Cities of Sigmar – Freeguild Gallants

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CITIES OF SIGMAR WARSCROLL
Freeguild Gallants
5"
2
3+
1
Freeguild Gallants are knightly champions who prefer to fight on foot. They favour one-handed weapons and broad shields, intercepting enemy charges with stoic resolve and then slowly driving the foe back with their superior bladecraft. Their skill and dash is an example to all nearby Sigmarite troops.
CITIES OF SIGMAR WARSCROLL
Freeguild Gallants
MELEE WEAPONS
AtkHitWndRndDmg
Weapons of Gallantry
Weapons of Gallantry23+4+11
BATTLE PROFILE

Unit Size: 5      Points: 130
Base size: 28.5mm
Can be reinforced: Yes

Passive
NOT ONE STEP BACK: The elite infantry of the Cities of Sigmar lead defensive positions against all manner of terrible foes.

Effect: If this unit has not used a CHARGE ability this turn, add 1 to the Attacks characteristic and Damage characteristic of this unit’s melee weapons.

Passive
BREAK THEM UPON THE WALLS: The sight of Freeguild Gallants bringing wrath and ruin to enemy attackers rouses their fellows to bloody deeds.

Effect: While this unit is under orders, the melee weapons of other visible friendly SIGMARITE units, excluding Freeguild Gallants units, have Anti-charge (+1 Rend) while they are wholly within 12" of this unit.

KEYWORDS
INFANTRY, CHAMPION, STANDARD BEARER (1/5)
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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Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
© Vyacheslav Maltsev 2013-2026