Cities of Sigmar – Battlemage on Griffon

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•CITIES OF SIGMAR WARSCROLL•
Battlemage
on Griffon
12"
15
4+
5
When mounted atop a furious, twin-headed Ghurish griffon, a Battlemage of the Amber College can lay waste to their foes from afar or strike from on high in a vicious frenzy of stabbing beaks and ripping talons.
•CITIES OF SIGMAR WARSCROLL•
Battlemage
on Griffon
Damage calculator
RANGED WEAPONS
RngAtkHitWndRndDmg
Amber Spear [Anti-MONSTER (+1 Rend)]
Amber Spear
Anti-MONSTER (+1 Rend)
12"34+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Beaststaff
Beaststaff34+3+1D3
Griffon’s Razor Claws and Twin Beaks [Companion]
Griffon’s Razor Claws and Twin Beaks
Companion
64+2+23
BATTLE PROFILE

Unit Size: 1      Points: 260
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any SIGMARITE INFANTRY, Any SIGMARITE CAVALRY
Notes: This unit will move to Warhammer Legends on 1 June 2027. 120 x 92mm

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Griffon’s Razor Claws and Twin Beaks is 4.

Once Per Turn (Army), Any Combat Phase
GHURISH FEROCITY: The twinheaded griffons of Ghur ridden by Amber Battlemages are alpha predators that prey upon other megafauna.

Effect: Roll a dice. On a 2+, add 1 to the Damage characteristic of this unit’s Griffon’s Razor Claws and Twin Beaks for attacks that target enemy MONSTERS for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, WIZARD (1), FLY
ORDER, CITIES OF SIGMAR, SIGMARITE
Errata
Battletome Supplement: Cities of Sigmar
Replace the HUMAN keyword with the SIGMARITE keyword for the following warscrolls:
Battlemage
Battlemage on Celestial Hurricanum
Battlemage on Griffon
Battlemage on Luminark of Hysh
Steam Tank Commander Celestial Hurricanum
Flagellants
Freeguild
Marshal on Griffon Luminark of Hysh
Steam Tank
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.

FAQ / Errata

FAQ
Q:If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model?
A:
No.
Errata
Addenda: 7.0 Combat Range
Add the following:

‘A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it.’
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.

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:

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

Monster

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

Monster

The CITIES OF SIGMAR, SIGMARITE and CAVALRY keywords are used in the following Cities of Sigmar warscrolls:

Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

FAQ

Q:If an ability that allows a unit to move states that the unit cannot move into combat (e.g. Normal Move), does FLY allow that unit to move across an enemy unit’s combat range?
A:
Yes.

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

War Machine
© Vyacheslav Maltsev 2013-2026