Cities of Sigmar – Freeguild Marshal on Griffon

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CITIES OF SIGMAR WARSCROLL
Freeguild Marshal
on Griffon
12"
15
4+
5
The highest battlefield office in each citizen host is that of the Freeguild Marshal. Each has been trained extensively in the military academies of their home city, their skills honed in the fires of war. When entrusted with the magical weaponry and protective amulets of their parent city, the Marshals reach new levels of deadliness on the field. Each Marshal understands the importance of the calculated strike and the strategic withdrawal, the flanking manoeuvre, the bulwark and the feint. Their cutting blade is the cavalry wedge, their shield the wall of Steelhelms and their gun the massed Fusiliers firing on their mark to shred the enemy. The tools of the Marshal’s trade are many. They include blessed blades of banishment, heavy warhammers that echo the holy form of Ghal Maraz, lances hung with glorious banners and duardin-crafted plate armour. Some take to battle upon a proud, avian griffon to better lead by example and to survey the battlefield from on high; such a sight is a morale boost unto itself, symbolising Azyr in all its glory. Identifying where their presence is most required, they descend like a speeding comet to lay waste to their enemies.
CITIES OF SIGMAR WARSCROLL
Freeguild Marshal
on Griffon
MELEE WEAPONS
AtkHitWndRndDmg
Marshal’s Armaments [Charge (+1 Damage)]
Marshal’s Armaments
Charge (+1 Damage)
53+4+12
Griffon’s Razor Claws and Deadly Beak [Companion]
Griffon’s Razor Claws and Deadly Beak
Companion
64+2+23
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Freeguild Veteran, Any HUMAN

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Griffon’s Razor Claws and Deadly Beak is 4.

Reaction: You declared the ‘Redeploy’ command for a friendly CITIES OF SIGMAR HUMAN unit wholly within 12" of this unit
TACTICAL ACUMEN: Those Freeguild Marshals who have earned the right to ride a griffon into battle not only are skilled warriors but also possess shrewd tactical minds.

Effect: If you roll a 1-3 when determining the distance that unit can move, you can use a value of 4 instead.

Once Per Turn (Army), Any Combat Phase
PIERCING BLOODROAR: The shrill war cry of a mighty griffon can shatter the enemy’s resolve.

Declare: Pick up to 3 enemy units in combat with this unit to be the targets.

Effect: Roll a dice for each target. On a 4+, the target cannot use commands for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, FLY
ORDER, CITIES OF SIGMAR, HUMAN

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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’).

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

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.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

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

Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
This HERO can join an eligible regiment as a Freeguild Veteran.

Infantry Hero
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
© Vyacheslav Maltsev 2013-2024