Cities of Sigmar – Tahlia Vedra, Lioness of the Parch

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Tahlia Vedra, Lioness of the Parch

Named the Lioness of the Parch by her loyal soldiers, Tahlia Vedra has risen through the ranks of the Freeguild and emerged as the foremost tactical mind of Hammerhal Aqsha. Now it is she who leads the city in its quest to reclaim Aqshy’s hearthlands from the grip of Chaos.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Weapon of Office
Weapon of Office1"63+3+-12
Leonine Jaws
Leonine Jaws2"33+-23
Scorpid Stinger
Scorpid Stinger3"24+2+-3
Wounds SufferedMoveLeonine JawsScorpid Stinger

Unit Size: 1      Points: 300
Battlefield Role: Leader, Behemoth
Base size: 100mm
Notes: Single, Unique


Tahlia Vedra, Lioness o f the Parch, is armed with a Weapon of Office

WARMASTER: If this unit is included in a Hammerhal Aqsha army, it is treated as a general even if it is not the model picked to be the army’s general.

MOUNT: This unit’s Manticore, Infernadine, is armed with Leonine Jaws and a Scorpid Stringer

FLY: This unit can fly

First Marshal of Hammerhal: With grit and determination unmatched, Tahlia Vedrafights on even after suffering horrendous wounds.
This unit has a ward of 6+.

Lead From the Front: The loyalty Vedra commands from her soldiers is unwavering, and the sight of her at the forefront of the assault inspires them to keep fighting till the bitter end.
While this unit is within 3" of any enemy units, this unit can issue the Rally command to friendly CITIES OF SIGMAR HUMAN units while they are within 3"of any enemy units. In addition, when it does so, you can return 1 slain model to the unit that receives the command for each 4+ instead of each 6.

Unparalleled Tactician: The military acumen of Vedra is unsurpassed among the generals of Sigmar’s cities. Not only does she possess the ability to formulate decisive plans in the very heat of battle, but she also has the guts to see her orders carried through to the very end.
If this unit is included in a Cities of Sigmar army, when orders are being given to HEROES, this unit can be given 2 orders instead of 1. Each order must be different.

Paralysing Venom: When an enemy beast closes in on Infernadine, his scorpid tail darts forth, injecting a paralysing venom that quickly takes hold.
You can carry out the Paralysing Venom monstrous rampage below with this unit instead of any other monstrous rampage you can carry out with this unit.

Paralysing Venom: Pick 1 enemy MONSTER that made a charge move this turn and is within 3" of this unit. Roll a dice. On a 3+, the strike-last effect applies to that enemy MONSTER until the end of the turn.

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.

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:

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14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
At a shouted command, injured warriors stagger back to their feet and prepare to fight once more.
You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3" from all enemy units. Roll 1 dice for each slain model from that unit. For each 6, you can return 1 slain model to that unit.

You can only return models to that unit that have a combined Wounds characteristic of 10 or less. For example, if the unit that received the command has a Wounds characteristic of 2, you can return a maximum of 5 models to that unit.
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
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.

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

© Vyacheslav Maltsev 2013-2024