Cities of Sigmar – Tahlia Vedra, Lioness of the Parch

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CITIES OF SIGMAR WARSCROLL
Tahlia Vedra
Lioness of the Parch
12"
15
4+
5
First Marshal Vedra is the fiery heart of Hammerhal Aqsha’s military might. Her incisive wit and expert ability to change the tide of battle have been invaluable to Sigmar’s cause. Yet despite being held aloft as a shining figurehead by the Grand Conclave, Vedra would rather be in the tents and barracks with the soldiery, playing cards and drinking sweetblack. She is most beloved of the common folk, who are fiercely loyal to her on and off the battlefield. In battle, Vedra wields enchanted weapons taken from conspirators she has personally slain. First in her favour is the blade Parchtongue, white-hot with Aqshian magic that is cool to her touch alone, followed by the greataxe Justice. When fighting alongside the Cults Unberogen, she opts for the Hammer of Zeal. She hates the heavy mace named Warmaker with a passion and has ‘accidentally’ lost it a dozen times, though it somehow always finds its way back to her. Vedra’s famous battle-temper is mirrored in her great leonine steed, the manticore Infernadine. Only those with formidable willpower and authority could ever hope to train a manticore; Vedra possesses both qualities in abundance, and the two make a terrifying pair indeed.
CITIES OF SIGMAR WARSCROLL
Tahlia Vedra
Lioness of the Parch
MELEE WEAPONS
AtkHitWndRndDmg
Weapon of Office
Weapon of Office63+4+12
Infernadine’s Leonine Jaws [Anti-MONSTER (+1 Rend), Companion]
Infernadine’s Leonine Jaws
Anti-MONSTER (+1 Rend), Companion
33+2+23
Infernadine’s Scorpid Stinger [Companion]
Infernadine’s Scorpid Stinger
Companion
24+2+3D3+3
BATTLE PROFILE

Unit Size: 1      Points: 310
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Freeguild Veteran, Any HUMAN

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of Infernadine’s Leonine Jaws is 2.

Passive
UNPARALLELED TACTICIAN: Not only does Vedra possess the ability to formulate decisive plans in the very heat of battle, but she also has the guts to see her orders carried through to the very end.

Effect: When this unit uses an OFFICAR’S ORDER ability, you can pick an additional friendly CITIES OF SIGMAR unit wholly within 12" of this unit to be a target of that ability.

Once Per Battle (Army), Any Combat Phase
LEAD FROM THE FRONT: The loyalty Vedra commands from her soldiers is unwavering, and the sight of her at the forefront of the assault inspires them to keep fighting till the bitter end.

Declare: If this unit is in combat, pick up to 3 other friendly CITIES OF SIGMAR units wholly within 12" of this unit to be the targets.

Effect: For each target, you can return a number of slain models to that unit with a combined Health characteristic of up to 3.

Once Per Turn (Army), Any Combat Phase
PARALYSING VENOM: When an enemy beast closes in on Infernadine, his scorpid tail darts forth, injecting a paralysing venom that quickly takes hold.

Declare: Pick an enemy MONSTER that charged this turn and is in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, the target has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, FLY, WARD (6+)
ORDER, CITIES OF SIGMAR, HUMAN

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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.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
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’).

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.
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 WARD keyword is used in the following Cities of Sigmar warscrolls:

This HERO can join an eligible regiment as a Freeguild Veteran.

Infantry Hero
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
© Vyacheslav Maltsev 2013-2024