Cities of Sigmar – Sisters of the Watch
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WARSCROLL

Sisters of the Watch

There are few finer sharpshooters in the realms than the Sisters of the Watch, warriors dedicated to protecting the ancient ley lines of the realms. Their enchanted bows loose not arrows of wood and iron but bolts of flaming arcane energy.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Watch Bow
Watch Bow18"13+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ithilmar Sword
Ithilmar Sword1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 180
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is WANDERERS

DESCRIPTION

A unit of Sisters of the Watch has any number of models, each armed with a Watch Bow and Ithilmar Sword.

HIGH SISTER: 1 model in this unit can be a High Sister. Add 1 to the Attacks characteristic of that model’s missile weapon.

ABILITIES

Eldritch Arrows: These magical bolts of bluewhite fire engulf their targets in flame.
If the unmodified wound roll for an attack made with a Watch Bow is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Loose Until the Last: As the enemy close in, these warriors hold fast, loosing a final devastating volley.
If an enemy unit finishes a charge move within 3" of this unit, this unit can receive the Unleash Hell command without the command being issued and without a command point being spent.

Quicksilver Shot: The martial discipline of these proud warriors is something to be feared as they unleash an endless hail of arrows.
Add 1 to the Attacks characteristic of this unit’s Watch Bows if there are no enemy models within 3" of this unit and this unit has not made a move in the same turn.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, WANDERER, SISTERS OF THE WATCH

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

None
Battleline
Leader
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting 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 range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
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).
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.
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.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 9" of that enemy unit and more than 3" from all other enemy units. The unit that receives the command can shoot in that phase, but when it does so, you must subtract 1 from hit rolls for its attacks and it can only target the unit that made the charge move.
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