Cities of Sigmar – Irondrakes

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CITIES OF SIGMAR WARSCROLL
Irondrakes
4"
1
3+
1
Marching alongside the bulk of the Dispossessed duardin come the Irondrakes, blackpowder specialists who wield heavy drakeguns so large that they are closer to small-bore cannons than muskets. They are masters of bullet and bomb, destroying foes with flashing volleys of noise and smoke. They are as unrelenting and stubborn as the rest of their duardin kin, planting themselves in position before unleashing wave after wave of artillery fire at a single word from their Ironwarden commander. Some amongst the Irondrake ranks make use of grudgehammer torpedoes that can fell even a fully grown troggoth as their kin fire away at the mass of the enemy battleline. With such terrifying heavy weaponry, Irondrakes are particularly adept at tunnel fighting, marching forth without cover to blast enemies from shadowed caves, relying only upon master-crafted gromril armour for protection. Should any foes get in close, this diamond-hard defence fends off any attempts to retaliate – and the heavy plating over their fists allows them to knock down would-be assailants with a hefty punch.
CITIES OF SIGMAR WARSCROLL
Irondrakes
RANGED WEAPONS
RngAtkHitWndRndDmg
Drakegun [Anti-INFANTRY (+1 Rend)]
Drakegun
Anti-INFANTRY (+1 Rend)
15"13+3+11
Grudgehammer Torpedo [Anti-MONSTER (+1 Rend)]
Grudgehammer Torpedo
Anti-MONSTER (+1 Rend)
15"13+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Plated Fists
Plated Fists14+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 150
Base size: 25mm
Can be reinforced: Yes

Each model in this unit is armed with a Drakegun and Plated Fists.
  • The champion can replace their Drakegun with a Grudgehammer Torpedo.

Once Per Turn (Army), Your Shooting Phase
CINDERBLAST BOMB: This weapon explodes in a burst of shrapnel and flame.

Declare: If this unit is not in combat, pick a visible enemy unit within 6" of it to be the target.

Effect: Roll a dice. On a 3+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
ORDER, CITIES OF SIGMAR, DUARDIN
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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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.

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

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 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).
© Vyacheslav Maltsev 2013-2024