Cities of Sigmar – Sorceress

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CITIES OF SIGMAR WARSCROLL
Sorceress
6"
5
6+
2
Many sinister rumours surround the rulers of the Darkling Covens. Their presence in the free cities is obscured by both mental layers of trickery and a physical web of secret temples. Despite this, their sheer arcane prowess makes them an invaluable ally of Sigmar’s people. The Sorceresses of the Darkling Covens are largely reclusive figures, though they possess tremendous political influence and skill in the magical arts. No aelven offensive is launched in the service of Sigmar’s hosts without there being a substantial gain for these shadowy mistresses. They command absolute power over their covens in times of battle, for their Dreadspear phalanxes and Bleakswords obey them unquestioningly. The warriors’ grace is marked by a wordless focus – the only indication that their loyalty is more ensorcelled than genuine. Despots who rule with unquestioned authority and cruel cunning, Sorceresses wield dark and terrible spells that can blast the life from their foes or wrack them with unimaginable agony. They will slit the throats of their own thralls in an instant if the need arises, allowing them to draw power from the sacrifice. They see engaging in melee as beneath them and thus take satisfaction in speaking words of pain that contort any who dare draw too close.
CITIES OF SIGMAR WARSCROLL
Sorceress
MELEE WEAPONS
AtkHitWndRndDmg
Witchstaff
Witchstaff13+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 25mm
Can be reinforced: No
Regiment Options: 0-1 Shadow Agent, Any AELF

Once Per Turn (Army), Your Hero Phase
CRUEL SACRIFICE: The Sorceress shows no mercy as she slits the throat of a nearby thrall and draws power from the blood that gushes forth.

Declare: Pick a friendly CITIES OF SIGMAR AELF unit wholly within 6" of this unit to be the target.

Effect: Add 1 to casting rolls for this unit for the rest of the turn. Then, roll a dice. On a 4+, 1 model in the target unit is slain.

Once Per Turn (Army), Any Combat Phase
WORD OF PAIN: The Sorceress utters a forbidden name, wracking her foes with unbearable pain.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from hit rolls and wound rolls for the target’s attacks until the start of your next turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY
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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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.

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.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
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.

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

Those HEROES can join an eligible regiment as a Shadow Agent.

Infantry Hero

The CITIES OF SIGMAR and AELF keywords are used in the following Cities of Sigmar warscrolls:

© Vyacheslav Maltsev 2013-2024