Cities of Sigmar – Sorceress on Black Dragon

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CITIES OF SIGMAR WARSCROLL
Sorceress
on Black Dragon
12"
14
4+
5
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. Many Sorceresses go to war upon fearsome Black Dragons. They delight in the terror in the eyes of their enemies as the scaled beasts rip their prey apart with sword-sized talons. Meanwhile, from the drake’s elegant fanged maw, clouds of caustic, choking gas billow over the battlefield from on high to poison all below.
CITIES OF SIGMAR WARSCROLL
Sorceress
on Black Dragon
RANGED WEAPONS
RngAtkHitWndRndDmg
Black Dragon’s Noxious Breath [Shoot in Combat, Companion]
Black Dragon’s Noxious Breath
Shoot in Combat, Companion
10"D3+32+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Cruel Weapons
Cruel Weapons33+4+1D3
Black Dragon’s Fearsome Jaws and Claws [Companion]
Black Dragon’s Fearsome Jaws and Claws
Companion
64+2+22
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: 0-1 Shadow Agent, Any AELF

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Black Dragon’s Fearsome Jaws and Claws is 4.

Your Hero Phase
COMMAND UNDERLINGS: The cold-hearted rulers of the Darkling Covens wield absolute control over their ensorcelled underlings, commanding them to do their bidding unquestioningly.

Declare: Pick up to 3 friendly CITIES OF SIGMAR AELF INFANTRY units wholly within 12" of this unit to be targets.

Effect: Add 3" to the Move characteristic of each target for the rest of the turn.

Once Per Turn (Army), End of Any Turn
FEED ON LIFE FORCE: The Black Dragon tears into the enemy, spilling copious blood as the Sorceress completes her dark ritual.

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

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. If any enemy models are slain by this ability, place a dark sorcery token next to this unit for the rest of the battle, to a maximum of 3 tokens.
KEYWORDSRAMPAGE

Passive
DARK SORCERY: The Sorceress draws power from the blood spilled by her Black Dragon.

Effect: Add 1 to casting rolls for this unit for each dark sorcery token it has.

KEYWORDS
HERO, MONSTER, WIZARD (1), FLY
ORDER, CITIES OF SIGMAR, AELF

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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).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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.

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’).
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.
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).

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

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.
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
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

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

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

23.0 Tokens
Tokens are not considered to be models for rules purposes and can be ignored or moved out of the way for purposes of visibility, coherency or abilities. They cannot be picked as the target of abilities. Their purpose is to indicate persisting effects on units they are placed next to. Each time a unit with a token finishes a move or is set up, place the token next to the unit.
© Vyacheslav Maltsev 2013-2024