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 | ||
Book | Kind | Edition | Version | Last update |
![]() | ||||
![]() | Battletome | 2 | 1.2 | July 2020 |
![]() | ||||
![]() | Expansion | 2 | 1.0 | November 2020 |
![]() | ||||
![]() | Expansion | 2 | June 2018 |
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. |
|
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.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.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.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.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.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.The Cities of Sigmar would never be the same again after Morathi had carried out her plan of ascension.
When you pick the Cities of Sigmar allegiance for your army, you can say it will be a Broken Realms army. If you do so, you must give it a city keyword from the list below instead of one from the list in Battletome: Cities of Sigmar. If a model already has a city keyword on its warscroll, it cannot gain another one from the list below (you can still include the model in your army but you cannot use the allegiance abilities for its city).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.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.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.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.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 generals only.
| ||||||||||
HAMMERHAL HEROES only.
| ||||||||||
Lore of Cinder
| ||||||||||
The Living City is located in the Everspring Swathe, deep amidst the wilds of Thyria.
A Living City army must be from Ghyran.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.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.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 unitThe 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.LIVING CITY generals only.
| ||||||||||
LIVING CITY HEROES only.
| ||||||||||
Lore of Leaves
| ||||||||||
The relentless industry of this smog-spilling city has desecrated the land around it.
A Greywater Fastness army must be from Ghyran.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.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.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 generals only.
| ||||||||||
GREYWATER FASTNESS HEROES only
| ||||||||||
Lore of Smog
| ||||||||||
The Phoenicium resides at the foot of the great Arborean Mountain in Ghyran.
A Phoenicium army must be from Ghyran.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.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.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.PHOENICIUM generals only.
| ||||||||||
PHOENICIUM HEROES only.
| ||||||||||
Lore of the Phoenix
| ||||||||||
This dark port city dominates the wild lands of the Charrwind Coast in the Realm of Fire.
An Anvilgard army must be from Aqshy.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: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.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 generals only.
| ||||||||||
ANVILGARD HEROES only.
| ||||||||||
| ||||||||||
Lore of Dark Sorcery
| ||||||||||
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.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.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.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.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 generals only.
| ||||||||||
HALLOWHEART HEROES only.
| ||||||||||
Lore of Whitefire
| ||||||||||||||||
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.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.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.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 generals only.
| ||||||||||
TEMPEST’S EYE HEROES only.
| ||||||||||
Lore of Eagles
| ||||||||||
Misthåvn is semi-permanently moored on the shores of Cape Tenebrax.
A Misthåvn army must be from Ulgu.While the core of Misthåvn’s armies engage the foe face to face, the elite elements strike at the enemy’s flanks with ruthless aggression.
Instead of setting up a friendly MISTHÅVN ORDER SERPENTIS, SHADOWBLADES or SCOURGE PRIVATEERS unit with up to 10 models on the battlefield, you can place it to one side and say that it is set up in a flanking force as a reserve unit. You can set up 1 unit in a flanking force for each DARKLING COVENS, FREEGUILD or DUARDIN unit you have already set up on the battlefield. At the end of each of your movement phases, you can set up 1 or more flanking force units on the battlefield more than 9" from any enemy units. At the start of the fourth battle round, flanking force units that are still in reserve are destroyed.The City of Scoundrels deals in powerful narcotics, and its leaders are not above using their own wares.
1 HERO in a Misthåvn army can have a Misthåvn narcotic. Choose which HERO will have the Misthåvn narcotic, then pick from or roll on the Dark Temptations table. You can choose 1 additional friendly HERO to have a Misthåvn narcotic for each warscroll battalion in your army. A HERO cannot have more than 1 Misthåvn narcotic. In your hero phase, you can declare that a HERO with a Misthåvn narcotic will use it. Each Misthaven narcotic can be used only once per battle and has no effect on the bearer’s mount.MISTHÅVN generals only.
| ||||||||||
Dark TemptationsMISTHÅVN HEROES only.
| ||||||||||||||||
MISTHÅVN HEROES only.
| ||||||||||
The armies of Har Kuron are made up only of warriors that Morathi trusts to fight for her cause.
A Har Kuron army cannot use the Free Peoples battle traits from Battletome: Cities of Sigmar. In addition, a Har Kuron army can only include units with the following keywords: DARKLING COVENS, ORDER SERPENTIS, SCOURGE PRIVATEERS, SHADOWBLADES.This dark port-city dominates the wild lands of the Charrwind Coast in the Realm of Fire.
A Har Kuron army must be from Aqshy.Each of the main Daughters of Khaine sects has established a temple within Har Kuron.
1 in every 4 units in a Har Kuron army can be a DAUGHTERS OF KHAINE unit. Those units gain the CITIES OF SIGMAR and HAR KURON keywords. In addition, in each of your hero phases, you can pick 1 friendly DAUGHTERS OF KHAINE PRIEST to attempt the Incitement to Murder prayer (below) in addition to the 1 other prayer that PRIEST can attempt in that phase.This champion mercilessly cuts down a faltering underling.
You can use this command ability at the start of the battleshock phase. If you do so, pick 1 friendly HAR KURON unit wholly within 12" of a friendly HAR KURON HERO. 1 model in that unit is slain. However, in that phase, you do not need to take battleshock tests for friendly HAR KURON units wholly within 18" of that unit.HAR KURON generals only.
| ||||||||||
HAR KURON HEROES only.
| ||||||||||
Lore of Umbral Spite
| ||||||||||||||||
Battleplan A Call for AidThe 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 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.
|
|
|
|
|
|
|
Hero Followers Rewards Table
| ||||||||||
Champion Rewards Table
| ||||||||||||||
The CITIES OF SIGMAR keyword is used in following Cities of Sigmar warscrolls:
The CITIES OF SIGMAR and WIZARD keywords are used in following Cities of Sigmar warscrolls:
The HERO keyword is used in following Cities of Sigmar warscrolls:
The STORMCAST ETERNAL keyword is used in following Stormcast Eternals warscrolls:
The HAMMERHAL keyword is used in following Cities of Sigmar warscrolls:
The AVENTIS FIRESTRIKE keyword is used in following Stormcast Eternals warscrolls:
The HAMMERHAL and HERO keywords are used in following Cities of Sigmar warscrolls:
| |||||||||||
| |||||||||||
| |||||||||||
The WIZARD keyword is used in following Cities of Sigmar warscrolls:
| |||||||||||
The LIVING CITY keyword is used in following Cities of Sigmar warscrolls:
The SYLVANETH keyword is used in following Sylvaneth warscrolls:
The LIVING CITY and HERO keywords are used in following Cities of Sigmar warscrolls:
| |||||||||||
| |||||||||||
| |||||||||||
The LIVING CITY and SYLVANETH keywords are used in following Sylvaneth warscrolls:
| |||||||||||
The GREYWATER FASTNESS keyword is used in following Cities of Sigmar warscrolls:
The GREYWATER FASTNESS and RUNELORD keywords are used in following Cities of Sigmar warscrolls:
The IRONWELD ARSENAL and WAR MACHINE keywords are used in following Cities of Sigmar warscrolls:
| |||||||||||
The GREYWATER FASTNESS and IRONWELD ARSENAL keywords are used in following Cities of Sigmar warscrolls:
The IRONWELD ARSENAL keyword is used in following Cities of Sigmar warscrolls:
The GREYWATER FASTNESS and FREEGUILD HANDGUNNERS keywords are used in following Cities of Sigmar warscrolls:
The GREYWATER FASTNESS and IRONDRAKES keywords are used in following Cities of Sigmar warscrolls:
The GREYWATER FASTNESS and HERO keywords are used in following Cities of Sigmar warscrolls:
| |||||||||||
| |||||||||||
| |||||||||||
| |||||||||||
| |||||||||||
The PHOENICIUM keyword is used in following Cities of Sigmar warscrolls:
| |||||||||||
The PHOENICIUM and FROSTHEART PHOENIX keywords are used in following Cities of Sigmar warscrolls:
The PHOENICIUM and FLAMESPYRE PHOENIX keywords are used in following Cities of Sigmar warscrolls:
The PHOENICIUM, HERO and FLAMESPYRE PHOENIX keywords are used in following Cities of Sigmar warscrolls:
The PHOENICIUM, HERO and FROSTHEART PHOENIX keywords are used in following Cities of Sigmar warscrolls:
The PHOENICIUM and HERO keywords are used in following Cities of Sigmar warscrolls:
| |||||||||||
The ANVILGARD keyword is used in following Cities of Sigmar warscrolls:
The ANVILGARD and HERO keywords are used in following Cities of Sigmar warscrolls:
The ANVILGARD and DRAGON keywords are used in following Cities of Sigmar warscrolls:
The ANVILGARD and KHARIBDYSS keywords are used in following Cities of Sigmar warscrolls:
The ANVILGARD and WAR HYDRA keywords are used in following Cities of Sigmar warscrolls:
The DRAGON keyword is used in following Cities of Sigmar warscrolls:
The KHARIBDYSS keyword is used in following Cities of Sigmar warscrolls:
The WAR HYDRA keyword is used in following Cities of Sigmar warscrolls:
The ANVILGARD and DRAGON keywords are used in following Cities of Sigmar warscrolls:
The ANVILGARD and KHARIBDYSS keywords are used in following Cities of Sigmar warscrolls:
The ANVILGARD and WAR HYDRA keywords are used in following Cities of Sigmar warscrolls:
| |||||||||||
| |||||||||||
| |||||||||||
The HALLOWHEART keyword is used in following Cities of Sigmar warscrolls:
The HALLOWHEART and WIZARD keywords are used in following Cities of Sigmar warscrolls:
The HALLOWHEART, WIZARD and HERO keywords are used in following Cities of Sigmar warscrolls:
The TEMPEST’S EYE keyword is used in following Cities of Sigmar warscrolls:
The TEMPEST’S EYE and HERO keywords are used in following Cities of Sigmar warscrolls:
The HALLOWHEART and HERO keywords are used in following Cities of Sigmar warscrolls:
| |||||||||||
| |||||||||||
| |||||||||||
| |||||||||||
The MISTHÅVN keyword is used in following Cities of Sigmar warscrolls:
The MISTHÅVN and ORDER SERPENTIS keywords are used in following Cities of Sigmar warscrolls:
The MISTHÅVN and SHADOWBLADES keywords are used in following Cities of Sigmar warscrolls:
The MISTHÅVN and SCOURGE PRIVATEERS keywords are used in following Cities of Sigmar warscrolls:
The DARKLING COVEN keyword is used in following Cities of Sigmar warscrolls:
The FREEGUILD keyword is used in following Cities of Sigmar warscrolls:
The DUARDIN keyword is used in following Cities of Sigmar warscrolls:
The MISTHÅVN and HERO keywords are used in following Cities of Sigmar warscrolls:
| |||||||||||
| |||||||||||
| |||||||||||
| |||||||||||
The HAR KURON keyword is used in following Cities of Sigmar warscrolls:
The ORDER SERPENTIS keyword is used in following Cities of Sigmar warscrolls:
The SCOURGE PRIVATEERS keyword is used in following Cities of Sigmar warscrolls:
The SHADOWBLADES keyword is used in following Cities of Sigmar warscrolls:
The DAUGHTERS OF KHAINE and PRIEST keywords are used in following Daughters of Khaine warscrolls:
| |||||||||||
| |||||||||||
The HAR KURON and HERO keywords are used in following Cities of Sigmar warscrolls:
| |||||||||||
| |||||||||||
| |||||||||||
The CITIES OF SIGMAR and HERO keywords are used in following Cities of Sigmar warscrolls:
| |||||||||||
| |||||||||||