Cities of Sigmar – Freeguild Crossbowmen
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WARSCROLL

Freeguild Crossbowmen

The crossbow is a favoured weapon of Freeguild marksmen. Easy to master and capable of punching through steel plate, a unit of trained sharpshooters armed with such a weapon can pepper their quarry with a lethal hail of bolts.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Freeguild Crossbow
Freeguild Crossbow24"14+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Dagger
Dagger1"15+5+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 105
Battlefield Role: Battleline
Base size: 25mm

DESCRIPTION

A unit of Freeguild Crossbowmen has any number of models, each armed with a Freeguild Crossbow and Dagger.

MARKSMAN: 1 model in this unit can be a Marksman. Add 1 to hit rolls for attacks made with this model’s Freeguild Crossbow.

STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of units that include any Standard Bearers.

PIPER: 1 in every 10 models in this unit can be a Piper. Add 1 to run and charge rolls for units that include any Pipers.

ABILITIES

Reload, Fire!: Crossbowmen rely upon massed hails of bolts to overwhelm their enemies.
Add 1 to the Attacks characteristic of this unit’s Freeguild Crossbows if it has 10 or more models, there are no enemy models within 3" of this unit, and this unit has not made a move in the same turn.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, FREEGUILD, FREEGUILD CROSSBOWMEN
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
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.
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 FREEGUILD keyword is used in the following Cities of Sigmar warscrolls:

None
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Leader, Behemoth
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© Vyacheslav Maltsev 2013-2021