Cities of Sigmar – Darkshards

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CITIES OF SIGMAR WARSCROLL
Darkshards
6"
1
5+
1
Darkshards are the deadly sharpshooters of the Darkling Covens. Each is armed with a master-crafted repeater crossbow capable of loosing bolts with incredible speed. In battle, they fill the skies with thick clouds of missiles that rain down in a withering hail upon the enemy, each volley piercing eyes and puncturing hearts. Darkshards are fair shots, but they are trained to focus on speed over accuracy. They riddle their targets with iron‑tipped bolts, each one viciously barbed to ensure that it cannot be removed without tearing apart the victim’s flesh in the process. The use of these painful projectiles speaks to the sadism of these shadowed warriors. The Darkshards often indulge in unnecessarily cruel behaviour in battle, such as intentionally trying to hamstring lesser foes and even shooting perilously close to human allies to create fear for their own enjoyment. Though they are confident in the knowledge that they will not hit their comrades, on account of the Darkshards’ almost supernatural accuracy, this fact is little known by the average Steelhelm.
CITIES OF SIGMAR WARSCROLL
Darkshards
RANGED WEAPONS
RngAtkHitWndRndDmg
Master-crafted Repeater Crossbow [Anti-INFANTRY (+1 Rend)]
Master-crafted Repeater Crossbow
Anti-INFANTRY (+1 Rend)
15"23+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Cruel Dagger
Cruel Dagger13+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 140
Base size: 25mm
Can be reinforced: Yes

Your Shooting Phase
STORM OF IRON-TIPPED BOLTS: The skies darken moments before the enemy is shredded by a volley of iron bolts.

Effect: If this unit has not used a MOVE ability this turn and was not set up this turn, add 1 to the Attacks characteristic of this unit’s Master-crafted Repeater Crossbows for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
ORDER, CITIES OF SIGMAR, AELF
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.

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

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

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

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

32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

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

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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.
© Vyacheslav Maltsev 2013-2024