Cities of Sigmar – Sisters of the Thorn
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12"
2
5+
7
WARSCROLL

Sisters of the Thorn

The Sisters of the Thornare a fellowship of arcane warriors who summon the fury of the wilds to obliterate the enemies of nature even as they hurl deadly volleys of blackbriar javelins with uncanny accuracy.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blackbriar Javelin
Blackbriar Javelin9"24+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Deepwood Coven Staff
Deepwood Coven Staff2"14+4+-1
Antlers and Hooves
Antlers and Hooves1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 130
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is WANDERERS

DESCRIPTION

A unit of Sisters of the Thorn has any number models, each armed with a Deepwood Coven Staff and Blackbriar Javelin.

MOUNT: This unit’s Fey Steeds attack with their Antlers and Hooves.

HANDMAIDEN OF THE THORN: 1 model in this unit can be a Handmaiden of the Thorn. Add 1 to the Attacks characteristic of that model’s Deepwood Coven Staff.

STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of units that include any Standard Bearers.

HORNBLOWER: 1 in every 5 models in this unit can be a Hornblower. Add 1 to run and charge rolls for units that include any Hornblowers.

MAGIC

This unit is a WIZARD while it has 2 or more models. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Armour of Thorns spells.

Armour of Thorns: The Sisters cause crawling brambles to burst from the ground and form a living barrier around their allies.
Armour of Thorns has a casting value of 7. If successfully cast, pick 1 friendly WANDERERS unit wholly within 18" of the caster that is visible to them. Until that unit moves, that unit is treated as being in cover.

In addition, until that unit moves, if the unmodified save roll for an attack made with a melee weapon that targets that unit is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, WANDERER, WIZARD, SISTERS OF THE THORN
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.

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

The CITIES OF SIGMAR keyword is used in the following Cities of Sigmar warscrolls:

Army List
Warscrolls collated
Faction Rules
• Allies
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. Units cannot run if they are within 3" of an enemy unit.
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 WANDERER keyword is used in the following Cities of Sigmar warscrolls:

Leader
Battleline
None
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.
19.1.2 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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
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.
© Vyacheslav Maltsev 2013-2022