Cities of Sigmar – Scourge of Ghyran Freeguild Cavaliers

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CITIES OF SIGMAR WARSCROLL
Scourge of Ghyran Freeguild Cavaliers
10"
3
3+
1
Equipped with heavy maces and longswords and riding horses clad from haunch to nose in metal barding, Freeguild Cavaliers are more than capable of taking enemies on amidst the tangled confines of the Ghyranite jungle. From their saddles they hack and swing at the foe, ignoring the blows that ring across their heraldic war-plate.
CITIES OF SIGMAR WARSCROLL
Scourge of Ghyran Freeguild Cavaliers
MELEE WEAPONS
AtkHitWndRndDmg
Cavalier Weapon [Charge (+1 Damage)]
Cavalier Weapon
Charge (+1 Damage)
23+4+11
Warhorse’s Steel‑shod Hooves [Companion]
Warhorse’s Steel‑shod Hooves
Companion
25+3+-1
BATTLE PROFILE

Unit Size: 5      Points: 160
Base size: 60 × 35mm
Can be reinforced: Yes
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Any Charge Phase
THE RED WORK: In a tight formation of muscle, horseflesh and metal, the Freeguild Cavaliers continue the red work of axe, bludgeon and blade as they grind their way through the ranks of the enemy.

Declare: If this unit is in combat and has not charged this turn, pick this unit and up to 1 friendly Freeguild Cavalier-Marshal or Freeguild Marshal on Griffon within this unit’s combat range to be the targets.

Effect: Roll a dice. Add 1 to the roll if there are fewer models in this unit than the total number of enemy models in units that are in combat with this unit. On a 4+, for the rest of the turn, the targets count as having charged.

KEYWORDS
CAVALRY, CHAMPION, STANDARD BEARER (1/5)
ORDER, CITIES OF SIGMAR, HUMAN
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
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
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.

Army List
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Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
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.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.

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

Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

© Vyacheslav Maltsev 2013-2025