Cities of Sigmar – Freeguild Cavalier-Marshal

This warscroll does not meet the selection criteria (see Settings tab).
CITIES OF SIGMAR WARSCROLL
Freeguild Cavalier-Marshal
10"
7
3+
2
The highest battlefield office in each citizen host is that of the Freeguild Marshal. Each has been trained extensively in the military academies of their home city, their skills honed in the fires of war. When entrusted with the magical weaponry and protective amulets of their parent city, the Marshals reach new levels of deadliness on the field. Each Marshal understands the importance of the calculated strike and the strategic withdrawal, the flanking manoeuvre, the bulwark and the feint. Their cutting blade is the cavalry wedge, their shield the wall of Steelhelms and their gun the massed Fusiliers firing on their mark to shred the enemy. Those commanders who ride to war are known as Cavalier-Marshals. They wield finely crafted magical weapons and more besides – in their packs are cartographical scroll cases of Azyrite design, telescopes with lenses of fine Hyshian crystal, Aqshian snuff-boxes and healing unguents imported from Ghyran. Every Cavalier-Marshal is well drilled in leading the charge, collapsing enemy battlelines in a single, decisive attack. Often carrying the weight of a Dawnbringer Crusade upon their shoulders, they are inspiring champions all.
CITIES OF SIGMAR WARSCROLL
Freeguild Cavalier-Marshal
RANGED WEAPONS
RngAtkHitWndRndDmg
Dragoon Pistol [Shoot in Combat]
Dragoon Pistol
Shoot in Combat
10"23+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Master-forged Cavalier Sword
Master-forged Cavalier Sword53+4+12
Warhorse’s Steel‑shod Hooves [Companion]
Warhorse’s Steel‑shod Hooves
Companion
25+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 75 × 42mm
Can be reinforced: No
Regiment Options: 0-1 Freeguild Veteran, Any HUMAN

Passive
’FOR SIGMAR, CHARGE!’: With their blade raised high, the Marshal signals the charge of the Cavaliers.

Effect: Add 1 to charge rolls for this unit and for friendly Freeguild Cavaliers units while they are wholly within 12" of this unit.

Once Per Battle (Army), Any Combat Phase
RUN DOWN THE FOE: With a Cavalier-Marshal at the helm, a well-timed charge of Freeguild riders can shatter the enemy’s formation before they can strike back.

Declare: If this unit charged this turn, pick a friendly CITIES OF SIGMAR HUMAN CAVALRY unit that charged this turn and is wholly within 12" of this unit to be the target.

Effect: This unit and the target have STRIKE-FIRST for the rest of the turn.

KEYWORDS
HERO, CAVALRY
ORDER, CITIES OF SIGMAR, HUMAN

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).

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

This HERO can join an eligible regiment as a Freeguild Veteran.

Infantry Hero
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

The CITIES OF SIGMAR, HUMAN and CAVALRY keywords are used in the following Cities of Sigmar warscrolls:

© Vyacheslav Maltsev 2013-2024