Cities of Sigmar – Pater Filius

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WARSCROLL

Pater Filius

Armed with a relic that once belonged to a Stormcast Eternal and held aloft by his adopted son to bring him closer to Azyr, Pater Filius leads the Brethren of the Bolt with shocking zeal.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bolt of Azyr
Bolt of Azyr12"D64+4+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Arc-deacon’s Rod
Arc-deacon’s Rod1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 40mm
Notes: Single, Unique. Pater Filius and Brethren of the Bolt units must be taken as a set. Although taken as a set, each is a separate unit.

Pater Filius is armed with a Bolt of Azyr and an Arc-deacon’s Rod.

Heavens’ Charge: Sigmar’s rage burns fiercely in the Brethren of the Bolt, and at Pater Filius’s direction, they hurl themselves eagerly into battle.
At the start of your hero phase, you can pick 1 friendly BRETHREN OF THE BOLT unit that is within 3" of this unit and more than 3" from all enemy units. You can immediately attempt a charge with that unit.

Bolt from the Blue: As Pater Filius screams a prayer to the heavens, the skies darken and crackle with energy. Holy thunderbolts then strike the battlefield, empowering the priest while obliterating his enemies.
Bolt from the Blue is a prayer that has an answer value of 4 and a range of 12". If answered, this unit has a ward of 5+ until the start of your next hero phase and you can pick 1 enemy unit within range. That unit suffers D3 mortal wounds.

Accepting Capacitors: Each member of the Brethren of the Bolt willingly conducts the wrath of Sigmar, and through them, Pater Filius wreaks terrible damage on their enemies.
At the start of your shooting phase, you can pick 1 enemy unit within 3" of a friendly BRETHREN OF THE BOLT unit. That friendly unit suffers D3 mortal wounds. However, until the end of the phase, if an attack made with this unit’s Bolt of Azyr that targets that enemy unit scores a hit, that attack scores 2 hits on the target instead of 1. Make a wound roll and save roll for each hit.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, DEVOTED OF SIGMAR, HERO, PRIEST, PATER FILIUS
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

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

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

Army List
Warscrolls collated

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14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.

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

Leader, Behemoth
Leader

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

Leader, Behemoth
Leader
None
© Vyacheslav Maltsev 2013-2024