Cities of Sigmar – Freeguild Cavaliers

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SPEARHEAD WARSCROLL
Freeguild Cavaliers
10"
3
3+
1
The battlefield shakes as the heavy cavalry of the Sigmarite cities make their charge. No idle jousters are the Freeguild Cavaliers but men and women hardened by bitter experience and keen to take out their wrath on the enemies of the God-King. These knights are at their most fearsome when they crash into the foe at full speed, but they are certainly no strangers to brutal attritional melees in which rider and steed are expected to fight for hours at a time without rest.
SPEARHEAD WARSCROLL
Freeguild Cavaliers
MELEE WEAPONS
AtkHitWndRndDmg
Cavalier Weapon [Charge (+1 Damage)]
Cavalier Weapon
Charge (+1 Damage)
34+4+11
Warhorse’s Steel-shod Hooves [Companion]
Warhorse’s Steel-shod Hooves
Companion
25+3+-1
Any Charge Phase
DEVASTATING CHARGE: Thundering across the battlefield, the Cavaliers build up momentum before smashing deep into the enemy’s ranks, laying about themselves with blade, axe, hammer and flail.

Declare: If this unit charged this phase, pick an enemy unit in combat with it to be the target and roll a dice.

Effect: On a 2+, inflict D3 mortal damage on the target.

KEYWORDS
CAVALRY, REINFORCEMENTS
Army List
Warscrolls collated

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Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Universal Core Abilities - 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

© Vyacheslav Maltsev 2013-2026