Cities of Sigmar – War Hydra

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CITIES OF SIGMAR WARSCROLL
War Hydra
8"
12
5+
5
Greatest of all the abominations spawned by the experiments of the Order Serpentis are the monstrosities known as War Hydras, each one created through dark sorcery and perfectly tailored for the battlefield. Driven forward by the lashes of scarred handlers, these creatures are imprecise but devastating living weapons. They are horrifying to behold in battle as they rampage among the enemy ranks, their fanged jaws snapping out to devour unfortunate victims whole. A War Hydra’s reptilian maws are even capable of breathing gouts of flesh‑melting flame. Worse still for their intended prey, it is almost impossible to slay a Hydra. Their draconic blood boiling with strange, sorcerous power, the creatures regenerate wounds at a terrifying rate. Those fortunate enough to count the beastmasters of the Order Serpentis as allies speak of War Hydras regrowing entire severed heads from the bleeding stumps of their necks in battle. It is said that the only way to truly destroy a War Hydra is to burn every last scrap of its flesh and drop of its blood – otherwise it will simply reconstitute itself, hungrier and more ferocious than ever.
CITIES OF SIGMAR WARSCROLL
War Hydra
RANGED WEAPONS
RngAtkHitWndRndDmg
Fiery Breath [Shoot in Combat, Companion]
Fiery Breath
Shoot in Combat, Companion
10"64+3+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Razor-sharp Fangs [Anti-INFANTRY (+1 Rend), Companion]
Razor-sharp Fangs
Anti-INFANTRY (+1 Rend), Companion
64+2+12
Crew’s Goads and Whips
Crew’s Goads and Whips23+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 200
Base size: 120 × 92mm
Can be reinforced: No

Once Per Turn, End of Any Turn
SEVER ONE HEAD, ANOTHER TAKES ITS PLACE: It is almost impossible to kill a Hydra, for they regenerate wounds and regrow severed heads with alarming speed.

Effect: Heal (6) this unit.

Once Per Turn (Army), Any Combat Phase
SIX-HEADED STRIKE: Stoked into a killing rage by their handlers’ goads and whips, War Hydras lumber forward into battle, each of their six heads lashing out to strike the enemy.

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

Effect: Make 6 rolls of D3. For each roll that exceeds the target’s Health characteristic, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
ORDER, CITIES OF SIGMAR, AELF
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

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

© Vyacheslav Maltsev 2013-2024