Cities of Sigmar – Freeguild Cavalier-Marshal

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•CITIES OF SIGMAR WARSCROLL•
Freeguild Cavalier-Marshal
10"
7
3+
2
Every Cavalier-Marshal is nigh unstoppable on the charge. They gallop hard into the enemy, collapsing battlelines and intercepting charging foes with a sudden burst of speed. Though they often carry the weight of a Dawnbringer Crusade upon their shoulders, they are inspiring champions well used to leading by example.
•CITIES OF SIGMAR WARSCROLL•
Freeguild Cavalier-Marshal
Damage calculator
RANGED WEAPONS
RngAtkHitWndRndDmg
Dragoon Pistol [Shoot in Combat]
Dragoon Pistol
Shoot in Combat
10"43+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Master-forged Cavalier Sword [Charge (+1 Damage)]
Master-forged Cavalier Sword
Charge (+1 Damage)
53+4+12
Warhorse’s Steel‑shod Hooves [Companion]
Warhorse’s Steel‑shod Hooves
Companion
25+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 75 × 42mm
Can be reinforced: No
Regiment Options: 0-1 Freeguild Veteran, 0-1 Thaumaturgical Specialist, Any SIGMARITE, Any ALLIES OF THE FREE CITIES
Notes: This HERO can join an eligible regiment as a Freeguild Veteran.

Reaction: You declared the 'Counter-charge' command for this unit
’FOR SIGMAR! FOR GLORY!’: Raising their blade, the Marshal signals the Cavaliers’ counter-charge and hurls themselves into battle.

Effect: Pick a visible friendly non-HERO SIGMARITE CAVALRY unit that is wholly within 12" of this unit, is not in combat and has not used a RUN ability this turn to be the target. After the ‘Counter-charge’ command for this unit has been resolved, if this unit is in combat, the target can immediately use the ‘Charge’ ability as if it were your charge phase. In addition, you can re-roll charge rolls for the target for the rest of the phase.

Once Per Turn (Army), Any Charge Phase
RUN DOWN THE FOE: Cavalier-Marshals are experts in leading decisive charges on enemy positions and trampling the foe underfoot.

Declare: If this unit charged this turn, pick this unit and up to 2 visible friendly non-HERO SIGMARITE CAVALRY units that charged this turn and are wholly within 12" of this unit to be the targets.

Effect: For each target:
  • Make a pile-in move.
  • Then, pick an enemy unit in combat with the target and roll a D3. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.

KEYWORDS
HERO, CAVALRY
ORDER, CITIES OF SIGMAR, SIGMARITE
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).
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT
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.

FAQ / Errata

FAQ
Q:If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model?
A:
No.
Errata
Addenda: 7.0 Combat Range
Add the following:

‘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.’
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.
Obscuring
While every model in a non-MONSTER non‐WAR MACHINE unit that does not have the FLY keyword is within 1" of this terrain feature, the following apply:
  • That unit is only visible to enemy units that are within its combat range.
  • The Range characteristic of that unit’s ranged weapons is halved (rounding down to the nearest inch).
Unstable
Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall.
1.4.2 Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
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.

FAQ / Errata

FAQ
Q:If a non-FLY INFANTRY HERO (e.g. a Scinari Cathallar) is a Shrine Guardian of a Shrine Luminor, and that Shrine Guardian is within 1" of an obscuring terrain feature, is the Shrine Guardian visible to enemy abilities that target the Shrine Guardian?
A:
Yes.
Errata
6.0 Visibility
Add the following:

‘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.’
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
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

14.3 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

FAQ

Q:When using the ‘Charge’ ability, does my unit need to end the charge move within 1⁄2" of an enemy unit that was visible to the charging unit at the start of that charge move?
A:
No. It must end the charge move within 1⁄2" of an enemy unit that is visible to the charging unit when it finishes that charge move.
Q:If an ability adds to or subtracts from the number of dice that make up a charge roll, is that a modifier to the charge roll?
A:
No.

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

Monster
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’).
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
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.

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

The CITIES OF SIGMAR keyword is used in the following Cities of Sigmar warscrolls:

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

Monster

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Those HEROES can join an eligible regiment as a Thaumaturgical Specialist.

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

Those HEROES can join an eligible regiment as a Freeguild Veteran.

Enemy Charge Phase
2
COUNTER-CHARGE: Seeing the need for decisive action, the warriors charge forth to stall the enemy’s advance or enact a bold interception.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can use a CHARGE ability as if it were your charge phase.
© Vyacheslav Maltsev 2013-2026