Cities of Sigmar – Nomad Prince
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6"
5
3+
8
WARSCROLL

Nomad Prince

It is the task of the Nomad Princes to lead the hosts of the Wanderers against their many enemies. Masters of forest and fen, they guide their kin along ancient paths to battle, directing their arrows and blades to purge the corrupted and the unclean.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Starlight Spear
Starlight Spear2"43+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: no
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Viridian Pathfinders

DESCRIPTION

A Nomad Prince is a single model armed with a Starlight Spear.

ABILITIES

Harrying Bird of Prey: The Princes of the forest train hunting hawks to scout ahead of their armies and pluck out the eyes of unsuspecting foes.
In your hero phase, you can pick 1 enemy HERO within 16" of this model. Until your next hero phase, subtract 1 from casting, dispelling and unbinding rolls for that model, and subtract 1 from hit rolls for attacks made by that model.

COMMAND ABILITIES

Lord of the Deepwood Host: Nomad Princes command the forest armies of the Wanderers with great cunning and merciless aggression.
You can use this command ability at the start of your shooting phase or at the start of the combat phase. If you do so, pick 1 friendly HERO with this command ability. Until the end of that phase, add 1 to hit rolls for attacks made by friendly WANDERER units while they are wholly within 12" of that HERO. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, WANDERER, HERO, NOMAD PRINCE
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
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.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
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.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
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 WANDERER keyword is used in the following Cities of Sigmar warscrolls:

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