Cities of Sigmar – Freeguild General on Griffon
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WARSCROLL

Freeguild General on Griffon

A Freeguild General mounted upon a noble griffon surveys the battlefield from on high. Identifying where their presence is most required, they descend like a speeding comet to lay waste to their enemies, inspiring their comrades with word and deed.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sigmarite Runesword
Sigmarite Runesword1"53+4+-12
Sigmarite Greathammer
Sigmarite Greathammer1"33+3+-2D3
Freeguild Lance
Freeguild Lance2"43+4+-12
Razor Claws
Razor Claws2"4+3+-12
Deadly Beak
Deadly Beak2"23+3+-2
DAMAGE
Wounds SufferedMoveRazor ClawsDeadly Beak
0-315"64
4-613"53
7-911"42
10-119"31
12+7"21
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 305
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Aetherguard Windrunners
 • Hammerhalian Lancers

DESCRIPTION

A Freeguild General on Griffon is a single model armed with one of the following weapon options: Sigmarite Runesword; Sigmarite Greathammer; or Freeguild Lance. A Freeguild General on Griffon can also carry a Freeguild Shield.

MOUNT: This model’s Griffon attacks with its Razor Claws and Deadly Beak.

FLY: This model can fly.

ABILITIES

Charging Lance: Expert cavalrymen one and all, Freeguild Generals armed with lances can shatter an enemy line with their well-timed strikes.
This model’s Freeguild Lance has a Rend characteristic of -2 instead of -1 if this model made a charge move in the same turn.

Freeguild Shield: With breathtaking skill and speed, this general pivots upon their mount to deflect harmful blows from the enemy.
Add 1 to save rolls for attacks that target this model if this model carries a Freeguild Shield.

Skilled Rider: Foregoing their shield, this general uses their free hand to deftly steer their mount into the fray.
Add 1 to run and charge rolls for this model if it does not carry a Freeguild Shield.

Piercing Bloodroar: The shrill war cry of a mighty griffon can shatter the enemy’s resolve.
Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of any friendly units with this ability.

COMMAND ABILITIES

Rousing Battle Cry: Atop their griffon, this general implores the warriors under their command to run down the enemy and strike true in the name of Sigmar.
You can use this command ability at the start of your charge phase. If you do so, pick 1 friendly FREEGUILD HERO with this command ability. Until the end of that phase, add 1 to charge rolls for friendly FREEGUILD units while they are wholly within 12" of that HERO. In addition, in the next combat phase, add 1 to hit rolls for attacks made with melee weapons by friendly FREEGUILD units while they are wholly within 12" of that HERO. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, FREEGUILD, MONSTER, 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.
Army List
Warscrolls collated
Faction Rules
• Allies
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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 FREEGUILD keyword is used in the following Cities of Sigmar warscrolls:

None
Battleline
Leader
Leader, Behemoth
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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

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

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021