Cities of Sigmar – Swifthawk Chariots
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12"
5
5+
6
WARSCROLL

Swifthawk Chariots

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Charioteers’ Bows
Charioteers’ Bows2"24+3+-2
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Swifthawk Spears
Swifthawk Spears2"34+4+-1
Swift Hooves
Swift Hooves3"33+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: None

DESCRIPTION

Each model in a Swifthawk Charioteers unit is armed with Charioteers’ Bows and Swifthawk Spears.

MOUNT: This unit’s Aelven Purebreeds are armed with Swift Hooves.

ABILITIES

Graceful Charge: You can re-roll wound rolls for attacks made with melee weapons by this unit if it made a charge move in the same turn.

Swift and Deadly: When you pick this unit to run, you do not need to make a run roll. Instead, add 6" to the Move characteristic of the models in this unit in that phase.

In addition, this unit is eligible to fight in the combat phase if it is within 6" of an enemy unit instead of 3", and it can move an extra 3" when it piles in.

KEYWORDS
ORDER, CITIES OF SIGMAR, AELF, SWIFTHAWK AGENTS, CHARIOTS
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.
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.
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).

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

None
Leader
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
© Vyacheslav Maltsev 2013-2021