Cities of Sigmar – Freeguild General
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WARSCROLL

Freeguild General

Freeguild Generals inspire their soldiers to acts of astonishing bravery with their mere presence. Master duellists and peerless strategists, they are as comfortable crossing blades with the foe as they are issuing decisive commands that lead to glorious victory.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Zweihander
Zweihander1"33+3+-2D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Base size: 25mm
Notes: Single

DESCRIPTION

A Freeguild General is a single model armed with a Zweihander.

ABILITIES

Decapitating Swing: A single strike from a Zweihander can take the head clean off the shoulders.
If the unmodified hit roll for an attack made with a Zweihander is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Inspiring Leader: This officer is a respected and consummate commander.
Add 1 to the Bravery characteristic of friendly FREEGUILD units while they are wholly within 18" of this model.

COMMAND ABILITIES

Hold the Line: This warrior stands strong in the face of the enemy and inspires their fellow soldiers to do the same.
You can use this command ability in your hero phase. If you do so, pick up to 3 friendly FREEGUILD units wholly within 18" of a friendly FREEGUILD HERO with this command ability. Until the start of your next hero phase, add 1 to hit and wound rolls for attacks made by those friendly units if they have not made a normal move or a charge move in the same turn. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, FREEGUILD, HERO, FREEGUILD GENERAL
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.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Army List
Warscrolls collated
Faction Rules
• Allies
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
Battleline
Leader
Leader, Behemoth
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).

The FREEGUILD and HERO keywords are used in the following Cities of Sigmar warscrolls:

Leader
Leader, Behemoth
8.1 Normal Move
When you pick a unit to make a normal move, 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. Units cannot move within 3" of enemy units when making a normal move.

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

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021