Cities of SigmarFreeguild General on Griffon

Freeguild General on Griffon

A Freeguild General mounted upon a noble griffon surveys the battlefield from on high. Identifying where their presence is most required, they descend like a speeding comet to lay waste to their enemies, inspiring their comrades with word and deed.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sigmarite Runesword
Sigmarite Runesword1"53+4+-12
Sigmarite Greathammer
Sigmarite Greathammer1"33+3+-2D3
Freeguild Lance
Freeguild Lance2"43+4+-12
Razor Claws
Razor Claws2"4+3+-12
Deadly Beak
Deadly Beak2"23+3+-2
Wounds SufferedMoveRazor ClawsDeadly Beak

Unit Size: 1      Points: 320
Battlefield Role: Leader, Behemoth


A Freeguild General on Griffon is a single model armed with one of the following weapon options: Sigmarite Runesword; Sigmarite Greathammer; or Freeguild Lance. A Freeguild General on Griffon can also carry a Freeguild Shield.

MOUNT: This model’s Griffon attacks with its Razor Claws and Deadly Beak.

FLY: This model can fly.


Charging Lance: Expert cavalrymen one and all, Freeguild Generals armed with lances can shatter an enemy line with their well-timed strikes.
This model’s Freeguild Lance has a Rend characteristic of -2 instead of -1 if this model made a charge move in the same turn.

Freeguild Shield: With breathtaking skill and speed, this general pivots upon their mount to deflect harmful blows from the enemy.
Add 1 to save rolls for attacks that target this model if this model carries a Freeguild Shield.

Skilled Rider: Foregoing their shield, this general uses their free hand to deftly steer their mount into the fray.
Add 1 to run and charge rolls for this model if it does not carry a Freeguild Shield.

Piercing Bloodroar: The shrill war cry of a mighty griffon can shatter the enemy’s resolve.
Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of any friendly units with this ability.


Rousing Battle Cry: Atop their griffon, this general implores the warriors under their command to run down the enemy and strike true in the name of Sigmar.
You can use this command ability at the start of your charge phase. If you do so, pick 1 friendly FREEGUILD HERO with this command ability. Until the end of that phase, add 1 to charge rolls for friendly FREEGUILD units while they are wholly within 12" of that HERO. In addition, in the next combat phase, add 1 to hit rolls for attacks made with melee weapons by friendly FREEGUILD units while they are wholly within 12" of that HERO. A unit cannot benefit from this command ability more than once per phase.

If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

The FREEGUILD and HERO keywords are used in following Cities of Sigmar warscrolls:

Leader, Behemoth

The FREEGUILD keyword is used in following Cities of Sigmar warscrolls:

Leader, Behemoth
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The FREEGUILD GENERAL keyword is used in following Cities of Sigmar warscrolls:

Leader, Behemoth
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2020