Cities of Sigmar – Black Ark Fleetmaster

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CITIES OF SIGMAR WARSCROLL
Black Ark Fleetmaster
6"
5
4+
2
The deft and decisive Fleetmasters who lead the Scourge Privateers explore the seas of the realms with watchful eyes in much the same way the Dawnbringers traverse the lands. Each commands a Black Ark, a floating sea-fortress the size of a castle that forms the heart of their fleet. The waters of the Mortal Realms are thick with hazards, from flesh-eating seaweed to spine-flinging gyresharks that can bite a vessel clean in half. Rather than fight a thankless war against these beasts, the masters of the Scourge fleets learn to avoid or even harness them using a combination of enchantment, patience and aelven artifice. The Fleetmasters are known not only for the speed of their assaults but also for their flair. As happy to inveigle themselves into high society as they are to stoop to the gutter, they cut quite a dash in their frill-collared drakeskin cloaks. Any would-be rivals who underestimate them are soon corrected by force; the dexterity with which Fleetmasters wield the blade is quite incredible. Though nominally a part of the God-King’s great alliance, all such lords crave power unto themselves. Many a Fleetmaster sitting upon the Grand Conclave of a fortress-city has friends in low places, a commanding interest in the local narcotics market or a lucrative sideline in smuggling prohibited goods.
CITIES OF SIGMAR WARSCROLL
Black Ark Fleetmaster
MELEE WEAPONS
AtkHitWndRndDmg
Wicked Cutlass and Murder Hook [Crit (Mortal)]
Wicked Cutlass and Murder Hook
Crit (Mortal)
53+4+12
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 25mm
Can be reinforced: No
Regiment Options: Any AELF
Notes: This HERO can join an eligible regiment as a Shadow Agent.

Reaction: You declared a FIGHT ability for this unit
’AT THEM, YOU CURS!’: Under the gaze of their Fleetmaster, Scourge Corsairs slaughter the enemy without mercy.

Effect: Pick a friendly Black Ark Corsairs unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target.

The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.

KEYWORDS
HERO, INFANTRY
ORDER, CITIES OF SIGMAR, AELF
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).

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Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
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.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
© Vyacheslav Maltsev 2013-2024