+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 105
Battlefield Role: Battleline
Base size: 25mm

DESCRIPTION

A unit of Longbeards has any number of models. The unit is armed with one of the following weapon options: Ancestral Great Axe; or Ancestral Weapon and Gromril Shield.

OLD GUARD: 1 model in this unit can be a Old Guard. 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.

MUSICIAN: 1 in every 10 models in this unit can be a Musician. Add 1 to run and charge rolls for units that include any Musicians.

ABILITIES

Gromril Shieldwall: A wall of duardin-forged steel is a nigh impenetrable barrier.
Add 1 to save rolls for attacks made with melee weapons that target a unit with Gromril Shields.

Old Grumblers: Longbeards are always grumbling about something, from the youth of today not properly respecting their elders to their enemies’ cowardly reliance upon magic.
In your hero phase, you can say that this unit is grumbling. If you do so, pick 1 of the complaints below. That complaint is in effect until the start of your next hero phase.

‘I thought duardin were made of sterner stuff!’: Add 1 to the Bravery characteristic of friendly DISPOSSESSED units while they are wholly within 12" of any units with this complaint.

‘Put your back into it, beardling!’: You can re-roll wound rolls of 1 for attacks made by friendly DISPOSSESSED units while they are wholly within 12" of any units with this complaint.

‘Too much damned magic flying about these days!’: A unit with this complaint can attempt to dispel 1 endless spell in your hero phase.

KEYWORDS
ORDER, DUARDIN, CITIES OF SIGMAR, DISPOSSESSED, LONGBEARDS
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.
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 DISPOSSESSED keyword is used in the following Cities of Sigmar warscrolls:

None
Battleline
Leader
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).
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.

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

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