Cities of Sigmar – Freeguild Pistoliers
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Freeguild Pistoliers

Pistoliers are master horsemen skilled in both marksmanship and swordplay. As their hardy horses gallop towards the foe, these cavalrymen fire their pistols with devastating accuracy before switching to keen sabres to carry the charge home
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Brace of Pistols
Brace of Pistols9"24+3+-11
Repeater Handgun
Repeater Handgun16"D34+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sabre and Pistol Butt
Sabre and Pistol Butt1"24+4+-1
Stamping Hooves
Stamping Hooves1"24+5+-1

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


A unit of Freeguild Pistoliers has any number of models, each armed with a Brace of Pistols and a Sabre and Pistol Butt.

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

OUTRIDER: 1 model in this unit can be a Outrider. Add 1 to the Attacks characteristic of that model’s Sabre and Pistol Butt. In addition, an Outrider can replace their Brace of Pistols with a Repeater Handgun.

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


Hail of Bullets: Pistoliers unleash a hail of bullets as they charge towards a foe.
After this unit makes a charge move, it can shoot with any Braces of Pistols it is armed with.

Reckless Riders: The young, brash warriors ride their mounts at a gallop even in the heat of battle.
You can re-roll run and charge rolls for this unit.

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.
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.

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

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

Leader, Behemoth
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© Vyacheslav Maltsev 2013-2021