Cities of Sigmar – Tenebrael Shard
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Tenebrael Shard

A Tenebrael Shard is a killer of superlative skill. Fast beyond belief, supernaturally agile and ominously silent, the Shard closes upon his prey as fast as thought and ends their lives with callous efficiency. None know whether he is an assassin, a spy, or simply a terrifying force of nature, but to stand in his path means certain death.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bladed Barbs
Bladed Barbs1"64+4+-1
Reaper Gauntlets
Reaper Gauntlets2"23+3+-1D3

Unit Size: 1      Points: 110
Battlefield Role: Leader
Notes: Single


A Tenebrael Shard is armed with Bladed Barbs and Reaper Gauntlets.


Shadowstrike: In your hero phase, you can roll a dice for this unit. If you do so, on a 4+, you can remove this unit from the battlefield and set it up anywhere on the battlefield that is within 3" of any enemy units. If you do so, add 1 to hit rolls for attacks made by this unit until the end of the turn.

Graceful Killer: Ignore Rend modifiers to save rolls for attacks that target this unit.

Incredible Speed: At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that phase, this model can move up to 8" but cannot finish that move within 3" of an enemy unit.

Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
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.
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