Wahapedia8 site header

The Cities of Sigmar are visions of civilisation and hope made manifest. Gleaming metropolises built around the towering bastion of a Stormkeep, they are heavily fortified against the armies of darkness. Within their high walls, aelf, duardin and human thrive in peaceful coexistence.

This page contains all of the rules you need to field your Cities of Sigmar miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.
Contents

Books

BookKindEditionVersionLast update
  Cities of SigmarBattletome21.1December 2019

Designers’ Commentary

Battletome: Cities of Sigmar

 Q: In a Pitched Battle, Kharibdysses, Steam Tanks and War Hydras can be Battleline units in some Cities of Sigmar armies. In such cases, are they still counted as Behemoths as well?
 A
No.

Allies

FACTIONALLIES
Cities of SigmarDaughters of Khaine, Fyreslayers, Idoneth Deepkin, Kharadron Overlords (except in a Tempest’s Eye army), Sylvaneth (except in a Living City army or a Greywater Fastness army).

Free Cities Battle Traits

Strongholds of Order

In the wake of the Realmgate Wars, great cities of Order were established across the Mortal Realms, each with their own proud traditions and martial heritage

When you choose a Cities of Sigmar army, you must give it a city keyword from the list below. All CITIES OF SIGMAR units in your army gain that keyword, and you can use the allegiance abilities listed for that city on the pages indicated.

HAMMERHAL
LIVING CITY
GREYWATER FASTNESS
PHOENICIUM
ANVILGARD
HALLOWHEART
TEMPEST’S EYE

If a model already has a city keyword on its warscroll, it cannot gain another one. You can still include the model in your army, but you cannot use the allegiance abilities for its city.

Amplified Sorceries

Intense study has allowed the Collegiate Arcane to summon particularly devastating spells.

If a CITIES OF SIGMAR WIZARD successfully casts an endless spell and that spell has any of the abilities listed below, those abilities are in effect for that spell regardless of the realm in which the battle is taking place.

Empowered by Aqshy
Empowered by Chamon
Empowered by Ghur
Empowered by Ghyran
Empowered by Hysh
Empowered by Shyish
Empowered by Ulgu

Warriors of the Realms

Inhabitants of the God-King’s cities learn to adapt to and master their native realms.

The battle traits for each City of Sigmar will list the Mortal Realm in which the city is located. If you are using the rules from Warhammer Age of Sigmar: Malign Sorcery, your army must be from the same Mortal Realm as the one in which the city is based. In the case of Hammerhal, your army can be from either Aqshy or Ghyran.

Honoured Retinue

A general of the free cities is often accompanied to battle by a handpicked bodyguard consisting of the city’s finest champions.

When you choose the general of a Cities of Sigmar army, if the general has a Wounds characteristic of 6 or less, you can pick up to 1 friendly unit to be your general’s retinue. This unit must have between 5 and 20 models.

If you pick a retinue, your general gains the following ability:

Loyal Shields: A general’s trusted companions protect their master in battle.

Roll a dice before you allocate a wound or mortal wound to your general while they are within 3" of their retinue. On a 4+, that wound or mortal wound is allocated to the retinue instead of the general.

The General’s Adjutant

Many commanders of the free cities retain a loyal aide-de-camp tasked with providing strategic council.

When you choose the general of a Cities of Sigmar army, if your general has a Wounds characteristic of 6 or less, you can pick up to 1 friendly HERO to be your general’s adjutant. This HERO must have a Wounds characteristic of 6 or less and cannot be your general.

If you pick an adjutant, your general gains the following ability:

Wise Council: A good general listens well to his officers.

At the start of your hero phase, if your general is within 3" of their adjutant, roll a dice. On a 4+, you receive 1 extra command point.

Stormkeeps

From the centre of each free city rises a Stormkeep, a fearsome citadel of the Stormcast Eternals.

1 in every 4 units in a Cities of Sigmar army can be a STORMCAST ETERNALS unit. Those units gain the CITIES OF SIGMAR keyword and the city keyword chosen for your army.

Hammerhal Battle Traits

HAMMERHAL armies only.

A City of Two Realms

Hammerhal spreads over both Aqshy and Ghyran, its two halves linked by the colossal Stormrift Realmgate.

A Hammerhal army can be from either Aqshy or Ghyran.

Banners Held High

The banners of Hammerhalian regiments are heirloom artefacts, stitched with golden thread and resonant with proud martial history.

At the start of your hero phase, roll a dice for each friendly HAMMERHAL unit that includes any Standard Bearers. For each 6, you receive 1 extra command point.

The Magister of Hammerhal

Aventis Firestrike has the office of Magister of Hammerhal and speaks with the authority of Sigmar himself on all matters that concern the city.

If your army includes AVENTIS FIRESTRIKE and he is your general, at the start of your first hero phase, you receive 1 extra command point.

The Pride of Hammerhal

Soldiers of Hammerhal would gladly die rather than dishonour their beloved city.

Do not take battleshock tests for HAMMERHAL units that are wholly within your territory.

COMMAND ABILITY

Righteous Purpose

All warriors of the Twin-tailed City believe in their righteous duty to cleanse the realms, and an eloquent commander can stir this pride with devastating effect.

You can use this command ability at the end of the combat phase. If you do so, pick 1 friendly HAMMERHAL unit that is wholly within enemy territory, wholly within 12" of a friendly HAMMERHAL HERO, and within 3" of an enemy unit. That friendly unit can fight. A unit cannot benefit from this command ability more than once per phase.

Hammerhal Command Traits

HAMMERHAL generals only.

D3COMMAND TRAIT
1

Acadamae Prodigy

This warrior is a learned graduate from the city’s finest war colleges, the Acadamae Martial.

Add 1 to the Attacks characteristic of this general’s melee weapons. In addition, at the start of the battle, you receive 1 extra command point.

2

Blood of the Twelve

This general traces their lineage back to one of the twelve great families of Azyrheim, which inspires their warriors to fight all the harder.

You can re-roll wound rolls of 1 for attacks made with melee weapons by friendly HAMMERHAL units wholly within 12" of this general.

3

Aggressive General

This commander seeks glory and fame in battle and fights at the head of every charge.

Add 1 to hit rolls for attacks made with melee weapons by friendly HAMMERHAL units that are wholly within 12" of this general if this general made a charge move in the same turn.


Hammerhal Artefacts of Power

HAMMERHAL HEROES only.

D3ARTEFACT OF POWER
1

Armour of Mallus

It is said that this obsidian suit of armour was fashioned from a shard of Mallus, the core of the world-that-was. It offers supreme protection against both physical and supernatural attacks.

Add 1 to save rolls for attacks that target the bearer.

2

Saint’s Blade

First wielded by a nameless saint from the Age of Myth, this blade thirsts for the liberation of the realms from Chaos.

Pick 1 of the bearer’s melee weapons. Improve the Rend characteristic of that weapon by 1. In addition, while the bearer is within 6" of an objective marker, add 1 to the damage inflicted by attacks made with that weapon.

3

The Twinstone

A gem imbued with Fire and Life.

You can use this artefact in each of your hero phases. If you do so, pick its Aqshy aspect or its Ghyran aspect.

Aqshy Aspect: Until the start of your next hero phase, add 1 to hit rolls for attacks made with melee weapons by friendly HAMMERHAL units while they are wholly within 12" of the bearer.

Ghyran Aspect: Roll 1 dice for each friendly HAMMERHAL unit wholly within 12" of the bearer. On a 4+, you can heal up to D3 wounds allocated to that unit.


Hammerhal Spell Lores

You can choose or roll for one spell from the following table for each WIZARD in an Hammerhal army.

Lore of Cinder

D3SPELL
1

Wings of Fire

The mage conjures wings of flame that guide his comrades swiftly to battle.

Wings of Fire has a casting value of 6. If successfully cast, pick 1 friendly unit that is visible to the caster. Add 1 to run and charge rolls for that unit until the start of your next hero phase. In addition, until the start of your next hero phase, that unit can fly.

2

Cindercloud

Blinding sparks and thick plumes of smoke mask the battlefield, obscuring the wizard’s allies from harm.

Cindercloud has a casting value of 7. If successfully cast, until the start of your next hero phase, subtract 1 from hit rolls for attacks that target friendly units wholly within 9" of the caster.

3

Twin-tailed Comet

A blazing comet races across the sky before plummeting into the enemy lines.

Twin-tailed Comet has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. That unit suffers D3 mortal wounds. If that unit has 10 or more models, it suffers D6 mortal wounds instead.


The Living City Battle Traits

LIVING CITY armies only.

Deep in Thyria

The Living City is located in the Everspring Swathe, deep amidst the wilds of Thyria.

A Living City army must be from Ghyran.

The City Wargroves

Wargroves of the mysterious Sylvaneth inhabit the Living City, rousing to the soldiers’ war cry in times of need.

A Living City army can include SYLVANETH units. 1 in every 4 units in an army can be a SYLVANETH unit. Those units gain the CITIES OF SIGMAR keyword and the LIVING CITY city keyword.

Hunters of the Hidden Paths

The warriors of the Living City know of hidden waylines through the realms that they navigate to surprise and ambush all who threaten them.

Instead of setting up a LIVING CITY unit on the battlefield, you can place it to one side and say that it is set up on the hidden paths as a reserve unit. You can set up 1 reserve unit on the hidden paths for each LIVING CITY unit you have set up on the battlefield.

At the end of your movement phase, you can set up 1 or more of these units on the battlefield, wholly within 6" of the edge of the battlefield and more than 9" from any enemy units. Any reserve units on the hidden paths that are not set up on the battlefield before the start of the fourth battle round are destroyed.

Attuned to Nature

Every inhabitant of the Living City has an affinity with the natural world, and into battle they carry remedies, elixirs and herbal cures for battle wounds.

At the start of your hero phase, you can heal 1 wound allocated to each friendly LIVING CITY unit

COMMAND ABILITY

Strike then Melt Away

The warriors of the Living City strike from afar before disappearing from sight.

You can use this command ability at the end of your shooting phase. If you do so, pick 1 friendly LIVING CITY unit that shot in that phase, is more than 9" from any enemy units and is wholly within 18" of a friendly LIVING CITY HERO. That unit can make a normal move (it cannot run). A unit cannot benefit from this command ability more than once per phase.

The Living City Command Traits

LIVING CITY generals only.

D3COMMAND TRAIT
1

Ironoak Artisan

This warlord has mastered the difficult art of carving rare ironoak into weapons and armour.

Add 1 to save rolls for attacks that target this general. In addition, add 1 to wound rolls for attacks made with melee weapons by this general.

2

Forest Strider

This warlord is used to travelling through the thickest and most treacherous terrain.

This general can run and still charge in the same turn. In addition, friendly units are not affected by the Deadly scenery rule if they start a move wholly within 12" of this general.

Druid of the Everspring Circle

This warrior is also a powerful mage.

If this general is a WIZARD, they know all spells from the Lore of Leaves instead of only 1. If this general is not a WIZARD, they know 1 spell from the Lore of Leaves and can attempt to cast it in their hero phase.


The Living City Artefacts of Power

LIVING CITY HEROES only.

D3ARTEFACT OF POWER
1

Spear of the Hunt

This warrior carries the fabled Spear of the Hunt, a weapon that gives the bearer unrivalled momentum in battle.

Pick 1 of the bearer’s melee weapons. Improve the Rend characteristic of that weapon by 1. In addition, the bearer (and their mount) fights at the start of the combat phase if they made a charge move in the same turn. The bearer cannot fight again in that combat phase unless an ability or spell allows them to fight more than once.

2

Deepmire Cloak

The hues of this cloak deepen and change to conceal the bearer within a dark shadow.

If the bearer has a Wounds characteristic of 6 or less, while they are in cover, the bearer cannot be chosen to be the target of a missile weapon. If the bearer has a Wounds characteristic of 7 or more, while they are in cover, subtract 1 from hit rolls for attacks made with missile weapons that target the bearer.

3

Wardroth Horn

In times of dire need, the Wardroth Horn is sounded and the Sylvaneth allies who hear it are roused to protect the city of their Everqueen with wrath and determination.

Once per battle, in your hero phase, the bearer can sound the Wardroth Horn. If they do, until the start of your next hero phase, add 1 to the Attacks characteristic of melee weapons used by LIVING CITY SYLVANETH units.


The Living City Spell Lores

You can choose or roll for one spell from the following table for each WIZARD in a Living City army.

Lore of Leaves

D3SPELL
1

Lifesurge

Flowers bloom and vines grow at the feet of these warriors as they are blessed and encircled by a healing aura.

Lifesurge has a casting value of 6. If successfully cast, pick 1 friendly model within 18" of the caster that is visible to them. You can heal up to D6 wounds allocated to that model.

2

Cage of Thorns

Thick brambles enclose the foe.

Cage of Thorns has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. Halve the Move characteristic of that unit until the start of your next hero phase. In addition, until the start of your next hero phase, the first time that unit moves, it suffers D6 mortal wounds.

3

Ironoak Skin

The allies of this mage have their skin monumentally transformed into hardened ironoak.

Ironoak Skin has a casting value of 6. If successfully cast, pick 1 friendly unit wholly within 18" of the caster that is visible to them. Subtract 1 from wound rolls for attacks that target that unit until the start of your next hero phase.


Greywater Fastness Battle Traits

GREYWATER FASTNESS armies only.

Amidst the Ghoul Mere

The relentless industry of this smog-spilling city has desecrated the land around it.

A Greywater Fastness army must be from Ghyran.

Rune Lore

Runelords of Greywater Fastness aid their Ironweld allies by inscribing powerful runes upon their machines of war.

In your hero phase, 1 friendly GREYWATER FASTNESS RUNELORD can chant the following prayer in addition to any prayer on their warscroll. If they do so, make a prayer roll by rolling a dice. On a 1, the prayer is not answered. On a 2+, the prayer is answered.

Rune of Unfaltering Aim: If this prayer is answered, pick 1 friendly IRONWELD ARSENAL WAR MACHINE unit within 3" of this model. Until the start of your next hero phase, add 1 to hit rolls for attacks made with missile weapons by that unit.

Home of the Great Ironweld Guilds

The finest blackpowder weapons are manufactured in the Ironweld factories of Greywater Fastness.

Increase the Range characteristic of missile weapons used by friendly GREYWATER FASTNESS IRONWELD ARSENAL units by 3" (this does not affect the weapon’s minimum range, if it has one). In addition, if you are fighting a Pitched Battle, you can include 1 additional IRONWELD ARSENAL Artillery unit in your army.

COMMAND ABILITY

Salvo Fire

A devastating salvo of firepower is unleashed upon the enemy.

You can use this command ability in your shooting phase. If you do so, pick 1 friendly GREYWATER FASTNESS FREEGUILD HANDGUNNERS unit or 1 friendly GREYWATER FASTNESS IRONDRAKES unit wholly within 12" of a friendly GREYWATER FASTNESS HERO. Add 1 to hit rolls for attacks made with missile weapons by that unit until the end of that phase. A unit cannot benefit from this command ability more than once per phase.

Greywater Fastness Command Traits

GREYWATER FASTNESS generals only.

D3COMMAND TRAIT
1

Seat on the Council

This warrior has a seat on the Ironweld Council and holds great authority in the city.

At the start of your hero phase, if this general is on the battlefield,roll a dice. On a 4+, you receive 1 extra command point.

2

Drillmaster

This general has a reputation for their strict and demanding training regimes.

You can re-roll hit rolls of 1 for attacks made with missile weapons by friendly GREYWATER FASTNESS units that are wholly within 12" of this general while this general is more than 3" away from any enemy units.

3

Ghoul Mere Ranger

This general has spent years in the polluted marshes that surround the city and is an expert in traversing harsh terrain.

In your shooting phase, friendly units wholly within 12" of this general can shoot even if they ran in the same turn.


Greywater Fastness Artefacts of Power

GREYWATER FASTNESS HEROES only

D3ARTEFACT OF POWER
1

Steam-piston Plate Mail

Truly a marvel of duardin and Ironweld ingenuity, this thick gromril plate is underfitted with a harness of steam-powered pistons.

Add 1 to save rolls for attacks that target the bearer. In addition, if the bearer does not have a mount, add 1 to the bearer’s Move characteristic.

2

Runic Munitions

Each of these mastercrafted munitions has had duardin runes of power etched upon them.

Pick 1 of the bearer’s missile weapons. Add 1 to the Damage characteristic of that weapon.

3

Mastro Vivetti’s Magnificent Macroscope

This telescope is fitted with lenses of rare Hyshian glass. The view it provides allows the bearer to track enemy movements from afar and launch long-range attacks with deadly accuracy.

At the start of the first battle round, you receive 1 extra command point. In addition, add 1 to hit rolls for attacks made with missile weapons by the bearer.


Greywater Fastness Spell Lores

You can choose or roll for one spell from the following table for each WIZARD in a Greywater Fastness army.

Lore of Smog

D3SPELL
1

Descending Ash Cloud

The enemy warriors are engulfed in a cloud of ash that obscures their vision.

Descending Ash Cloud has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. Subtract 1 from hit rolls for attacks made by that unit until the start of your next hero phase.

2

Eroding Blast

A blast of energy withers plant life and erodes armour in seconds.

Eroding Blast has a casting value of 6. If successfully cast, pick 1 terrain feature wholly within 18" of the caster that is visible to them. Roll 1 dice for each model within 1" of that terrain feature. For each 5+, that model’s unit suffers 1 mortal wound. In addition, until your next hero phase, that terrain feature has the Deadly scenery rule in addition to any other scenery rules it may have.

3

Choking Fumes

Thick tendrils of cloying smog weave through the enemy lines, choking and strangling the foe.

Choking Fumes has a casting value of 6. If successfully cast, pick 1 enemy unit within 15" of the caster that is visible to them. Roll 1 dice for each model from that unit that is within 15" of the caster. For each 5+, that unit suffers 1 mortal wound.


The Phoenicium Battle Traits

PHOENICIUM armies only.

At the Foot of Quogmia Mountain

The Phoenicium resides at the foot of the great Arborean Mountain in Ghyran.

A Phoenicium army must be from Ghyran.

Vengeful Revenants

Fierce retribution is dealt unto the enemies of the Phoenicium, delivered by the blades of fallen warriors revered as glorious martyrs.

Add 1 to hit and wound rolls for attacks made with melee weapons by friendly PHOENICIUM units if any friendly PHOENICIUM units have been destroyed in the same phase.

Blood of the Ur-Phoenix

The Phoenixes of this city are paragons of their kind, said to be born from the blood of the Ur-Phoenix.

Add 1 to the Wounds characteristic of PHOENICIUM FROSTHEART PHOENIXES and PHOENICIUM FLAMESPYRE PHOENIXES.

COMMAND ABILITY

Living Idols

Warriors of the Phoenicium consider Phoenixes to be blessed creatures and will fight to the death to protect them from harm.

You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly PHOENICIUM HERO FLAMESPYRE PHOENIX or 1 friendly PHOENICIUM HERO FROSTHEART PHOENIX. Until the end of that phase, if a friendly PHOENICIUM model is slain while it is within 12" of that HERO, that model can fight before it is removed from play.

The Phoenicium Command Traits

PHOENICIUM generals only.

D3COMMAND TRAIT
1

Seeker of Vengeance

This general has been reborn as a silent avatar of retribution.

Add 1 to the Attacks characteristic of this general’s melee weapons if 1 or more friendly models have been slain in the same phase. Add 3 to the Attacks characteristic of this general’s melee weapons instead of 1 if 5 or more friendly models have been slain in the same turn.

2

One with Fire and Ice

Long sessions of meditation have revealed secrets of elemental power to this warrior.

If this general is a WIZARD, they know all spells from the Lore of the Phoenix instead of only 1. If this general is not a WIZARD, they know 1 spell from the Lore of the Phoenix and can attempt to cast it in your hero phase.

3

Aura of Serenity

This general has found an inner peace, and their unshakeable calm inspires their warriors.

Do not take battleshock tests for friendly PHOENICIUM units while they are wholly within 12" of this general.


The Phoenicium Artefacts of Power

PHOENICIUM HEROES only.

D3ARTEFACT OF POWER
1

Amber Armour

This armour is fashioned from impervious golden resin.

If the weapon used for an attack that targets the bearer has a Rend characteristic of -1, change the Rend characteristic for that attack to ‘-’.

2

Phoenix Pinion

The bearer of this radiant feather is granted great swiftness and the power of flight.

The bearer can fly. In addition, the bearer can run and still charge later in the same turn.

3

Phoenix Pyre Ashes

Powerful healing magic resides in these still-warm embers.

If the unmodified save roll for an attack that targets the bearer is 6, you can heal 1 wound allocated to the bearer.


The Phoenicium Spell Lores

You can choose or roll for one spell from the following table for each WIZARD in a Phoenicium army.

Lore of the Phoenix

D3SPELL
1

Amber Tide

A wave of viscous sap engulfs the enemy, hampering their movements.

Amber Tide has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. Until the start of your next hero phase, halve that unit’s Move characteristic.

2

Phoenix Cry

An ear-splitting avian cry, rings out across the battlefield.

Phoenix Cry has a casting value of 5. If successfully cast, until the start of your next hero phase, subtract 1 from the Bravery characteristic of enemy units while they are within 18" of the caster.

3

Golden Mist

A glistening cloud of golden vapour enshrouds the caster, healing those around them.

Golden Mist has a casting value of 6. If successfully cast, you can heal D3 wounds allocated to each friendly PHOENICIUM unit within 12" of the caster that is visible to them.


Anvilgard Battle Traits

ANVILGARD armies only.

On the Shores of the Searing Sea

This dark port city dominates the wild lands of the Charrwind Coast in the Realm of Fire.

An Anvilgard army must be from Aqshy.

Illicit Dealings

To have power and influence in Anvilgard, one must know the right people. In battle, the city’s commanders call upon these contacts to give them every advantage they can glean.

When you choose an Anvilgard army, you can profit from one of the following benefits of illicit dealings:

Black Market Bounty: 1 additional friendly ANVILGARD HERO can bear an artefact of power from the Anvilgard Artefacts of Power table.

Dabblings in Sorcery: 1 additional friendly ANVILGARD DRAGON, ANVILGARD KHARIBDYSS or ANVILGARD WAR HYDRA can have a Drakeblood curse from the Drakeblood Curses table.

Hidden Agents: You receive D3 extra command points.

Drakeblood Curses

Dark experiments and blood rituals are carried out upon the monsters caught by the city’s beasthunters, giving rise to all manner of horrible mutations.

If an Anvilgard army includes any DRAGONS, KHARIBDYSSES or WAR HYDRAS, 1 of those models has a Drakeblood curse. Choose which model will have the Drakeblood curse, then pick from or roll on the Drakeblood Curses table.

You can choose 1 additional friendly ANVILGARD DRAGON, ANVILGARD KHARIBDYSS or ANVILGARD WAR HYDRA to have a Drakeblood curse for each warscroll battalion in your army. A model cannot have more than 1 Drakeblood curse, and an army may not include duplicates of the same Drakeblood curse.

COMMAND ABILITY

Make an Example of the Weak

This champion mercilessly cuts down a faltering warrior, sending a clear message that weakness will not be tolerated.

You can use this command ability at the start of the battleshock phase. If you do so, pick 1 friendly ANVILGARD unit wholly within 12" of a friendly ANVILGARD HERO. 1 model in that unit is slain. However, in that phase, you do not need to take battleshock tests for friendly ANVILGARD units wholly within 18" of that unit.

Anvilgard Command Traits

ANVILGARD generals only.

D3COMMAND TRAIT
1

Blackfang Crimelord

This general operates from the shadows, using bribery, murder and intimidation to dominate their foes.

Pick 2 different benefits of illicit dealing instead of 1 (see the Illicit Dealings battle trait).

2

Slayer of Monsters

This general has long battled the monstrosities that haunt the Charrwind Coast.

Add 1 to hit and wound rolls for attacks made by this general that target an enemy MONSTER.

3

Secretive Warlock

Away from prying eyes, this general has dedicated themselves to the study of forbidden lore.

If this general is a WIZARD, they know all spells from the Lore of Dark Sorcery instead of only 1. If this general is not a WIZARD, they know 1 spell from the Lore of Dark Sorcery and can attempt to cast it in their hero phase.


Anvilgard Artefacts of Power

ANVILGARD HEROES only.

D3ARTEFACT OF POWER
1

Drakescale Cloak

A mantle of thick drake hide.

Roll a dice each time you allocate a wound or mortal wound to the bearer. On a 5+, that wound or mortal wound is negated.

2

Venomfang Blade

This weapon seeps deadly poison.

Pick 1 of the bearer’s melee weapons. If the unmodified wound roll for an attack made with that weapon is 6, that attack inflicts D3 mortal wounds on the target in addition to any normal damage.

3

Asphyxica Censer

This device emits a deadly gas.

At the end of your combat phase, roll 1 dice for each enemy unit within 3" of the bearer. On a 4+, that unit suffers D3 mortal wounds.


Drakeblood Curses

D3DRAKEBLOOD CURSE
1

Acidic Blood

A vile toxin fills this beast’s veins.

Roll a dice each time you allocate a wound to this model that was inflicted by a melee weapon and not negated. On a 4+, the attacking unit suffers 1 mortal wound.

2

Jutting Bones

Sharp bones burst from the flesh of this creature.

After this model makes a charge move, you can pick 1 enemy unit within 1" of this model and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

3

Fell Gaze

This creature’s eyes are pools of limitless malice.

Subtract 2 from the Bravery characteristic of enemy units while they are within 12" of any models that have this Drakeblood curse.


Anvilgard Spell Lores

You can choose or roll for one spell from the following table for each WIZARD in an Anvilgard army.

Lore of Dark Sorcery

D3SPELL
1

Sap Strength

Wisps of magic enfeeble the enemy.

Sap Strength has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. Subtract 1 from hit rolls for attacks made by that unit until the start of your next hero phase.

2

Shadow Daggers

A flurry of eldritch daggers shoots forth.

Shadow Daggers has a casting value of 7. If successfully cast, pick 1 enemy unit within 9" of the caster that is visible to them. That unit suffers D6 mortal wounds.

3

Vitriolic Spray

The caster’s foes are doused in acid.

Vitriolic Spray has a casting value of 8. If successfully cast, pick 1 enemy unit within 6" of the caster that is visible to them. Until the start of your next hero phase, that unit has a Save characteristic of ‘-’.


Hallowheart Battle Traits

HALLOWHEART armies only.

In the Shimmering Abyss

Situated upon a pillar of rock that descends into the vast Shimmering Abyss, Hallowheart is home to the most powerful spellcasters in Aqshy.

A Hallowheart army must be from Aqshy.

Eldritch Attunement

All of those who dwell in Hallowheart are infused with the city’s magical energies. Spells hurled at formations of Hallowheart warriors have been to known to sputter and disappear before impact, as if breaking against an invisible wall.

Each time a friendly HALLOWHEART unit is affected by a spell or endless spell, you can roll a dice. If you do so, on a 5+, ignore the effects of that spell or endless spell on that unit.

Mages of the Whitefire Court

Across the free cities, the wizards of Hallowheart are held in esteem and feared in equal measure.

HALLOWHEART WIZARDS can attempt to cast 1 extra spell in each of their hero phases.

COMMAND ABILITY

Arcane Channelling

The wizard lets untapped arcane power flow through their body, sacrificing their flesh in order to unleash the most devastating magic.

You can use this command ability at the start of your hero phase. If you do so, pick 1 friendly HALLOWHEART WIZARD HERO and roll a dice. That WIZARD suffers a number of mortal wounds equal to that roll. In addition, until the start of your next hero phase, add that roll to casting rolls made by other friendly HALLOWHEART WIZARDS while they are within 12" of that WIZARD.

COMMAND ABILITY

Rapid Redeploy

The commander orders their warriors to deftly disengage from the enemy before unleashing a volley of fire into their ranks.

You can use this command ability in your shooting phase. If you do so, pick 1 friendly TEMPEST’S EYE unit that is wholly within 12" of a friendly TEMPEST’S EYE HERO. That unit can shoot even if it ran in the same turn.

Hallowheart Command Traits

HALLOWHEART generals only.

D3COMMAND TRAIT

Crusade

This general has earned the respect of their warriors through deeds of bravery carried out during the Blazing Crusade.

Do not take battleshock tests for friendly HALLOWHEART units while they are wholly within 18" of this general.

2

Warden of the Flame

This title is bestowed upon the leader of the city’s standing army, a role granted only to the shrewdest of tacticians.

At the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.

3

Famed Spell-hunter

This general has dedicated their life to hunting down malign sorceries.

If this general is a WIZARD, add 3 to the roll when this general attempts to dispel an endless spell. If this general is not a WIZARD, they can attempt to dispel 1 endless spell in your hero phase.


Hallowheart Artefacts of Power

HALLOWHEART HEROES only.

D3ARTEFACT OF POWER
1

Agloraxi Prism

This ancient gem masks the bearer in a shimmering heat haze.

Subtract 1 from hit rolls for attacks made with missile weapons that target the bearer.

2

Pauldrons of Living Flame

Fashioned from primordial emberstone, these pauldrons can unleash gouts of flame.

At the end of your combat phase, roll a dice for each enemy unit within 3" of the bearer. On a 4+, that unit suffers D3 mortal wounds.

3

Whitefire Tome

A book of esoteric arcane secrets.

If the bearer is a WIZARD, they know all spells from the Lore of Whitefire instead of only 2. If the bearer is not a WIZARD, they know 1 spell from the Lore of Whitefire and can attempt to cast it in your hero phase.


Hallowheart Spell Lores

You can choose or roll for one spell from the following table for each WIZARD in a Hallowheart army.

Lore of Whitefire

D6SPELL
1

Roaming Wildfire

The foe is engulfed in flames that sweep uncontrolled through their lines.

Roaming Wildfire has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. That unit suffers D3 mortal wounds. Then roll a dice for each other enemy unit within 6" of that unit. On a 4+, that other unit suffers D3 mortal wounds.

2

Sear Wounds

Blasts of flame instantly cauterise wounds.

Sear Wounds has a casting value of 6. If successfully cast, pick 1 friendly unit within 18" of the caster that is visible to them. You can heal up to D6 wounds allocated to that unit.

3

Elemental Cyclone

A whirlwind of fire and ice blasts out from the wizard’s outstretched hands.

Elemental Cyclone has a casting value of 6. If successfully cast, pick 1 enemy unit within 12" of the caster that is visible to them. Roll 1 dice for each model from that unit that is within 12" of the caster. For each 4+, that unit suffers 1 mortal wound.

4

Warding Brand

A fiery sigil causes any who harm these warriors to be wreathed in flames.

Warding Brand has a casting value of 6. If successfully cast, pick 1 friendly unit wholly within 18" of the caster that is visible to them. Until the start of your next hero phase, roll a dice each time a wound inflicted by a melee weapon is allocated to a model from that unit and not negated. On a 4+, the attacking unit suffers 1 mortal wound.

5

Crystal Aegis

A prismatic shield protects the caster’s allies from magical harm.

Crystal Aegis has a casting value of 5. If successfully cast, until the start of your next hero phase, add 1 to rolls for the Eldritch Attunement battle trait for friendly HALLOWHEART units wholly within 12" of the caster.

6

Ignite Weapons

The weapons of the caster’s allies radiate intense white flames.

Ignite Weapons has a casting value of 6. If successfully cast, pick 1 friendly unit wholly within 18" of the caster that is visible to them. Add 1 to wound rolls for attacks made by that unit until the start of your next hero phase.


Tempest’s Eye Battle Traits

TEMPEST’S EYE armies only.

Atop Titanspear Mountain

The ashplains of the Brimstone Penisula are dominated by the shadow of the Titanspear, and it is atop this immense mountain that the armies of the Tempest’s Eye mobilise for battle.

A Tempest’s Eye army must be from Aqshy.

Alert and Forewarned

Very few enemies can surprise the forces of Tempest’s Eye. In most cases, their movements will have been tracked by celestial orreries weeks before battle is met.

Add 3" to the Move characteristic of friendly TEMPEST’S EYE units until the end of the first battle round. In addition, add 1 to save rolls for attacks that target friendly TEMPEST’S EYE units in the first battle round.

Outriders of the Realms

The warriors of Tempest’s Eye can traverse even the toughest terrain with surprising speed.

Add 1 to run rolls for friendly TEMPEST’S EYE units.

Standing Contracts

The rulers of Tempest’s Eye have established a strong working relationship with the Kharadron Overlords, who supply military aid in exchange for exclusive trading rights.

A Tempest’s Eye army can include KHARADRON OVERLORDS units. 1 in every 4 units in the army can be a KHARADRON OVERLORDS unit. Those units gain the CITIES OF SIGMAR keyword and the TEMPEST’S EYE keyword.

Tempest’s Eye Command Traits

TEMPEST’S EYE generals only.

D3COMMAND TRAIT
1

Aetherguard Captain

This general is a seasoned leader of the Aetherguard, a master of hit and run tactics.

Add 1 to charge rolls for friendly TEMPEST’S EYE units while they are wholly within 12" of this general.

2

Hawk-eyed

This general has a keen ability to spot weak points in the enemy line and direct the fire of their warriors accordingly.

Add 1 to wound rolls for attacks made with missile weapons by friendly TEMPEST’S EYE units wholly within 12" of this general.

3

Swift as the Wind

This general favours speed in battle above all else.

This general can run and still charge in the same turn. In addition, this general (and their mount) fights at the start of the combat phase.


Tempest’s Eye Artefacts of Power

TEMPEST’S EYE HEROES only.

D3ARTEFACT OF POWER
1

Patrician’s Helm

This eaglecrested helm is awarded to the greatest champions of Tempest’s Eye.

Do not take battleshock tests for friendly TEMPEST’S EYE units while they are wholly within 12" of the bearer.

2

Seerstone Amulet

This scrying gem allows the bearer to communicate with the seers of Tempest’s Eye.

At the start of your hero phase, if the bearer is on the battlefield, roll a dice. On a 4+, you receive 1 extra command point.

3

Zephyrite Banner

This magical standard can summon a rushing wind that hastens those nearby.

You can re-roll charge rolls for friendly TEMPEST’S EYE units while they are wholly within 12" of the bearer.


Tempest’s Eye Spell Lores

You can choose or roll for one spell from the following table for each WIZARD in a Tempest’s Eye army.

Lore of Eagles

D3SPELL
1

Aura of Glory

The caster projects a regal aura that inspires those nearby to greatness.

Aura of Glory has a casting value of 7. If successfully cast, until the start of your next hero phase, add 1 to the Attacks characteristic of melee weapons used by friendly TEMPEST’S EYE units while they are wholly within 12" of the caster.

2

Strike of Eagles

Hosts of golden eagles swoop down to rip and tear at the enemy.

Strike of Eagles has a casting value of 7. If successfully cast, pick 1 enemy unit within 30" of the caster that is visible to them, and roll 6 dice. For each 4+, that unit suffers 1 mortal wound.

3

Celestial Visions

The minds of the caster’s allies are filled with glimpses of the future.

Celestial Visions has a casting value of 7. If successfully cast, you receive 1 extra command point.


Battleplans

Battleplan

A Call for Aid

The great Cities of Sigmar are bastions of hope and civilisation, but they are few in number – each is akin to a single flickering flame amidst a vast and turbulent storm.

Over the course of their short but bloody history, enemies have laid siege to these cities on numerous occasions, and at times they were faced with such peril that they would have surely fallen if not for the allies who came to their aid.

This battleplan tells one such tale, a tale of a city besieged for weeks by an enemy warlord. Disease and starvation has spread through the beleaguered and trapped populace like wildfire, and though there are allies to the north-east and southwest, they know nothing of the city’s plight – the enemy shoots on sight any messenger bird that leaves the city walls.

To send word of their predicament, the city’s warriors must sally out and carve a path through the enemy lines for a message bearer to escape.

It is now or never; without aid, all hope will be lost and the city will surely fall.


THE ARMIES
Each player picks an army as described in the core rules. One player is the Defender. Their opponent is the Besieger. The Defender must use a Cities of Sigmar army.

After the Besieger has picked their army, they must secretly split it into a north-easterly contingent and a south-westerly contingent. There must be at least 1 unit in the northeasterly contingent for every unit in the south-westerly contingent. The Besieger notes down on a piece of paper which contingent each unit in their army is in.

The Defender then chooses whether the battle takes place to the north-east of the city or to the south-west of the city.

SET-UP
The Besieger sets up their army first. If the battle is to take place in the north-east, the Besieger can only set up units from their north-easterly contingent. If the battle is to take place in the south-west, the Besieger can only set up units from their south-westerly contingent.

In both cases, the units that are not set up are placed to one side as reserve units and will arrive during the battle (see REINFORCEMENTS ARRIVE).

The Besieger must set up their units wholly within their territory and more than 9" from enemy territory. The Defender must then set up their army wholly within their territory, more than 9" from enemy territory. The territories are shown on the map.

MESSENGERS
A select few of your warriors receive sealed parchments stamped with the royal sigil of the city. Theirs is a forlorn task – to break through the enemy lines, traverse the wilds beyond and bring news of the city’s plight to neighbouring allies.
After both armies have been set up but before the first turn begins, the Defender secretly chooses 3 of their units to bear the message for aid and notes this down on a piece of paper.

FIRST TURN
The Defender can choose which player takes the first turn.

COMMAND ABILITIES
The following additional command abilities can be used in this battle:

Fall Back!: Throwing themselves into the fray, a champion of the city commands their warriors to disengage to safety.
The Defender can use this command ability in the combat phase. If they do so, when picking a friendly unit to fight, if that unit is wholly within 18" of a friendly CITIES OF SIGMAR HERO, that unit must make a normal move and must retreat instead of fighting.

Sound the War Horns!: The Besieger’s army forms battle lines upon command, desperate to stop any forces breaking through.
The Besieger can use this command ability at the end of their movement phase. If they do so, they must pick 1 friendly unit that has been set up on the battlefield in the same turn and is wholly within 18" of a friendly HERO. That unit can make a normal move of D6" (it cannot run).

REINFORCEMENTS ARRIVE
The city’s forces assemble at dawn, rushing out of the city gates from an unexpected quarter. The Besieger’s scattered forces rally to the sound of blaring horns and race around the city walls, eager to join the fight.
At the end of the Besieger’s movement phase, they can roll 1 dice for each friendly unit that is in reserve. If the roll is equal to or less than the number of the current battle round, that unit can be set up anywhere on the battlefield that is wholly within 6" of a Reinforcements Battle Edge (see map) and more than 9" from any enemy units.

ESCAPE
A path has been carved through the enemy lines. Seizing their chance, warriors bearing the city’s message make their way out into the wilderness beyond.
At the start of the Defender’s hero phase, if a friendly unit bearing the message for aid is within 3" of the Escape Route Battlefield Edge (see map), the Defender can choose for that unit to escape. If they do so, they must remove that unit from the battlefield.

GLORIOUS VICTORY
The battle ends after the fifth battle round or after every unit that was bearing the message for aid has either escaped or been destroyed.

At the end of the battle, if only 1 unit bearing the message for aid has escaped, the Defender wins a minor victory. If 2 or more units bearing the message for aid have escaped, the Defender wins a major victory. Otherwise, the Besieger wins a major victory.


Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.

Cities of Sigmar Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
AUXILIARY FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6MonstersIronweld Arsenal
1War Hydra1-3 Gyrocopters
2War Hydra1-3 Gyrocopters
3War Hydra1-2 Gyrobombers
4KharibdyssHelblaster Volley Gun
5KharibdyssHelstorm Rocket Battery
6KharibdyssSteam Tank
ELITE AUXILIARY FOLLOWERS TABLE (uses 3 rolls, or 1 roll and 2 Glory Points)
D6Phoenix TempleCollegiate Arcane
1-3Frostheart PhoenixLuminark of Hysh
4-6Flamespyre PhoenixCelestial Hurricanum

Army Regulars, Cavalry, Elite, Auxiliary and Elite Auxiliary Followers Rewards Table

D6REWARD
1

Seasoned Veterans

These warriors share a fighting spirit forged through countless battles.

Add 1 to the Bravery characteristic of this unit.

2

Blademasters

These warriors have dedicated themselves to the mastery of their weapons.

Add 1 to hit rolls for attacks made with melee weapons by this unit.

3

Hardened Fighters

A life of endless battle has toughened these warriors and given them a hardy resilience.

Add 1 to the Wounds characteristic of this unit.

4

Fleet of Foot

These warriors are oft ordered to scout ahead and spy the enemy locations, and they have become skilled in traversing battlefield terrain.

Add 1 to the Move characteristic of this unit.

5

Skilled Marksmen

These warriors are famed as marksmen without peer.

Add 1 to hit rolls for attacks made with missile weapons by this unit. Pick another reward if this unit does not have any missile weapons.

6

Favoured Warriors

These warriors have an uncanny fortune in battle and can emerge from seemingly dire situations unscathed.

Roll a dice each time you allocate a wound or mortal wound to this unit. On a 6, that wound or mortal wound is negated.


Hero Followers Rewards Table

D6REWARD
1-2

Hardy Warrior

This warrior shows great resilience in battle.

Add 1 to the Wounds characteristic of this HERO.

3-4

Relic of Legend

This champion carries a legendary artefact into battle.

Randomly generate an artefact of power for this HERO by rolling on the Artefacts of Power table for the city from which your warband hails. If this HERO already has an artefact of power, pick another reward from this rewards table.

5-6

Master of Magic

Exhaustive study of the arcane has seen this mage expand their magical powers.

This HERO knows one spell from the Spell Lores table for the city from which your warband hails. If this HERO is not a WIZARD, pick another reward from this rewards table.


Champion Rewards Table

D6REWARD
1

Inspiring Leader

This champion is revered by the warriors in their command.

Add 1 to the Bravery characteristic of friendly units while they are wholly within 12" of this champion.

2

Impervious

This champion is as stubborn and resilient as granite.

Add 1 to the Wounds characteristic of this champion.

3

Tactician

This champion is a master of strategy and tactics.

At the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.

4

Artefact of Power

An ancient artefact of power has fallen into this champion’s possession.

Randomly generate an artefact of power for your champion by rolling on the Artefacts of Power table for the city from which your warband hails. If your champion already has an artefact of power, pick another reward from this rewards table.

5

Tricks of the Trade

This champion has mastered a variety of unconventional tactics.

Randomly generate a command trait by rolling on the Command Traits table for the city from which your warband hails. If your champion already has a command trait, pick another reward from this rewards table.

6

Arcane Might

This champion is a powerful spellcaster.

This champion knows 1 spell from the Spell Lores table for the city from which your warband hails. If your champion is not a WIZARD, pick another reward from this rewards table.

The CITIES OF SIGMAR and WIZARD keywords are used in following Cities of Sigmar warscrolls:

None
Leader
Leader, Behemoth
Battle Traits
An army that shares common goals and ideals is much deadlier than a ragtag force of unlikely allies. To represent this, armies that share the same allegiance often benefit from powerful additional abilities called battle traits.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

The AVENTIS FIRESTRIKE keyword is used in following Stormcast Eternals warscrolls:

Leader
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.

The WIZARD keyword is used in following Cities of Sigmar warscrolls:

None
Leader
Leader, Behemoth
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
Cover
Add 1 to save rolls for a unit if all of its models are wholly on or within a terrain feature when the rolls are made. This modifier does not apply in the combat phase if the unit you are making save rolls for made a charge move in the same turn, and never applies to units containing models with the MONSTER or WAR MACHINE keyword that have a Wounds characteristic of 8 or more.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.

The GREYWATER FASTNESS and RUNELORD keywords are used in following Cities of Sigmar warscrolls:

Leader

The IRONWELD ARSENAL and WAR MACHINE keywords are used in following Cities of Sigmar warscrolls:

None
Artillery
Leader, Behemoth
Behemoth

The GREYWATER FASTNESS and IRONWELD ARSENAL keywords are used in following Cities of Sigmar warscrolls:

None
Artillery
Leader
Leader, Behemoth
Behemoth

The IRONWELD ARSENAL keyword is used in following Cities of Sigmar warscrolls:

None
Artillery
Leader
Leader, Behemoth
Behemoth

The GREYWATER FASTNESS and FREEGUILD HANDGUNNERS keywords are used in following Cities of Sigmar warscrolls:

Battleline

The GREYWATER FASTNESS and IRONDRAKES keywords are used in following Cities of Sigmar warscrolls:

None

The PHOENICIUM and FROSTHEART PHOENIX keywords are used in following Cities of Sigmar warscrolls:

Leader, Behemoth
Behemoth

The PHOENICIUM and FLAMESPYRE PHOENIX keywords are used in following Cities of Sigmar warscrolls:

Leader, Behemoth
Behemoth

The PHOENICIUM, HERO and FLAMESPYRE PHOENIX keywords are used in following Cities of Sigmar warscrolls:

Leader, Behemoth

The PHOENICIUM, HERO and FROSTHEART PHOENIX keywords are used in following Cities of Sigmar warscrolls:

Leader, Behemoth

The ANVILGARD and DRAGON keywords are used in following Cities of Sigmar warscrolls:

Leader, Behemoth

The ANVILGARD and KHARIBDYSS keywords are used in following Cities of Sigmar warscrolls:

Behemoth

The ANVILGARD and WAR HYDRA keywords are used in following Cities of Sigmar warscrolls:

Behemoth

The DRAGON keyword is used in following Cities of Sigmar warscrolls:

Leader, Behemoth

The KHARIBDYSS keyword is used in following Cities of Sigmar warscrolls:

Behemoth

The WAR HYDRA keyword is used in following Cities of Sigmar warscrolls:

Behemoth

The HALLOWHEART and WIZARD keywords are used in following Cities of Sigmar warscrolls:

None
Leader
Leader, Behemoth

The HALLOWHEART, WIZARD and HERO keywords are used in following Cities of Sigmar warscrolls:

Leader
Leader, Behemoth
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.
Command Traits
Whether cunning strategist or berserk butcher, every general has a unique style of command. If your general is a HERO and the allegiance abilities for your army include any command traits, you can choose or roll for one for your general. If, for any reason, you must select a new general during a battle, immediately choose or roll for a trait for them. Command traits have no effect on attacks made by a general’s mount unless noted otherwise.
Army List
© Vyacheslav Maltsev 2013-2020