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.Book | Kind | Edition | Last update | |
Cities of Sigmar | ||||
Cities of Sigmar | Battletome | 3 | April 2024 | |
Dawnbringers Book III: The Long Hunt | ||||
Dawnbringers Book III: The Long Hunt | Expansion | 3 | April 2024 | |
Battlescroll: Impending Vermindoom | ||||
Battlescroll: Impending Vermindoom | Rulebook | 3 | April 2024 | |
Warhammer Underworlds: Wintermaw (Brethren of the Bolt) | ||||
Warhammer Underworlds: Wintermaw (Brethren of the Bolt) | Warscroll | 3 | April 2024 | |
Dawnbringers Book V: Shadow of the Crone | ||||
Dawnbringers Book V: Shadow of the Crone | Expansion | 3 | March 2024 | |
Regiments of Renown | ||||
Regiments of Renown | Warscroll | 3 | February 2024 | |
Dawnbringers Book I: Harbingers | ||||
Dawnbringers Book I: Harbingers | Expansion | 3 | June 2023 | |
Warhammer Legends: Monstrous Arcanum | ||||
Warhammer Legends: Monstrous Arcanum | Expansion | 3 | August 2021 | |
Warhammer Legends: Grand Alliance Order | ||||
Warhammer Legends: Grand Alliance Order | Index | 3 | August 2021 |
Q: | The Orders battle trait states that orders are given at the start of each battle round after the priority roll has been made. If there is no priority roll for a battle round (such as when priority is determined by the ‘Stealing the Initiative’ rule), when are orders given? |
A: | After priority is determined. |
Q: | If I can pick a second or additional spell for an Alchemite Warforger to know and I choose the Lore of the Collegiate Arcane, can I pick a spell other than Transmutation of Lead? |
A: | No. This restriction also applies to the Battlemage on Griffon, Battlemage on Celestial Hurricanum and Battlemage on Luminark of Hysh who can each only know the spell from the Lore of Collegiate Arcane listed on their warscroll. |
Q: | Tahlia Vedra’s Lead From the Front ability allows for the Rally command to return slain models on a roll of 4+ instead of a 6. Does this only apply when the conditions in the ability are met; i.e., do Tahlia Vedra and the unit receiving the command both need to be within 3" of any enemy units? |
A: | Yes. |
Q: | If I can pick 2 effects for Pontifex Zenestra’s Vessel of Sigmar prayer, can I pick the same effect twice? |
A: | No. |
Q: | The Freeguild Command Corps’ Dispatch Spies ability reads: ‘Each time a command is issued, no more than 1 attempt to disrupt it can be made.’ Does this mean only 1 attempt can be made regardless of how many Freeguild Command Corps units with Whisperblades are in my army? |
A: | Yes. |
Q: | If a unit is destroyed by a shooting attack made by a CITIES OF SIGMAR unit that was picked for the Suppressing Fire order, is the dice roll made to see if the unit becomes suppressed? This is relevant for the Bring Full Arms to Bear battle tactic. |
A: | No. |
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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.
Only through sheer grit and well-drilled discipline can the soldiers of the Cities of Sigmar overcome the horrors they face across the Mortal Realms.
Cities of Sigmar Orders
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Human Orders
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Duardin Orders
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Aelf Orders
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Treasures of the CitiesHUMAN HERO only.
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Ancestor RelicsDUARDIN HERO only.
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Exotic ArmamentsAELF HERO only.
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Sentinels of OrderHUMAN general only.
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Lords of the MountainsDUARDIN general only.
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Dreaded LeadersAELF general only.
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Lore of the Collegiate ArcaneHUMAN WIZARD (including Unique units) only.
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Lore of Dark SorceryAELF WIZARD (including Unique units) only.
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Rune LoreDUARDIN PRIEST (including Unique units) only.
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Hammerhal AqshaHammerhal, the Twin-Tailed City, is a shining embodiment of the civilisation that spans either side of the great Stormrift Realmgate. The Aqshian side is populated by hot-blooded souls keen to drive back the taint of Chaos from the Great Parch. Officars of the Acadamae Martial: Those who have been trained in the halls of the prestigious Acadamae Martial in Hammerhal are said to be the best of the best.When orders are being given to friendly HAMMERHAL AQSHA HEROES, 1 of those units can be given 2 orders instead of 1, but they must be different orders. The Magister of Hammerhal: Aventis Firestrike acts as Sigmar’s voice upon the Grand Conclave of Hammerhal Aqsha. If you command a Hammerhal Aqsha army that includes an allied AVENTIS FIRESTRIKE, at the start of your hero phase, you receive 1 additional command point if that model is on the battlefield. | ||
Tempest’s EyeThe enormous Titanspear Mountain rises proudly above the ash plains of the Brimstone Peninsula in Aqshy, its summit masked by banks of pure white clouds. Carved out of the bedrock of this immense monolith is Tempest’s Eye, a wondrous city of soaring towers and palaces that dominates both land and sky for many leagues around. Rapid Redeploy: The warriors of Tempest’s Eye deftly disengage from combat before unleashing a volley of fire into the enemy’s ranks.Friendly TEMPEST’S EYE and allied KHARADRON OVERLORDS SKYVESSEL units (including units embarked in them), can retreat and still shoot in the same turn. | ||
Hammerhal GhyraThe armies of Hammerhal Ghyra are bolstered by rank upon rank of dedicated soldiery, who march forth in the name of Sigmar to reclaim the lands lost to the Dark Gods in the Age of Chaos. Bounty of the Verdant City: The abundant resources of Hammerhal Ghyra ensure its armies are always well supplied.When picking a Hammerhal Ghyra army, if the battlepack you are using has restrictions on the number of reinforced units you can include, you can include 1 additional CITIES OF SIGMAR reinforced unit in your army. In addition, friendly HAMMERHAL GHYRA HUMAN units have a Bravery characteristic of 10 while they have 10 or more models. | ||
The Living CityKnown as the Viridian Shield, the warriors of the Living City and their Sylvaneth allies are adept fighting amidst the green labyrinth of the Everspring Swathe, launching well-planned ambushes before fading back into the trees. Hunters of the Hidden Paths: The warriors of the Living City know of secret paths through the realms, which they skilfully navigate in order to set up ambushes for those who threaten them.During deployment, instead of setting up a LIVING CITY unit or an allied SYLVANETH unit on the battlefield, you can place it to one side and say that it is set up in the Hidden Paths as a reserve unit. You can set up 1 unit in 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 reserve units on the battlefield, wholly within 6" of the edge of the battlefield and more than 9" from all enemy units. | ||
Greywater FastnessThe industrial behemoth of Greywater Fastness rises from the centre of a vast, magic-blasted mire. Though it resides in the Realm of Life, this is no verdant garden city; looming over the landscape like a great, metal beetle, it is a place of churning refineries, smog-shrouded warrens and Ironweld gun foundries. A Greywater Welcome: The artillery companies of Greywater Fastness introduce themselves with a prolonged and punishing bombardment upon the enemy battleline.You can use the All-out Attack command up to 3 times in your shooting phase. In addition, the first 2 times a friendly GREYWATER FASTNESS unit receives the All-out Attack command in your shooting phase, a command point is not spent. | ||
LethisFrom the Prime Innerlands of Shyish, the solemn peoples of Lethis still practise the worship of ‘forgotten gods’, most notably Morrda, Master of the Bleak Raven. His grim worshippers are said to possess the power to still the soul upon death, preventing it from slipping into Nagash’s clutches. The Raven Priests: The humans of Lethis venerate Morrda, an ancient god of death, alongside Sigmar, and call on this macabre deity for aid.Friendly LETHIS HUMAN HEROES that are not WIZARDS become PRIESTS. In addition, friendly LETHIS HUMAN PRIESTS and friendly allied STORMCAST ETERNALS PRIESTS know the following prayer in addition to any others they know: Morrda’s Embrace: Words of power are spoken in a long-dead tongue, heralding the doom of any foe to hear them. Morrda’s Embrace is a prayer with an answer value of 4 and a range of 12". If answered, pick 1 enemy unit within range and visible to the chanter. Ward saves cannot be made for that enemy unit until the start of your next hero phase. | ||
VindicarumBuilt into the heart of a dormant volcano in the Viscid Flux, Vindicarum is a hard-line bastion of the Sigmarite faith, its populous unwavering and zealous in their fervour for the God-King. Unyielding Faith: Unforgiving and resolute in the face of outward threats, the city of Vindicarum has become a bulwark of the Sigmarite faith, and its warriors possess an unrelenting zeal.Friendly VINDICARUM units can receive the Rally command while they are within 3" of any enemy units. In addition, when a friendly VINDICARUM FLAGELLANTS unit receives the Rally command, you can return 1 slain model to that unit for each 5+ instead of each 6. | ||
ExcelsisAmong the ranks of the Excelsian armies number many deadly beasts that have been trained to fight alongside the soldiery with unrelenting savagery. Fearsome Breeds: From mighty griffons to ill-tempered warhorses that bite and kick at the enemy, the warbeasts of Excelsis are bred for strength and ferocity above all else.Add 1 to the Wounds characteristic of friendly EXCELSIS MONSTERS. In addition, each time a friendly EXCELSIS FREEGUILD CAVALIERS unit fights, after all of its attacks have been resolved, pick 1 enemy unit within 3" of that FREEGUILD CAVALIERS unit and roll a dice for each model in that FREEGUILD CAVALIERS unit. For each roll of 4+, that enemy unit suffers 1 mortal wound. | ||
Settler’s GainSettler’s Gain is home to both Lumineth and humans. The aelves live in utopian enclaves that tower over the districts where the humans toil, but both races fight side by side in times of war. Expert Instruction: Under the Lumineth’s tutelage, the human wizards of Settler’s Gain have learned to weave spells with great skill, while the city’s soldiery have been carefully trained and drilled.Add 1 to casting rolls for friendly SETTLER’S GAIN WIZARDS. In addition, at the start of each hero phase, you receive 1 additional command point if the model picked to be your general is within 3" of any friendly allied LUMINETH REALM-LORDS HEROES. | ||
MisthåvnKnown as the City of Scoundrels, Misthåvn is an infamous den of pirates and cut-throats. Home to many Scourge Privateers, Darkling Covens and warriors of the Order Serpentis, their armies ride out masked in inky darkness to launch lightning raids upon unsuspecting foes. Shadowed Approach: The warriors of Misthåvn swiftly bear down upon their foes under cover of unnatural darkness.At the end of your hero phase, you can pick up to 3 different friendly MISTHÅVN units that are more than 12" from all enemy units. Each of those units can make a move of up to D6" (roll separately for each). If the unit has a mount/s (not including crew and/or companions), it can make a move of up to 2D6" instead of D6". Units can finish this move within 3" of enemy units. | ||
The following section includes rules for your Path to Glory campaign if you are using a Cities of Sigmar army.
Your Path to Glory campaign tells the story of your army as they brave the Chaos-tainted wilds beyond their parent city in an attempt to establish a new settlement. To begin with, your army is travelling through the wilderness. This means that they do not have any territories under their control and can only embark on the Cities of Sigmar quests. At the same time, after each battle, they will earn crusade points, suffer setbacks when defeated, and receive blessings when victorious. Once you have earned 25 crusade points, you can fight a final battleplan and, if you win, your crusade reaches its end and you can establish your new settlement. | ||
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A great place to keep track of your crusade points is in the Notes section for your warlord on your order of battle. | ||
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QUEST Across the PlainsA vast wilderness stretches out before your Dawnbringer Crusade. Crossing it will take time, but it is the safest route to take. While embarked on this quest, each time you roll on the Setbacks table, roll twice and pick 1 of the results to apply.At the end of each battle, roll a dice and add your current number of quest points to the result. On a 12+, you reach the other side. Once you reach the other side, you must fight the ‘Sudden Assault’ battleplan as the invader and complete this quest after you have done so. When you complete this quest, you receive 5 additional crusade points if you won the battle or 3 if you did not. | ||
QUEST Into the MiresMurky bogs dot the landscape, threatening to stall your advance. Finding a route between them will save valuable time. While embarked on this quest, each time you roll on the Setbacks table, roll twice and apply the lower result.At the end of each battle, roll a dice and add your current number of quest points to the result. On a 10+, you find your way through the mires. Once you find your way through the mires, roll a dice and add 1 if you won your last battle. On a 4+, you emerge unscathed and complete this quest. On a 1-3, you cannot complete this quest until you fight the ‘Hold or Die’ battleplan as the invader. When you complete this quest, you receive 5 additional crusade points if you won the battle or emerged unscathed, or 3 if neither happened. | ||
QUEST Over the MountainsYou seek a pass over a chain of mountains, but the longer it takes to find one, the more your supplies will dwindle. Time is of the essence. While embarked on this quest, until you have found a mountain pass (see below), you lose 1 crusade point after each battle.At the end of each battle, roll a dice and add your current number of quest points to the result. On a 7+, you find a mountain pass. Once you have found a mountain pass, you must fight the ‘Breakthrough’ battleplan as the invader and complete this quest after you have done so. When you complete this quest, you receive 7 additional crusade points if you won the battle or 5 if you did not. | ||
QUEST Through the ForestsA dark forest lies between your marching army and their destination. A shortcut presents itself, but who knows what dangers lurk in the shadows? While embarked on this quest, you receive 1 additional crusade point each time you earn a quest point.At the end of each battle, roll a dice. On 2+, nothing happens. On a 1, you are ambushed. If you are ambushed, you must fight the ‘The Trap’ battleplan for your next battle and you must be the invader. You complete this quest once you have gained 10 or more quest points or after you are ambushed and have fought ‘The Trap’. When you complete this quest, you receive 5 additional crusade points if you won the battle or were not ambushed, or 3 if neither happened. | ||
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Battleplan Await the Coming DawnAfter a gruelling march across the Chaos-tainted wastes, with many desperate battles fought along the way, your Dawnbringer Crusade has at last reached its destination. Yet now you face your final and greatest challenge. This night, your encampment is attacked by a numberless horde of enemies. Your warriors must survive the night and await the coming dawn to reclaim this land as their own. PATH TO GLORY BATTLEPLAN You can use this battleplan if one player is using a Cities of Sigmar army that is on crusade and has 25 or more crusade points. Use the Path to Glory battlepack.THE ARMIES The player with the Cities of Sigmar army is the Dawnbringer. Their opponent is the attacker.THE BATTLEFIELD The players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which long edge of the battlefield is the northern edge.After terrain features have been set up, starting with the player that won the roll-off, each player picks 1 terrain feature and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle. FACTION TERRAIN Faction terrain features are not used this battle.DEPLOYMENT The attacker sets up their army first, wholly within their territory. Then the Dawnbringer does the same.HORDE UNITS At the start of the battle, the attacker can nominate any of their units that are not HEROES to be horde units. A horde unit does not benefit from any veteran abilities or enhancements during the battle and does not suffer injuries and casualties or earn renown in the aftermath sequence (it is assumed not to be the unit on the attacker’s order of battle but instead a horde of nameless warriors). Instead, the attacker uses the following rules:
Designer’s Note: The attacker is encouraged to take as many horde units as they wish in order to send hurl them in endless waves at the Dawnbringer. However, to prevent the Dawnbringer from claiming victory, they will also need some units that are not horde units - see Glorious Victory. DAWNBREAK At the start of the third and each subsequent battle round, if dawn has not yet broken, the Dawnbringer rolls a dice and adds the number of the current battle round to the score. On a 9+, dawn breaks.Once dawn breaks, the Dawnbringer’s units do not take battleshock tests. In addition, the Dawnbringer’s units can receive the Rally command even while they are within 3" of any enemy units. BATTLE LENGTH The battle lasts until 1 player claims victory (see Glorious Victory).FIRST TURN The players roll off and the winner decides which player takes the first turn.GLORIOUS VICTORY If at the end of a battle round, there are no Dawnbringer units wholly within the Dawnbringer’s territory, the attacker claims victory. Otherwise, once dawn has broken, if at the end of a battle round, there are no enemy units wholly within the Dawnbringer’s territory (excluding horde units), the Dawnbringer claims victory.When a player claims victory, the battle ends and that player wins a major victory.
PATH TO GLORY REWARDS If the Dawnbringer wins the battle, they found their city.If the attacker wins the battle, they can immediately pick 1 territory from their faction terrain table and bring it under their control without spending any glory points to do so. | |||||||||||
If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.
TENETS OF WAR Cities of Sigmar army only.
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FOR HONOUR AND GLORY Cities of Sigmar army only.
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Transmutation of Lead
As the wizard gestures at their foes, their weapons and armour become ever more heavy and cumbersome until the hapless warriors are crushed under their own weight.Transmutation of Lead is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 enemy within range and visible to the caster. Roll a number of dice equal to the number of models in that unit. For each roll that equals or exceeds that unit’s Save characteristic, that unit suffers 1 mortal wound.
The CITIES OF SIGMAR and HUMAN keywords are used in the following Cities of Sigmar warscrolls:
Suppressing Fire
A thunderous barrage of shots rains down upon the foe, disrupting their cohesion and leaving them vulnerable to a follow-up attack.You can reveal this order at the start of your shooting phase. If you do so, pick 1 friendly CITIES OF SIGMAR HUMAN unit within 3" of the HERO with this order. After that unit shoots, if all of its attacks targeted the same enemy unit, roll 2D6 and add the number of models slain by those attacks to the result. If the result exceeds the Bravery characteristic of that enemy unit, it is suppressed until the end of the turn. The strike-last effect applies to a unit that is suppressed.
Bring Full Arms to Bear
Pick 1 enemy unit. You complete this battle tactic if that unit is destroyed this turn and was suppressed as a result of the ‘Suppressing Fire’ order.
The CITIES OF SIGMAR keyword is used in the following Cities of Sigmar warscrolls:
The CITIES OF SIGMAR and HERO keywords are used in the following Cities of Sigmar warscrolls:
The HUMAN and HERO keywords are used in the following Cities of Sigmar warscrolls:
The DUARDIN and HERO keywords are used in the following Cities of Sigmar warscrolls:
The AELF and HERO keywords are used in the following Cities of Sigmar warscrolls:
The CASTELITE keyword is used in the following Cities of Sigmar warscrolls:
You do not have to pick a target for a charge attempt before making the charge roll. | ||
The CITIES OF SIGMAR and DUARDIN keywords are used in the following Cities of Sigmar warscrolls:
The CITIES OF SIGMAR and AELF keywords are used in the following Cities of Sigmar warscrolls:
If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests. | ||
The HUMAN, HERO and WIZARD keywords are used in the following Cities of Sigmar warscrolls:
In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate. | ||
The AELF, HERO and WIZARD keywords are used in the following Cities of Sigmar warscrolls:
The HUMAN keyword is used in the following Cities of Sigmar warscrolls:
The HUMAN and PRIEST keywords are used in the following Cities of Sigmar warscrolls:
The FREEGUILD keyword is used in the following Cities of Sigmar warscrolls:
The DUARDIN keyword is used in the following Cities of Sigmar warscrolls:
The AELF keyword is used in the following Cities of Sigmar warscrolls:
The AELF and WIZARD keywords are used in the following Cities of Sigmar warscrolls:
The HUMAN and WIZARD keywords are used in the following Cities of Sigmar warscrolls:
The HAMMERHAL AQSHA and HERO keywords are used in the following Cities of Sigmar warscrolls:
The TEMPEST’S EYE keyword is used in the following Cities of Sigmar warscrolls:
The KHARADRON OVERLORDS and SKYVESSEL keywords are used in the following Kharadron Overlords warscrolls:
The HALLOWHEART and WIZARD keywords are used in the following Cities of Sigmar warscrolls:
The HAMMERHAL GHYRA and HUMAN keywords are used in the following Cities of Sigmar warscrolls:
The LIVING CITY keyword is used in the following Cities of Sigmar warscrolls:
The SYLVANETH keyword is used in the following Sylvaneth warscrolls:
Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit. | ||
The GREYWATER FASTNESS keyword is used in the following Cities of Sigmar warscrolls:
The LETHIS, HUMAN and HERO keywords are used in the following Cities of Sigmar warscrolls:
The LETHIS, HUMAN and PRIEST keywords are used in the following Cities of Sigmar warscrolls:
The STORMCAST ETERNALS and PRIEST keywords are used in the following Stormcast Eternals warscrolls:
The VINDICARUM keyword is used in the following Cities of Sigmar warscrolls:
The EXCELSIS and MONSTER keywords are used in the following Cities of Sigmar warscrolls:
The SETTLER’S GAIN and WIZARD keywords are used in the following Cities of Sigmar warscrolls:
The LUMINETH REALM-LORDS and HERO keywords are used in the following Lumineth Realm-lords warscrolls:
The MISTHÅVN keyword is used in the following Cities of Sigmar warscrolls:
Form Shieldwall
Once formed, a wall of locked gromril shields held by the indomitable and stoic duardin is nigh impossible to penetrate.You can reveal this order at the start of the enemy combat phase. If you do so, you can pick 1 friendly CITIES OF SIGMAR DUARDIN unit that has 5 or more models and is within 3" of the HERO with this order. That unit forms into a shieldwall until the end of the phase. While a unit is formed into a shieldwall, the strike-last effect applies to that unit but it has a ward of 5+.
The HERO keyword is used in the following Cities of Sigmar warscrolls:
The warscrolls using TOTEM keyword can be found in the following Factions:
Order: Cities of Sigmar, Daughters of Khaine, Fyreslayers, Idoneth Deepkin, Lumineth Realm-lords, Seraphon, Stormcast Eternals, Sylvaneth.The TOTEM keyword is used in the following warscrolls: