Cities of Sigmar – Freeguild Fusiliers

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WARSCROLL

Freeguild Fusiliers

Planting their pavises in the ground, Freeguild Fusiliers form up into a defensive line that is effectively a fortress battlement brought to the field. From this defensive position, they unleash continuous volleys of fire from their sturdy fusil-cannons amidst drifting clouds of blackpowder smoke.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fusil-cannon: Fortified Position
Fusil-cannon: Fortified Position24"24+4+-11
Fusil-cannon: Mobile
Fusil-cannon: Mobile12"14+4+-11
Brace of Pistols
Brace of Pistols9"43+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bayonet
Bayonet1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 170
Battlefield Role: None
Base size: 28.5mm
Notes: For each Freeguild Steelhelms unit included in an army, 1 Freeguild Fusiliers unit can be included in the army as a Battleline unit.

Each model in a Freeguild Fusiliers unit is armed with a Fusil-cannon and Bayonet.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Castelite Formation

CHAMPION: 1 model in this unit can be a Fusil-Sergeant. Add 2 to the Attacks characteristic of that model’s Fusil-cannon. Alternatively, that model can be armed with a Brace of Pistols instead of a Fusil-cannon.

STANDARD BEARER: 1 in every 10 models in this unit can be a Fusilier Herald. Add 1 to the Bravery characteristic of this unit while it includes any Fusilier Heralds.

Designer’s Note: The Blackpowder Squire isn’t a model for rules purposes; it is a marker for the Resupply Run ability.

Fusiliers, Fire!: When in position, Fusiliers unleash devastating volleys of fire into the enemy lines.
Each time a model shoots with a Fusil-cannon, if its unit is in a fortified position, use the Fortified Position weapon characteristics. Otherwise, use the Mobile weapon characteristics.

Fortified Position: Heavy pavises are slammed into the dirt, forming a wall of oak and iron as strong as a fortification.
At the start of the battle, this unit is in a fortified position. In addition, at the end of your movement phase, if this unit both remained stationary and was not set up in that phase, it can establish a fortified position. Once this unit is in a fortified position, it remains so until it moves or is removed from the battlefield. While this unit is in a fortified position, you can ignore negative modifiers to save rolls for attacks made with missile weapons that target it.

Resupply Run: As ammunition runs low, Blackpowder Squires are dispatched to bring fresh supplies to the line.
Once per battle, at the start of your shooting phase in the third or subsequent battle rounds, you can say that this unit will be resupplied by its Blackpowder Squire. If you do so, you can re-roll hit rolls for attacks made with missile weapons by this unit until the end of that phase.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, FREEGUILD, CASTELITE, FREEGUILD FUSILIERS
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.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

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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1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.

The CASTELITE keyword is used in the following Cities of Sigmar warscrolls:

Leader
Battleline
None
Artillery
© Vyacheslav Maltsev 2013-2024