Cities of Sigmar – Jorvan Kreel, Heir of the Kraken

This warscroll does not meet the selection criteria (see Settings tab).
CITIES OF SIGMAR WARSCROLL
Jorvan Kreel
Heir of the Kraken
6"
5
4+
2
Driven into exile from his conquered home city of Anvilgard, the fearless Ranger-Colonel Jorvan Kreel travels far in search of allies to help him reclaim his honour and his legacy. Accompanied by the deadly ash panther Thexa and wielding twin swords with breathtaking skill, Kreel carves a path through anyone standing in his way.
CITIES OF SIGMAR WARSCROLL
Jorvan Kreel
Heir of the Kraken
MELEE WEAPONS
AtkHitWndRndDmg
Ranger Blades
Ranger Blades63+4+12
BATTLE PROFILE

Unit Size: 1      Points: 120
MODELBASE SIZE
Jorvan Kreel32mm
Thexa25mm
Can be reinforced: No
Regiment Options: 0-1 Freeguild Veteran, Any SIGMARITE

Any Combat Phase
PROWLING ASH PANTHER: Thexa lurks in the shadows before pouncing, ripping at the foe’s hamstrings, throats and other vital areas.

Declare: This unit’s Thexa is a token. If this unit’s Thexa is not on the battlefield, pick an enemy unit in combat with this unit to be the target.

Effect: Place this unit’s Thexa next to the target, then roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. If the target is destroyed while this unit’s Thexa is next to it, remove this unit’s Thexa from the battlefield.

Passive
HARRYING ATTACKS: At her master’s command, Thexa dogs her prey’s footsteps, harrying them endlessly with attacks that impede their every strike.

Effect: While this unit’s Thexa is next to an enemy unit, that enemy unit’s attacks cannot score critical hits (treat them as regular hits instead).

Reaction: You declared a FIGHT ability for this unit or a non-HERO SIGMARITE INFANTRY unit wholly within 12" of this unit
FLUID COMBAT STYLE: The Ranger-Colonel and his troops use the conventional fighting style of the Wildercorps, one that emphasises speed over armour and adaptability over rigid formations.

Effect: Immediately after the FIGHT ability used by that unit has been resolved, pick a point on the battlefield within 6" of this unit and more than 3" from all units (friendly and enemy) and terrain features. Remove the unit that used the FIGHT ability from the battlefield and set it up again wholly within 6" of that point and not in combat.

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

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


and others...

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


and others...
Army List
Warscrolls collated

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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).
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).
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
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.
Those HEROES can join an eligible regiment as a Freeguild Veteran.

Infantry Hero
Cavalry Hero
© Vyacheslav Maltsev 2013-2026