Cities of Sigmar – Freeguild Fusiliers

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CITIES OF SIGMAR WARSCROLL
Freeguild Fusiliers
5"
1
4+
1
Planting their pavises in the ground, Freeguild Fusiliers form up into a defensive line that is effectively a fortress battlement brought to the field. From this defensive position, they unleash continuous volleys of fire from their sturdy fusil-cannons amidst drifting clouds of blackpowder smoke.
CITIES OF SIGMAR WARSCROLL
Freeguild Fusiliers
RANGED WEAPONS
RngAtkHitWndRndDmg
Fusil-cannon
Fusil-cannon18"14+2+21
MELEE WEAPONS
AtkHitWndRndDmg
Bayonet
Bayonet14+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 120
Base size: 28.5mm
Can be reinforced: Yes

Passive
FORTIFIED POSITION: Heavy pavises are slammed into the dirt, forming a wall of oak and iron as strong as a fortification.

Effect: While this unit is under orders:
  • This unit’s ranged weapons have Shoot in Combat.
  • Subtract 1 from the Rend characteristic of weapons used for attacks that target this unit.

Once Per Battle, Reaction: You declared a SHOOT ability for this unit and this unit is in combat
BLACKPOWDER SQUIRE: Blackpowder Squires ensure their fellows are well prepared to deliver point-blank volleys as the enemy closes.

Effect: This unit’s Blackpowder Squire is a token. Remove this unit’s Blackpowder Squire from the battlefield, then add 1 to the Rend characteristic of this unit’s ranged weapons for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION, STANDARD BEARER (1/10)
ORDER, CITIES OF SIGMAR, SIGMARITE
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used 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 ORDER keyword is used in the following Cities of Sigmar warscrolls:


and others...

The CITIES OF SIGMAR keyword is used in the following Cities of Sigmar warscrolls:


and others...
Army List
Warscrolls collated

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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.
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
23.0 Tokens
Tokens are not considered to be models for rules purposes and can be ignored or moved out of the way for purposes of visibility, coherency or abilities. They cannot be picked as the target of abilities. Their purpose is to indicate persisting effects on units they are placed next to. Each time a unit with a token finishes a move or is set up, place the token next to the unit.
© Vyacheslav Maltsev 2013-2026