Cities of Sigmar – Battlemage

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5"
5
6+
6
WARSCROLL

Battlemage

Masters of the arcane arts, the grizzled Battlemages of the Collegiate Arcane summon lethal storms of magic to lay waste to their foes and shield their comrades from harm with protective enchantments.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wizard’s Staff
Wizard’s Staff2"13+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 25mm
Notes: Single

A Battlemage is armed with a Wizard’s Staff.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Arcane Trinkets: From mysterious orbs filled with swirling magic to ancient grimoires and ritual daggers, the Battlemages of the Collegiate Arcane carry all sorts of esoteric and exotic items into battle to aid their spellcraft.
When you pick this unit to be part of your army, you can pick 1 of the following arcane trinkets for it to possess. Record this information on your army roster.

Ancient Grimoire: Add 1 to casting rolls for this unit.

Eldritch Hourglass: This unit has ward of 5+.

Enchanted Blade: Add 2 to the Attacks characteristic of this unit’s Wizard Staff.

Ensorcelled Skull: Add 1 to unbinding rolls for this unit.

Realmstone Orb: Add 6" to the range of spells cast by this unit.

Ritual Dagger: Once per battle, at the start of your hero phase, you can say that this unit will draw blood. If you do so, this unit suffers 1 mortal wound that cannot be negated and this unit can attempt to cast 1 additional spell in that phase.

Spectral Potion: Once per battle, in your hero phase, you can say that this unit will uncork its Spectral Potion. If you do so, pick 1 enemy unit within 12" of this unit and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, COLLEGIATE ARCANE, HERO, WIZARD, BATTLEMAGE

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

The CITIES OF SIGMAR keyword is used in the following Cities of Sigmar warscrolls:

Army List
Warscrolls collated

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14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.

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

Leader, Behemoth
Leader
Behemoth
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

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

Leader, Behemoth
Leader
© Vyacheslav Maltsev 2013-2024