Cities of SigmarFreeguild Outriders
12"
2
5+
6
WARSCROLL

Freeguild Outriders

Outriders are light cavalry scouts armed with a variety of blackpowder weapons. They harry the flanks of the enemy’s formation, blasting away with pinpoint precision before wheeling their mounts about to evade retribution.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Grenade-launching Blunderbuss
Grenade-launching Blunderbuss12"14+3+-1D3
Brace of Pistols
Brace of Pistols9"23+3+-11
Repeater Handgun
Repeater Handgun16"D35+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Freeguild Cavalry Sabre
Freeguild Cavalry Sabre1"14+4+-1
Stamping Hooves
Stamping Hooves1"24+5+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 100
Battlefield Role: None
Notes: Battleline in a Cities of Sigmar army if general is TEMPEST’S EYE

DESCRIPTION

A unit of Freeguild Outriders has any number of models, each armed with a Repeater Handgun and Freeguild Cavalry Sabre.

MOUNT: This unit’s Steeds attack with their Stamping Hooves.

SHARPSHOOTER: 1 model in this unit can be a Sharpshooter. Add 1 to the Attacks characteristic of that model’s Freeguild Cavalry Sabre. In addition, a Sharpshooter can replace their Repeater Handgun with one of the following weapon options: Grenade-launching Blunderbuss; or Brace of Pistols.

TRUMPETER: 1 in every 5 models in this unit can be a Trumpeter. Add 1 to run and charge rolls for units that include any Trumpeters.

ABILITIES

Expert Gunners: Outriders can unleash salvoes of fire with deadly precision if they are not in melee.
Add 1 to the Attacks characteristic of this unit’s Repeater Handguns if this unit is not within 3" of any enemy units.

Skilled Riders: Each of these soldiers is a master equestrian.
This unit can run and/or retreat and still shoot later in the same turn.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, FREEGUILD, FREEGUILD OUTRIDERS
Running
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.
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.

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

None
Battleline
Leader
Leader, Behemoth
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2020