Cities of Sigmar – Toll’s Companions

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CITIES OF SIGMAR WARSCROLL
Toll’s Companions
5"
3
4+
1
The hidden catacombs of the God-King’s cities conceal innumerable threats, from lurking monsters to hidden cults. It is the duty of the Order of Azyr to root out these horrors, and there are few more effective at this than Callis and Toll. Along with a motley retinue of hired blades, these heroes fight a bitter underground war to keep the Cities of Sigmar from sliding into bloodshed. Originally from the Realm of Death, Lyssa Revenya is a thief who specialises in breaching the most heavily guarded treasure vaults in the realms. Her unscrupulous talents nearly saw her executed, but Toll saw the crypt-breaker’s potential and recruited her, assuring her that if she served Sigmar faithfully, her previous crimes would be forgotten. Second of the agents is Mistress Verentia, who lurks like a spider at the centre of a web of intrigue. Her agents observe every corner of the Twin-Tailed City. Her ‘little watchers’ are not humans but urban beasts: crows, rats and cats that communicate their discoveries to their mistress via her enchanted glove. Finally comes Lord-Castellant Valius, who is responsible for Hammerhal’s internal security. He is the Keeper Aqshian and bears the Clavis Magna – a device that allows him to pass through any threshold in the city and emerge from any other.
CITIES OF SIGMAR WARSCROLL
Toll’s Companions
MELEE WEAPONS
AtkHitWndRndDmg
Exotic Assortment of Weapons [Anti-WIZARD (+1 Rend)]
Exotic Assortment of Weapons
Anti-WIZARD (+1 Rend)
43+4+11
BATTLE PROFILE

Unit Size: 4      Points: 0
MODELBASE SIZE
Valius, the Keeper Aqshian40mm
Mistress Verentia and Lyssa Revenya32mm
Can be reinforced: No
Notes: This unit can only be taken in Callis and Toll’s regiment. This unit cannot be reinforced.

Deployment Phase
HIDDEN AGENTS: A locked door is to be picked, a high wall is to be scaled and the shadows are to be embraced.

Declare: Pick this unit and a friendly Callis and Toll unit in the same regiment as this unit if those units have not been deployed.

Effect: Set up those units in reserve in the shadows. Those units have now been deployed.
KEYWORDSDEPLOY

Passive
SAVIOURS OF CINDERFALL: These companions have endured through thick and thin, watching each other’s backs and holding back the tides of darkness.

Effect: While a friendly Callis and Toll unit is wholly within this unit’s combat range, both this unit and that Callis and Toll unit have WARD (5+).

Your Movement Phase
EMERGE FROM THE SHADOWS: Their mission imperative, these agents only reveal themselves when they are poised to bring down Sigmar’s judgement upon their quarry.

Declare: Pick this unit if it is in the shadows.

Effect: Set up this unit anywhere on the battlefield more than 9" from all enemy units. Then, set up the Callis and Toll unit that was set up in the shadows with this unit wholly within 6" of it and more than 9" from all enemy units.

KEYWORDS
UNIQUE, INFANTRY
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.
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.

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.
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 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.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
© Vyacheslav Maltsev 2013-2024