Cities of Sigmar – Freeguild Command Corps

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WARSCROLL

Freeguild Command Corps

The battlefield aides of the Freeguild Marshals range from towering Arch-Knight champions to soul-priests, from War Surgeons to sinister Whisperblades. Together they are a force far greater than the sum of their parts.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sigmarite Great Weapon
Sigmarite Great Weapon2"43+3+-1D3
Enchanted Rapier
Enchanted Rapier1"12+2+-3D6
Assortment of Weapons
Assortment of Weapons1"23+4+-1
Gargoylian Bite
Gargoylian Bite1"34+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 6      Points: 200
Battlefield Role: None
MODELBASE SIZE
Soul Shepherd40mm
Mascot Gargoylian28.5mm
Arch-Knight, Whisperblade, Great Herald and War Surgeon32mm
Notes: Single

The models in a Freeguild Command Corps are 1 Arch-Knight, 1 Whisperblade, 1 Great Herald, 1 War Surgeon, 1 Soul Shepherd and 1 Mascot Gargoylian. The Arch-Knight is armed with a Sigmarite Great Weapon. The Whisperblade is armed with an Enchanted Rapier. The Great Herald, War Surgeon and the Soul Shepherd are each armed with an Assortment of Weapons. The Mascot Gargoylian is armed with a Gargoylian Bite.

GREAT HERALD: This unit has the TOTEM keyword while it has a Great Herald.

The Marshal’s Retinue: As well as bringing their diverse range of skills to the battlefield, the warriors and wisemen of the Command Corps have each sworn to guard the life of a Marshal with their own.
At the start of the first battle round, before determining who has the first turn, you can pick 1 friendly FREEGUILD MARSHAL AND RELIC ENVOY on the battlefield for this unit to be assigned to. The same FREEGUILD MARSHAL cannot have more than 1 FREEGUILD COMMAND CORPS assigned to it. That FREEGUILD MARSHAL has a ward of 4+ while it is within 3" of this unit.

Sawbones: The War Surgeon performs a vital role on the battlefield: keeping the soldiery around them fighting for as long as possible.
You can only use this ability while this unit has a War Surgeon. At the end of your hero phase, you can pick up to 3 friendly CITIES OF SIGMAR HUMAN units wholly within 12" of this unit. For each unit picked, you can either heal up to D3 wounds allocated to that unit or, if no wounds have been allocated to that unit, you can return a number of slain models to it that have a combined Wounds characteristic of D3 or less.

Dispatch Spies: The Whisperblades have networks of informants and operatives at their disposal that they use to unravel the best-laid plans of the enemy.
You can only use this ability while this unit has a Whisperblade. Once per turn, when an enemy unit issues a command, you can say that the Whisperblade will attempt to disrupt it. If you do so, roll a dice. On a 4+, that command is not received (the command ability still counts as having been used) and the command point that was spent to issue that command is lost. Each time a command is issued, no more than 1 attempt to disrupt it can be made.

Sound the Advance: The role of the Great Herald is to direct the movement of the soldiery around them.
You can only use this ability while this unit has a Great Herald. Add 1 to run rolls and charge rolls for friendly CITIES OF SIGMAR HUMAN units while they are wholly within 12" of any friendly units that have a Great Herald. In addition, when a friendly CITIES OF SIGMAR HUMAN unit wholly within 12" of any friendly units that have a Great Herald retreats, you can add D3" to the Move characteristic of all models in that unit until the end of the phase.

Tune of the Corpus Somni: It is said only Sigmarites who are close to death can hear the pipe of the Corpus Somni. Those who are yet deaf to its melancholy notes, however, are inexplicably filled with an odd sense of certainty that they will see the day through to its end.
You can only use this ability while this unit has a Soul Shepherd. In the battleshock phase, each time a model would flee from a friendly CITIES OF SIGMAR HUMAN unit while that friendly unit is wholly within 12" of this unit, roll a dice. On a 4+, that model does not flee. The same unit cannot be affected by this ability more than once in the same phase.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, FREEGUILD, FREEGUILD COMMAND CORPS
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

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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8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
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.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.
© Vyacheslav Maltsev 2013-2024