Cities of Sigmar – Scourgerunner Chariot

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CITIES OF SIGMAR WARSCROLL
Scourgerunner Chariot
10"
8
5+
2
Amongst the seafaring swashbucklers of the Scourge Privateers, some Corsairs ride to war upon chariots known as Scourgerunners. The Scourge recognise that sometimes their hunt for prime monsters will take them onto land, and so they keep stocks of chariots in the holds of their wolfships for just such an occasion. These single-wheeled contraptions are pulled by the swiftest of equine breeds, their manoeuvrability enabling their riders to fire long harpoons into the ranks of the foe or even impale the warbeasts of the enemy to rip their flesh apart as the chariot speeds past. Employed to chase down fast-moving prey, Scourgerunner Chariots are swift and deadly war machines. Should multiple chariots ride into battle, they are typically led by a High Beastmaster. This veteran monster-tamer is well versed in the megafauna of the realms, and their keen eyes allow them to expertly target an enemy beast’s vital organs with their ravager harpoon. Should this fail, the Privateers still have wicked tools at their disposal – each carries a great hook-spear to break apart enemy lines at speed.
CITIES OF SIGMAR WARSCROLL
Scourgerunner Chariot
RANGED WEAPONS
RngAtkHitWndRndDmg
Ravager Harpoon [Anti-MONSTER (+1 Rend)]
Ravager Harpoon
Anti-MONSTER (+1 Rend)
16"23+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Hook Spear [Anti-MONSTER (+1 Rend)]
Hook Spear
Anti-MONSTER (+1 Rend)
23+4+11
Dark Steeds’ Vicious Bites [Companion]
Dark Steeds’ Vicious Bites
Companion
45+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 120 × 92mm
Can be reinforced: No

Passive
LAY THE BEAST LOW: Loosed by a keen-eyed aelf, a harpoon sails through the air and sinks deep into its target’s vital organs.

Effect: Add 1 to hit rolls and wound rolls for this unit’s shooting attacks that target enemy MONSTERS.

KEYWORDS
WAR MACHINE
ORDER, CITIES OF SIGMAR, AELF
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).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.

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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).
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
© Vyacheslav Maltsev 2013-2024