Cities of Sigmar – Brethren of the Bolt

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CITIES OF SIGMAR WARSCROLL
Brethren of the Bolt
5"
2
6+
1
Armed with a relic that once belonged to a Stormcast Eternal and held aloft by his adopted son to bring him closer to Azyr, Pater Filius leads the Brethren of the Bolt with shocking zeal. The Brethren of the Bolt worship Sigmar in his aspect as a bringer of divine lightning, and they channel electrical charge from the air into their weapons. Each carries a crude disc of hammered copper in order to better guide lightning towards them.
CITIES OF SIGMAR WARSCROLL
Brethren of the Bolt
MELEE WEAPONS
AtkHitWndRndDmg
Brethren Weapons [Crit (Mortal)]
Brethren Weapons
Crit (Mortal)
34+4+-1
BATTLE PROFILE

Unit Size: 5      Points: 100
MODELBASE SIZE
Friar Galvic32mm
Soror Tazat, Acolyte Arcus and Scorched Yakob25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Brethren Weapons. The models in this unit are:
  • Pater Filius (champion)
  • Friar Galvic
  • Soror Tazat
  • Acolyte Arcus
  • Scorched Yakob

Passive
CRACKLING WITH FAITH: The half-sane Brethren of the Bolt draw the power from the Azyrite thunderstorms above to charge their weapons and smite the foes of Sigmar.

Effect: Each time a combat attack made by this unit scores a critical hit, you can pick an enemy unit within 6" of this unit that was not the target of that combat attack. Inflict 1 mortal damage on that enemy unit after the FIGHT ability has been resolved.

Passive
PATER FILIUS: The Brethren of the Bolt are led by Pater Filius, a Sigmarite priest who is as crazed as he is pious.

Effect: While this unit’s Pater Filius is on the battlefield, it has PRIEST (1).

Your Hero Phase
5
BOLT FROM THE BLUE: The skies darken above the Brethren of the Bolt, crackling with holy power that rains down upon them and their enemies.

Declare: You can pick a visible enemy unit within 12" of this unit to be the target. Then, make a chanting roll of D6.

Effect: This unit has WARD (5+) for the rest of the turn. If a target was picked, inflict D3 mortal damage on the target. If the chanting roll was 10+, inflict 3 mortal damage on the target instead.
KEYWORDSPRAYER

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
ORDER, CITIES OF SIGMAR, HUMAN
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).
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
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).
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.
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.
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On an unmodified chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
© Vyacheslav Maltsev 2013-2024