Cities of Sigmar – Edmark Valoran, The Manticore Knight

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CITIES OF SIGMAR WARSCROLL
Edmark Valoran
The Manticore Knight
5"
5
3+
2
Few warriors are more confident of their martial brilliance than Edmark Valoran. His bluster is not without merit, for his record of brave service in the God-King’s armies is undeniable. Yet after an incident saw his flesh riddled with shards of Aqshian realmstone and allies slain by his hand, he seeks to restore his honour. Should he be roused to anger, the Manticore Knight’s emberstone-pierced skin will flash red, and nearby enemies will be incinerated by a sudden burst of livid flames.
CITIES OF SIGMAR WARSCROLL
Edmark Valoran
The Manticore Knight
MELEE WEAPONS
AtkHitWndRndDmg
Knightly Battleaxe
Knightly Battleaxe53+4+12
Passive
SHIELD OF THE MANTICORE: Valoran’s gleaming shield is an impressively resilient piece of defensive equipment.

Effect: Subtract 1 from the Rend characteristic of weapons used for attacks that target friendly INFANTRY HEROES while those friendly units are within 3" of this unit.

Passive
EMBERSTONE-RIDDLED FLESH: Empowered by his rage, the emberstone embedded in Edmark’s skin causes his body to erupt into livid flames, burning those nearby who would do him harm.

Effect: Each time you make an unmodified save roll of 1 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after that FIGHT ability has been resolved.

KEYWORDS
UNIQUE, HERO, INFANTRY
ORDER, CITIES OF SIGMAR, HUMAN

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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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).
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.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
© Vyacheslav Maltsev 2013-2025