Cities of Sigmar – Freeguild Guard
 ]
This warscroll does not meet the selection criteria (see Filter combo-box or Settings tab).
5"
1
5+
5
WARSCROLL

Freeguild Guard

TheFreeguild Guard form the backbone of the military forces of the free cities. Armed with swords, spears and whatever other weapons they can scavenge, these soldiers form a wall of steel and broad shields against the enemies of mortalkind.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Freeguild Halberd
Freeguild Halberd1"14+3+-11
Freeguild Spear
Freeguild Spear2"14+4+-1
Freeguild Sword
Freeguild Sword1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 85
Battlefield Role: Battleline
Base size: 25mm

DESCRIPTION

A unit of Freeguild Guard has any number of models. The unit is armed with one of the following weapon options: Freeguild Halberd; Freeguild Spear; or Freeguild Sword and Shield.

SERGEANT: 1 model in this unit can be a Sergeant. Add 1 to the Attacks characteristic of that model’s melee weapon.

DRUMMER: 1 in every 10 models in this unit can be a Drummer. Add 1 to run and charge rolls for units that include any Drummers.

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.

ABILITIES

Massed Ranks: The regiments of the Freeguild Guard are organised and disciplined.
Add 1 to hit rolls for attacks made by this unit if it has 10 or more models.

Parry and Block: Wielding a shield in battle offers protection from enemy attacks.
Add 1 to save rolls for attacks that target a unit armed with Freeguild Swords and Shields.

Wall of Spears: Only the foolish dare charge a regiment bristling with spears and pikes.
Add 1 to wound rolls for attacks made with Freeguild Spears that target an enemy unit that made a charge move in the same turn.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, FREEGUILD, FREEGUILD GUARD
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.
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.
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.
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).

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

None
Battleline
Leader
Leader, Behemoth
Army List
Warscrolls collated
Faction Rules
• Allies
© Vyacheslav Maltsev 2013-2021