Cities of Sigmar – Skycutters
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MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Swifthawk Bows
Swifthawk Bows16"34+4+-1
Eagle Eye Bolt Thrower
Eagle Eye Bolt Thrower16"14+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Agents’ Blades and Spears
Agents’ Blades and Spears2"24+4+-1
Raking Talons
Raking Talons3"33+4+-11

Unit Size: 1      Points: 135
Battlefield Role: None


This warscroll can be used in the following warscroll battalions:
 • Xintil War-magi


Each model in a Skycutters unit is armed with one of the following weapon options: Eagle Eye Bolt Thrower and Agents’ Blades and Spears; or Swifthawk Bows and Agents’ Blades and Spears. Each model in the unit must be armed with the same weapon option.

FLY: This unit can fly.

MOUNT: This unit’s Swiftfeather Hawks are each armed with Raking Talons.


Aelven Shields: Add 1 to save rolls for attacks that target this unit.

Agents’ Blades and Spears: If this unit is armed with Swifthawk Bows and Agents’ Blades and Spears, add 1 to the Attacks characteristic of its Agents’ Blades and Spears.

Fleet of Wing: Roll 2D6 instead of single dice when making a run roll for this unit.

Sky Chariot: This unit can run and still shoot later in the turn.

Swifthawk Discipline: If you fail a battleshock test for this unit whilst it is within 16" of a friendly SWIFTHAWK AGENTS HERO, halve the number of models that flee (rounding up).

Army List
Warscrolls collated
Faction Rules
• Allies
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.
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.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.

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


The SWIFTHAWK AGENTS and HERO keywords are used in the following Cities of Sigmar warscrolls:

© Vyacheslav Maltsev 2013-2022