Cities of Sigmar – Freeguild Outriders
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12"
2
5+
6
WARSCROLL

Freeguild Outriders

Outriders are light cavalry scouts armed with a variety of blackpowder weapons. They harry the flanks of the enemy’s formation, blasting away with pinpoint precision before wheeling their mounts about to evade retribution.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Grenade-launching Blunderbuss
Grenade-launching Blunderbuss12"14+3+-1D3
Brace of Pistols
Brace of Pistols9"23+3+-11
Repeater Handgun
Repeater Handgun16"D35+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Freeguild Cavalry Sabre
Freeguild Cavalry Sabre1"14+4+-1
Stamping Hooves
Stamping Hooves1"24+5+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 110
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline in a TEMPEST’S EYE army

BATTALIONS

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

DESCRIPTION

A unit of Freeguild Outriders has any number of models, each armed with a Repeater Handgun and Freeguild Cavalry Sabre.

MOUNT: This unit’s Steeds attack with their Stamping Hooves.

SHARPSHOOTER: 1 model in this unit can be a Sharpshooter. Add 1 to the Attacks characteristic of that model’s Freeguild Cavalry Sabre. In addition, a Sharpshooter can replace their Repeater Handgun with one of the following weapon options: Grenade-launching Blunderbuss; or Brace of Pistols.

TRUMPETER: 1 in every 5 models in this unit can be a Trumpeter. Add 1 to run and charge rolls for units that include any Trumpeters.

ABILITIES

Expert Gunners: Outriders can unleash salvoes of fire with deadly precision if they are not in melee.
Add 1 to the Attacks characteristic of this unit’s Repeater Handguns if this unit is not within 3" of any enemy units.

Skilled Riders: Each of these soldiers is a master equestrian.
This unit can run and/or retreat and still shoot later in the same turn.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, FREEGUILD, FREEGUILD OUTRIDERS
Army List
Warscrolls collated
Faction Rules
• Allies
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
Battleline
Leader
Leader, Behemoth
8.2 Retreat
When you pick a unit to retreat, 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. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
© Vyacheslav Maltsev 2013-2021