Cities of Sigmar – Freeguild Steelhelms

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CITIES OF SIGMAR WARSCROLL
Freeguild Steelhelms
5"
1
4+
1
The Steelhelms are the weatherbeaten infantry at the heart of each Freeguild regiment. They cross the battlefield in a defensive shieldwall known as a Castelite formation and are often used as guardians of artillery emplacements. Throughout all levels of the Dawnbringer Crusades, there is a quiet respect for their sheer tenacity. After all, Steelhelms are most frequently the humble men and women of the Sigmarite cities, recruited from all walks of life. This is not to say that they are untrained – once they take the Coin, the recruits are given arms and armour and drilled in their city’s military academy for the expedition to come. Each battalion is headed by a Steelhelm Herald, bearer of the consecrated regimental standard. The toughest, most resolute member of the soldiery is usually given this duty – so vaunted is this honour that they would rather die than let the standard fall. Alongside them comes the Battle Priest. Ever ready to deliver a sermon or beat back the God-King’s foes with their fists and hammers, they carry the relic of a Sigmarite martyr to clear Chaos taint from their path. If a Battle Priest forms the spiritual armour of the Steelhelms, it is the Sergeant-at-Arms who provides its iron fist. Resolute, stubborn and formidable, they use wits as well as brawn to ensure they and their unit live to fight another day.
CITIES OF SIGMAR WARSCROLL
Freeguild Steelhelms
MELEE WEAPONS
AtkHitWndRndDmg
Freeguild Weapons
Freeguild Weapons24+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 100
Base size: 25mm
Can be reinforced: Yes

This unit’s musician and standard bearer are the same model.

Once Per Turn (Army), Your Movement Phase
CONSECRATE THE LAND: Bellowing Sigmarite hymns, the Battle Priest who accompanies the Steelhelms purges the taint of Chaos from the land and consecrates it in the name of the God-King.

Declare: If this unit is contesting an objective you control that is not contested by any enemy models, roll a dice.

Effect: On a 3+, that objective is considered by you to be consecrated. While each model in a friendly CITIES OF SIGMAR HUMAN unit is contesting a consecrated objective, that unit has WARD (5+). If your opponent gains control of a consecrated objective, it is no longer consecrated.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
ORDER, CITIES OF SIGMAR, HUMAN
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
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.

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.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

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

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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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.

© Vyacheslav Maltsev 2013-2024