Cities of Sigmar – Runelord

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CITIES OF SIGMAR WARSCROLL
Runelord
4"
5
3+
2
Duardin are suspicious folk who eschew magic wherever possible, for they consider it to be a fickle and dangerous art. Their hardy culture is instead rooted in martial tradition and prayer to their ancestors. What little magic they do use is concentrated within runes – inscribed sigils of power – rather than being cast directly by a mage. Runelords are talented metalsmiths who have mastered the ancient art of rune-shaping. Through rituals of hammercraft, they can unbind hostile magic or imbue the weapons of their kin with fearsome killing power. Each Runelord carries a rune staff and a forgehammer. First, they will beat sigils of power into metal and rock surfaces with the forgehammer, drawing on practised knowledge passed down through generations. Then, each rune is imbued with magical power using the rune staff, allowing the aetheric energy to be stored indefinitely. By calling on the stored, latent power of their engravings, the Runelords can imbue the weapons of their kin with ancient might. They will also craft warding runes during battle, allowing them to dampen or unbind the castings of enemy mages.
CITIES OF SIGMAR WARSCROLL
Runelord
MELEE WEAPONS
AtkHitWndRndDmg
Rune Staff and Forgehammer
Rune Staff and Forgehammer34+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 25mm
Can be reinforced: No
Regiment Options: Any DUARDIN

Passive
RUNES OF SPELLBREAKING: Runelords dampen the magic of their enemies with ancient sigils of unbinding.

Effect: This unit can use the ‘Unbind’ ability as if it had WIZARD (1).

Your Hero Phase
5
FORGEFIRE: Calling upon the latent power of runic engravings, Runelords imbue the weapons of their kin with ancient might.

Declare: Pick a friendly CITIES OF SIGMAR DUARDIN unit wholly within 12" of this unit to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, add 1 to the Rend characteristic of the target’s melee weapons. In addition, if the chanting roll was 10+, pick another friendly CITIES OF SIGMAR DUARDIN unit wholly within 12" of this unit. Add 1 to the Rend characteristic of that unit’s melee weapons until the start of your next turn as well.
KEYWORDSPRAYER

KEYWORDS
HERO, PRIEST (1), INFANTRY
ORDER, CITIES OF SIGMAR, DUARDIN

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18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

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

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

The CITIES OF SIGMAR and DUARDIN keywords are 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, il 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.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND
1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On a chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

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

© Vyacheslav Maltsev 2013-2024