Cities of Sigmar – Executioners

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CITIES OF SIGMAR WARSCROLL
Executioners
6"
1
4+
1
Marching alongside the vanguard of the Darkling Covens are the skull-masked Executioners, warriors whose two-handed draich blades are so well-made and balanced that they can cut a man in two at the waist. It is said of this secretive warrior brethren that they openly worship Khaine the Bloody-Handed, the aelven god of war; that they are not truly aelves but are in part shadowkin from Ulgu; that they bathe in spiced blood instead of sleeping; and that they endure a constant agony that can only be relieved by the act of the violent kill. As to the veracity of these rumours, the mistresses of the Darkling Covens never speak. Perhaps it is those same doyennes who first circulated such legends, for a shield of terrifying rumours can protect a citadel district far better than any moat. True virtuosos of slaughter, these warriors have mastered the art of severing heads with every swing of their curved draichs. Crimson arcs of hot blood spurt into the air as the Executioners leave a trail of diced cadavers in their wake.
CITIES OF SIGMAR WARSCROLL
Executioners
MELEE WEAPONS
AtkHitWndRndDmg
Executioner’s Draich [Crit (Mortal)]
Executioner’s Draich
Crit (Mortal)
23+4+11
BATTLE PROFILE

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

Passive
SEVERING STRIKE: Heads roll and crimson arcs of hot blood spurt into the air as these warriors swing their deadly blades.

Effect: If this unit charged this turn, this unit’s attacks score critical hits on unmodified hit rolls of 5+.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
ORDER, CITIES OF SIGMAR, AELF
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).
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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Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
© Vyacheslav Maltsev 2013-2024