Cities of Sigmar – Drasher Vorn, The Rampaging Beast

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CITIES OF SIGMAR WARSCROLL
Drasher Vorn
The Rampaging Beast
6"
6
5+
2
6+
Chief of the Arak Klor, the hulking Drasher Vorn is a mighty warrior of inhuman strength. He wields the Ebon Claw, an artefact that grants his tribe bestial power at the cost of turning many of them into mindless berserkers. As he suffers wounds, the chieftain grows ever more wrathful, snarling and raking the Ebon Claw across his flesh. At the height of his rage, Vorn transforms in a blur of violence, crushing skulls and snapping spines as he hurls himself at his terrified foes.
CITIES OF SIGMAR WARSCROLL
Drasher Vorn
The Rampaging Beast
MELEE WEAPONS
AtkHitWndRndDmg
Feral Claws [Crit (2 Hits)]
Feral Claws
Crit (2 Hits)
64+2+22
Any Hero Phase
EBON CLAW: By drawing their own blood with the Ebon Claw, the Arak Klor can shift their bodies and take on the forms of mighty predators.

Effect: Allocate D3 damage points to this unit (ward rolls cannot be made for those damage points). Then, add the number of damage points allocated to this unit by this ability this turn to the Attacks characteristic of this unit’s melee weapons for the rest of the turn.

End of Any Turn
FURY OF THE WILDLANDS: Drasher’s animalistic wrath is fuelled by violence

Declare: You must use this ability.

Effect: If any enemy models have been slain by this unit’s combat attacks this turn, until the end of the next turn:
  • This unit cannot use RETREAT abilities.
  • Add 1 to hit rolls for this unit’s combat attacks

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (6+)
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).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.

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

Endless Spell
• Wisper

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

Endless Spell
• Wisper
Army List
Warscrolls collated

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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.

Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
© Vyacheslav Maltsev 2013-2025