Cities of Sigmar – Dawners Triumph

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CITIES OF SIGMAR WARSCROLL
Dawners Triumph
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8
4+
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6+
The monument known as a Dawner’s Triumph is both a memorial and a dedication, a testament to the bold Freeguilders that have laid down their lives in pursuit of Sigmar’s glorious future. Bedecked with regimental honours, memoriam scrolls and offerings to the fallen, it radiates an aura of duty and glory that inspires nearby troops to fight and never give up. They will fight and die to safeguard the Triumph from desecration.
CITIES OF SIGMAR WARSCROLL
Dawners Triumph
BATTLE PROFILE

Unit Size: 1      Points: 0
Base size: 100mm
Can be reinforced: No

Once Per Turn (Army), Reaction: You declared the ‘Normal Move’ ability for a CITIES OF SIGMAR INFANTRY unit within 3" of this terrain feature
HAULED TO WAR: The chains attached to the Dawner’s Triumph allow nearby soldiers to haul it from battlefield to battlefield.

Effect: After that ‘Normal Move’ ability has been resolved, pick a point on the battlefield within 1" of the unit that used that ability and within 6" of this terrain feature. Remove this terrain feature from the battlefield and set it up again within 1" of that point and more than 3" from all enemy units.

Any Combat Phase
FURY OF THE FAITHFUL: Should their beloved memorial be threatened by the enemy, Freeguild troops have been known to enter a terrible rage, displaying a sudden savagery and ruthlessness that takes the foe by surprise.

Declare: Pick a visible enemy unit within 6" of this terrain feature to be the target.

Effect: If this terrain feature is in combat, apply the effect below. Otherwise, roll a dice. On a 3+, apply the effect below.

For the rest of the turn, melee weapons used by friendly CITIES OF SIGMAR INFANTRY and CAVALRY units have Crit (Auto-wound) for attacks that target that enemy unit.

KEYWORDS
FACTION TERRAIN, WARD (6+)
ORDER, CITIES OF SIGMAR

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


and others...

The CITIES OF SIGMAR keyword is used in the following Cities of Sigmar warscrolls:


and others...
Army List
Warscrolls collated

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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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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).
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 model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • 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.
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.

Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

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

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

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

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.

The CAVALRY and CITIES OF SIGMAR keywords are used in the following Cities of Sigmar warscrolls:

© Vyacheslav Maltsev 2013-2026