Cities of Sigmar – Battlemage on Griffon

This warscroll does not meet the selection criteria (see Settings tab).
CITIES OF SIGMAR WARSCROLL
Battlemage
on Griffon
12"
15
4+
5
Each wizard in the cities of Sigmar has a honed aptitude for the arcane. Whether through lineage traced to an ancient magocracy, natural affinity or the fruits of long study, each Battlemage has passed trials beyond number. They can slay a foe with a shouted phrase and a killing gesture just as easily as they can provide salvation with a warding symbol or chant. Amongst the Collegiate Arcane’s members are quick-tempered pyromancers from the Bright College and druid-like mages from the Jade College with the power of life at their fingertips. Morbid devotees from the Amethyst traditions of Shyish wield the chill magic of the grave, while those of the Gold College specialise in transmutation. The bearded shamans of the Amber College prefer to commune with the wilds rather than learn in formal settings. They specialise in the animalistic magic of Ghur, allowing them to empower their fellows with monstrous strength. The most capable amongst them ride to war upon giant, twin-headed griffons they have spirit-bound to their will. Only a wizard can hope to control these especially feral beasts, as more than one Steelhelm has found to their cost. From the backs of these terrifying beasts, an Amber Battlemage can lay waste to 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
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: 280
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any HUMAN

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, HUMAN

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).

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

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 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.
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.

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

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!

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

© Vyacheslav Maltsev 2013-2024