Cities of Sigmar – Callis and Toll

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CITIES OF SIGMAR WARSCROLL
Callis and Toll
5"
5
4+
2
Not every champion of Sigmar’s creed is blessed with superhuman strength and immortality. Armand Callis and Hanniver Toll are agents of the Order of Azyr, mortal veterans of the shadow war between order and anarchy that is fought daily in the streets, noble districts and grand halls of the God-King’s mighty cities. Few members of the Order of Azyr have served Sigmar so long and so faithfully as Hanniver Toll. Countless heathen sorcerers, depraved cultists and other enemies of civilisation have met their end by his hand, dispatched with a pistol blast or a killing stroke from his arming sword. Entire cities unknowingly owe their continued existence to his intervention. Travelling alongside him is Armand Callis, who supplements his mentor Toll’s world-wise experience with rugged determination and heavy firepower. Impressed by Callis’s quick wit and fighting ability, Toll recruited him on behalf of the Order. While Toll navigates the murderous underbelly of the sprawling capital of Hammerhal, Callis stands at his side, ready to draw his brace of duardin-crafted pistols in the blink of an eye.
CITIES OF SIGMAR WARSCROLL
Callis and Toll
RANGED WEAPONS
RngAtkHitWndRndDmg
Flintlock Pistols [Anti-WIZARD (+1 Rend), Shoot in Combat]
Flintlock Pistols
Anti-WIZARD (+1 Rend), Shoot in Combat
10"33+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Azyrite Blades [Anti-WIZARD (+1 Rend)]
Azyrite Blades
Anti-WIZARD (+1 Rend)
43+4+12
BATTLE PROFILE

Unit Size: 2      Points: 230
Base size: 32mm
Can be reinforced: No
Regiment Options: Toll’s Companions (required), Any HUMAN INFANTRY
Notes: This unit cannot be reinforced.

Passive
RIGHT TOOLS FOR THE JOB: Callis and Toll have sacred bullets and blade oils prepared for particularly deadly foes.

Effect: Double the Damage characteristic of this unit’s weapons for attacks that target WIZARDS, PRIESTS and MANIFESTATIONS.

Passive
WILY TO THE LAST: Laying low one of these heroes is hard, but laying low both is next to impossible.

Effect: If this unit has 2 models and would be automatically destroyed, it is not automatically destroyed. Instead, 1 model in this unit is slain.

Reaction: You declared a FIGHT ability for this unit
GET IT DONE: Callis, Toll and their companions are renowned for their dogged commitment to the mission.

Effect: Pick a friendly Toll’s Companions 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.

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (5+)
ORDER, CITIES OF SIGMAR, HUMAN

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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.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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.

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.
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.

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

© Vyacheslav Maltsev 2013-2024