Cities of Sigmar – Fusil-Major on Ogor Warhulk

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CITIES OF SIGMAR WARSCROLL
Fusil-Major
on Ogor Warhulk
5"
8
3+
2
The armies of the Freeguilds eschew static towers in favour of those built atop hulking Ogor Warhulks. These battlements provide mobile vantage points, allowing a gunner riding aloft to snipe the command personnel of the enemy with relative ease. Their long-barrelled fusil allows them to engage at range and the tall crow’s nest protects them from return fire. When the enemy closes in, the ogor below uses their giant tower shield and heavy-headed mace to crush those foolish enough to get within reach. Those caught on the rim of the shield soon feel themselves being hoisted upwards and the ogor’s trowel-like teeth sinking into their flesh, for even a city ogor, relatively civilised in comparison to their wilderness-dwelling kin, likes a snack in the middle of battle. The relationship between soldier and ogor is not an easy one. Even city ogors, known for their ability to overrule the grumbling of their stomachs for hours at a time, are unpredictable. No ogor likes being clambered over by a mere thinling who should really be inside their gut. Those teams that last tend to have some manner of connection – a life debt after the gunner had saved the ogor from certain death, for instance, or a lost bet that the ogor feels obligated to fulfil.
CITIES OF SIGMAR WARSCROLL
Fusil-Major
on Ogor Warhulk
RANGED WEAPONS
RngAtkHitWndRndDmg
Long Fusil [Anti-HERO (+1 Rend), Crit (Auto-wound)]
Long Fusil
Anti-HERO (+1 Rend), Crit (Auto-wound)
24"33+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Warhulk’s Mace
Warhulk’s Mace44+2+22
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 50mm
Can be reinforced: No
Regiment Options: Any HUMAN
Notes: This HERO can join an eligible regiment as a Freeguild Veteran.

Your Shooting Phase
MARK TARGETS: Experts in ballistics, Fusil-Majors can direct the fire of nearby Castelite formations to eliminate priority targets.

Declare: Pick an enemy unit that was targeted by this unit’s shooting attacks this turn to be the target.

Effect: Add 1 to hit rolls for shooting attacks made by friendly CITIES OF SIGMAR HUMAN units that target that unit for the rest of the turn.

Your Movement Phase
FORTIFY POSITION: The massive shield carried by a Warhulk is strong enough to deflect a blow from a gargant’s club.

Effect: This unit establishes a fortified position and remains in a fortified position until it either uses a MOVE ability or is removed from the battlefield. While this unit is in a fortified position, subtract 1 from the Rend characteristic of weapons used for attacks that target this unit.
KEYWORDSCORE

KEYWORDS
HERO, INFANTRY
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).

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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.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
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.
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.
© Vyacheslav Maltsev 2013-2024