Cities of Sigmar – Freeguild Marshal and Relic Envoy

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CITIES OF SIGMAR WARSCROLL
Freeguild Marshal
and Relic Envoy
5"
5
3+
2
Freeguild Marshals who lead from the front are perhaps the most heroic of all. The respect they have won from their warriors is stronger than any order, and their Relic Envoys ensure their orders always get to where they are needed. When battlelines close, their skill with sword, hammer and pistol swiftly becomes clear.
CITIES OF SIGMAR WARSCROLL
Freeguild Marshal
and Relic Envoy
RANGED WEAPONS
RngAtkHitWndRndDmg
Duelling Pistols [Shoot in Combat]
Duelling Pistols
Shoot in Combat
10"43+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Master-forged Weapon
Master-forged Weapon53+4+12
BATTLE PROFILE

Unit Size: 1      Points: 110
MODELBASE SIZE
Freeguild Marshal32mm
Relic Envoy28.5mm
Can be reinforced: No
Regiment Options: 0-1 Freeguild Veteran, Any SIGMARITE, Any ALLIES OF THE FREE CITIES
Notes: This Hero can join an eligible regiment as a Freeguild Veteran.

This unit is armed with 1 of the following options:
  • Duelling Pistols and Silvered Shortsword
  • Master-forged Longsword
  • Heirloom Warhammer

This unit’s Relic Envoy is a token.

Once Per Turn (Army), Your Hero Phase
ATTENDANT RELIC ENVOY: It is a great honour for a Relic Envoy to serve beneath a Freeguild Marshal. Their duties include hand-delivering messages to the soldiers of the line.

Declare: This unit’s Relic Envoy is a token. Pick a visible friendly SIGMARITE unit wholly within 18" of this unit and not under orders to be the target.

Effect: Place this unit’s Relic Envoy next to the target. While this unit is under orders and on the battlefield and this unit’s Relic Envoy is next to the target, the target is under orders.

Once Per Battle (Army), Reaction: You declared a FIGHT ability for this unit
1
FRONT-LINE COMMANDER: In the face of the oncoming enemy, the Marshal stands alongside their fellows in the front lines, bellowing orders and coordinating attacks.

Effect: If this unit is under orders, pick a friendly SIGMARITE INFANTRY or MONSTER unit that is wholly within 12" of this unit or has this unit’s Relic Envoy next to it and that has not used a FIGHT ability this turn to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, the target can use 2 FIGHT abilities this phase. After the first is used, however, the target has STRIKE-LAST for the rest of the turn.

KEYWORDS
HERO, INFANTRY
ORDER, CITIES OF SIGMAR, SIGMARITE

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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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.
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 after any non-FIGHT combat phase abilities have been used, 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.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
Those HEROES can join an eligible regiment as a Freeguild Veteran.

Infantry Hero
Cavalry Hero

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

© Vyacheslav Maltsev 2013-2026