Cities of Sigmar – Freeguild Command Corps

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CITIES OF SIGMAR WARSCROLL
Freeguild Command Corps
5"
3
4+
2
The Command Corps are a group of experts, champions and specialists that guide the Marshal in matters of war. Standing by their commander are the Arch‑Knights, exemplars of the blade and axe who protect their lord in battle. Each bears a fierce totem fashioned after a great beast that reflects their fighting style. Next is a Great Herald, who holds aloft the regimental banner that will be planted at the heart of a new settlement. It is their role to sound the advance, charge and timely retreat. Most Command Corps include a War Surgeon skilled in the arts of triage and amputation. They are incredibly proficient, able to perform medical miracles even under fire on the battlefield. Should a soldier succumb to their injuries, however, their soul is guided to their afterlife by the Soul Shepherds, allowing them to escape the clutches of Nagash. The strange piping of the Shepherds’ homunculi is silent to the living, but a lilting requiem can be heard as one approaches death. Lurking in the shadows are the Whisperblades, who keep the Marshal apprised of dissent. They wear cloaks of Ulguan falsecloth that allow them to blend with darkness – all the better to listen, learn and assassinate.
CITIES OF SIGMAR WARSCROLL
Freeguild Command Corps
MELEE WEAPONS
AtkHitWndRndDmg
Sigmarite Great Weapon
Sigmarite Great Weapon43+3+1D3
Enchanted Rapier [Crit (Mortal)]
Enchanted Rapier
Crit (Mortal)
12+4+2D6
Assortment of Weapons
Assortment of Weapons23+4+-1
Gargoylian’s Bite [Companion]
Gargoylian’s Bite
Companion
34+3+1D3
BATTLE PROFILE

Unit Size: 6      Points: 190
MODELBASE SIZE
Soul Shepherd40mm
Mascot Gargoylian28.5mm
Arch-Knight, Whisperblade, Great Herald and War Surgeon32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

The Great Herald, War Surgeon and Soul Shepherd are each armed with an Assortment of Weapons. The Arch-Knight is armed with a Sigmarite Great Weapon. The Whisperblade is armed with an Enchanted Rapier. The Mascot Gargoylian is armed with a Gargoylian’s Bite.

Once Per Battle Round (Army), Any Hero Phase
FREEGUILD ADJUTANTS: Each member of the Command Corps has their own special skills to be employed.

Declare: Pick a friendly CITIES OF SIGMAR HUMAN unit wholly within 12" of this unit to be the target.

Effect: For the rest of the turn, the first time the target uses the ‘Redeploy’, ‘Rally’, ‘Covering Fire’ or ‘Counter-charge’ command, you can pick another friendly CITIES OF SIGMAR HUMAN unit wholly within 12" of this unit and that has not used a command this phase to use the same command immediately after the first has been resolved (this is an exception to Commands, 1.2). You must still spend command points as normal to use the command a second time.

Passive
THE MARSHAL’S RETINUE: As well as bringing their diverse range of skills to the battlefield, the warriors and wisemen of the Command Corps have each sworn to guard the life of a Marshal with their own.

Effect: While any friendly Freeguild Marshal and Relic Envoy units are wholly within this unit’s combat range, both this unit and those friendly units have WARD (5+).

Once Per Battle (Army), Reaction: Opponent declared a command for a unit within 12" of this unit
DISPATCH SPIES: The Whisperblades have networks of informants and operatives at their disposal that they use to unravel the best-laid plans of the enemy.

Effect: Unless your opponent spends 1 additional command point to use that command, the command has no effect, it still counts as having been used and the command points spent to use the command are still lost.

KEYWORDS
INFANTRY, STANDARD BEARER (1/6)
ORDER, CITIES OF SIGMAR, HUMAN
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

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

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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).
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

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’).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
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.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN
Reaction: Opponent declared an ATTACK ability
1
ALL-OUT DEFENCE: The soldiers close ranks to hold off an incoming attack.

Used By: A unit targeted by that ATTACK ability.

Effect: Add 1 to save rolls for that unit in this phase.
Enemy Shooting Phase
1
COVERING FIRE: The warriors unleash a quick volley at a nearby enemy unit before it charges into combat.

Declare: Pick a friendly unit that is not in combat to use this ability, then pick the closest enemy unit (to that unit) that can be picked as the target of shooting attacks to be the target.

Effect: Resolve shooting attacks for the unit using this ability against the target. You must subtract 1 from the hit rolls for those attacks.

Designer’s Note: This change allows reactions such as ‘All-out Defence’ to be used in response to ‘Covering Fire’.
KEYWORDSSHOOT, ATTACK
Enemy Charge Phase
2
COUNTER-CHARGE: Seeing the need for decisive action, the warriors charge forth to stall the enemy’s advance or enact a bold interception.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can use a CHARGE ability as if it were your charge phase.
1.2 Using Commands
Commands are used in a similar manner to any other ability. However, each unit can only use 1 command in each phase, each command can only be used 1 time by each army in each phase, and you must spend a number of command points equal to the command point cost to use a command.
© Vyacheslav Maltsev 2013-2024