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 Sigmar
  Cities of SigmarBattletome21.4August 2021
  General’s Handbook ’2021
  General’s Handbook ’2021Expansion31.0September 2021
  Broken Realms: Kragnos
  Broken Realms: KragnosExpansion21.0August 2021
  Broken Realms: Morathi
  Broken Realms: MorathiExpansion21.2August 2021
  Warhammer Legends: Grand Alliance Order
  Warhammer Legends: Grand Alliance OrderIndex31.0August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021
  Broken Realms: Teclis
  Broken Realms: TeclisExpansion21.2August 2021
  Warhammer Quest: Cursed City
  Warhammer Quest: Cursed CityWarscroll2April 2021

Designers’ Commentary

Expansion: Broken Realms: Morathi

 Q: Do the Cities of Sigmar units I include in my Stormkeep army gain the STORMCAST ETERNALS keyword? If the answer is yes, do they also gain the Stormhost keyword the army has (if any)?
A:
No to both questions.
 Q: Can Cities of Sigmar units in a Stormkeep army benefit from subfaction command abilities such as Heroes of Another Age from the Anvils of the Heldenhammer Stormhost?
A:
No.
 Q: Are the new Daughters of Khaine warscroll battalions available for use by Temples of Khaine other than Zainthar Kai?
A:
Yes.

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.

Add 1 to casting rolls for CITIES OF SIGMAR WIZARDS attempting to cast a Summoning spell on an endless spell warscroll.

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. 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.

A Cities of Sigmar army can include coalition units (see below) as follows:
  • 1 in every 4 units in the army can be a coalition unit from the Stormcast Eternals faction. Those units gain the CITIES OF SIGMAR keyword and the city keyword chosen for your army.

COALITION UNITS
Coalition units do not count towards the number of Battleline units in your army. However, they do count towards the maximum number of Leader, Behemoth and Artillery units in your army. Coalition units cannot be generals, with the exception of AVENTIS FIRESTRIKE in a Hammerhal army. In addition, Coalition units are ignored when determining if the units in your army are from a single faction.

Designer’s Note: Coalition units are not allied units, so the limitations that apply to allied units do not apply to them. This means that coalition units can be given one of your army’s enhancements, as long as they have the correct keywords or are of the correct unit type needed to receive it.

A Time of Change

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).

MISTHÅVN
HAR KURON

The army is still considered to be a Cities of Sigmar army and can use the Free Peoples battle traits unless stated otherwise.

Designer’s Note: You can still choose the Anvilgard allegiance for a Cities of Sigmar army. If you do, your army represents either a force from the time before Morathi began her annexation of the city, or a loyalist detachment still fighting in the God-King’s name.

City of Learning

Settler’s Gain was a place of safety and learning for generations, but even it was not immune to the effects of the Necroquake.

When you choose a keyword for a Cities of Sigmar army using the Strongholds of Order battle trait in Battletome: Cities of Sigmar, you can choose the SETTLER’S GAIN keyword instead of one of those listed. The allegiance abilities for Settler’s Gain armies can be found here.

Free City of Excelsis

When you pick the Cities of Sigmar allegiance for your army, you can say it will be an Excelsis army. If you do so, you must give it the EXCELSIS city keyword 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 the EXCELSIS keyword (you can still include the model in your army but you cannot use the allegiance abilities for its city).

The army is still considered to be a Cities of Sigmar army and can use the Ways of the Free Peoples battle traits unless stated otherwise.


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 their own 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

Lore of Cinder

HAMMERHAL WIZARDS (including Unique units) only.

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.

1 in every 4 units in a Living City army can be a coalition unit (see the Stormkeeps battle trait) from the Sylvaneth faction. Those units gain the CITIES OF SIGMAR and LIVING CITY keywords.

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

Lore of Leaves

LIVING CITY WIZARDS (including Unique units) only.’

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.

GREYWATER FASTNESS RUNELORDS know the following prayer:

Rune of Unfaltering Aim: This prayer has an answer value of 2 and a range of 3". If answered, pick 1 friendly IRONWELD ARSENAL WAR MACHINE within range of the chanter. Add 1 to hit rolls for attacks made with missile weapons by that unit until your next hero phase.

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

Lore of Smog

GREYWATER FASTNESS WIZARDS (including Unique units) only.

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 (core rules, 28.1.3).

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

Lore of the Phoenix

PHOENICIUM WIZARDS (including Unique units) only.

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

Lore of Dark Sorcery

ANVILGARD WIZARDS (including Unique units) only.

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 your hero phase. In addition, HALLOWHEART WIZARDS know 2 spells from the Lore of Whitefire instead of 1.

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 once per turn 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 the number of mortal wounds suffered by that WIZARD and not negated to casting rolls made by other friendly HALLOWHEART WIZARDS while they are within 12" of that WIZARD.


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

Lore of Whitefire

HALLOWHEART WIZARDS (including Unique units) only.

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.

1 in every 4 units in a Tempest’s Eye army can be a coalition unit (see the Stormkeeps battle trait) from the Kharadron Overlords faction. Those units gain the CITIES OF SIGMAR and TEMPEST’S EYE keywords.

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.


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

Lore of Eagles

TEMPEST’S EYE WIZARDS (including Unique units) only.’

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.



Misthåvn Battle Traits

MISTHÅVN armies only.

The Shadow Port

Misthåvn is semi-permanently moored on the shores of Cape Tenebrax.

A Misthåvn army must be from Ulgu.

Underhanded Tactics

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.

Misthåvn Narcotics

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 artefact of power you include 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.

COMMAND ABILITY

Shadowstrike

Misthåvn commanders are adept at using the darkness to hide their approach.

You can use this command ability once per turn after you set up a flanking force unit wholly within 12" of a friendly MISTHÅVN HERO. If you do so, you can move that unit up to D6" (it cannot run).


Misthåvn Command Traits

MISTHÅVN generals only.

D3COMMAND TRAIT
1

Shadowlord

No foe can anticipate when or where this general will attack.

Once per battle round, this general can use the Shadowstrike command ability without a command point being spent.

2

Wily Foe

This general uses subterfuge to befuddle their enemies.

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

3

Shade Warlock

This general is a secret adept of the arcane arts.

This general knows the Arcane Bolt and Mystic Shield spells and can attempt to cast 1 spell in your hero phase in the same manner as WIZARD. If this general is already a WIZARD, they can attempt to cast 1 extra spell in your hero phase.


Misthåvn Narcotics

Dark Temptations

MISTHÅVN HEROES only.

D6MISTHÅVN NARCOTIC
1

Synesthalcum

This sought-after stimulant heightens the senses to preturnatural levels.

When this narcotic is used, until your next hero phase, add 1 to hit rolls for attacks made by the user.

2

Witch-mist

This arcane narcotic renders the user temporarily incorporeal.

When this narcotic is used, until your next hero phase, ignore modifiers when making save rolls for attacks that target the user.

3

Skiffer’s Salve

This balm has potent healing effects but engenders a state of languid euphoria in the user.

When this narcotic is used, you can heal up to D6 wounds allocated to the user, but until your next hero phase the user cannot run or charge.

4

Float

When this powder is inhaled, the user floats free from the shackles of gravity.

When this narcotic is used, until your next hero phase, the user can fly. This narcotic has no effect if the user has a mount.

5

Sawfang Dust

These dull crystals fill the user with a ravening bloodlust.

When this narcotic is used, until your next hero phase, each time the user fights, after all of their attacks have been resolved, you can pick 1 enemy unit within 1" of them and roll a dice. On a 4+, that unit suffers D3 mortal wounds.

6

Glatch Ink

This narcotic makes the user’s eyes and veins turn black with arcane might.

When this narcotic is used, until your next hero phase, you can add 1 to casting, dispelling and unbinding rolls for the user.



Misthåvn Artefacts of Power

MISTHÅVN HEROES only.

D3ARTEFACT OF POWER
1

Gloom Bell

This tocsin rings out with an ominous chime, summoning a concealing black mist.

Once per battle, at the start of the enemy shooting phase, you can say that the bearer will ring the Gloom Bell. If you do, until the end of the phase, subtract 1 from hit rolls for attacks that target units wholly within 12" of the bearer.

2

Strangler-kelp Noose

Strangler-kelp winds itself tightly around unsuspecting prey.

Once per battle, at the start of the combat phase, you can pick 1 enemy model within 3" of the bearer and roll a dice. If the roll is 6, or is less than the target’s Wounds characteristic, the target cannot attack in that combat phase.

3

Shadowsilk Armour

Woven from wisps of Ulguan magic, this armour is as light as gossamer but stronger than tempered steel.

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


Har Kuron Battle Traits

HAR KURON armies only.

Har Kuron

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.

On the Shores of the Searing Sea

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.

Temples of Khaine

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 coalition unit (see below) from the Daughters of Khaine faction. Those units gain the CITIES OF SIGMAR and HAR KURON keywords. Units from the Daughters of Khaine faction cannot be taken as allies in a Har Kuron army (they can only be taken as coalition units). In each of your hero phases, you can pick 1 friendly Daughters of Khaine Priest to chant the Incitement to Murder prayer (below) in addition to the 1 other prayer that they can chant in that phase.

Incitement to Murder: This is a prayer that has an answer value of 3. If answered, pick 1 friendly HAR KURON unit wholly within 12" of the chanter. Until the start of your next hero phase, if the unmodified hit roll for an attack made by that unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit. You cannot pick the same unit to benefit from this prayer more than once per phase.

COALITION UNITS
Coalition units are ignored when determining if the units in the army are from a single faction. Coalition units cannot be generals.

Designer’s Note: Coalition units are not allied units, so the limitations that apply to allied units do not apply to them. This means that coalition units can be given one of your army’s enhancements, as long as they have the correct keywords or are of the correct unit type needed to receive it.

COMMAND ABILITY

Make an Example of the Weak

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 Command Traits

HAR KURON generals only.

D3COMMAND TRAIT
1

Bathed in Blood

This general immerses themselves in the warm blood of sacrificial victims before battle, granting them Morathi’s blessing.

Add 1 to this general’s Wounds characteristic. In addition, in your hero phase, you can heal 1 wound allocated to this general.

2

Murderous Zeal

This general has dedicated themselves body and soul to Morathi-Khaine.

This general can attempt to use the Incitement to Murder prayer in the same manner as a PRIEST. If this general can already attempt this prayer, they can attempt it twice instead of only once.

3

Dark Adept

This general shows a talent for sorcery.

This general knows the Arcane Bolt and Mystic Shield spells and can attempt to cast 1 spell in your hero phase in the same manner as WIZARD. If this general is already a WIZARD, they can attempt to cast 1 extra spell in your hero phase.


Har Kuron Artefacts of Power

HAR KURON HEROES only.

D3ARTEFACT OF POWER
1

Lifetaker

This crossbow fires bolts of shadowstuff.

In your shooting phase, you can pick 1 enemy unit within 36" of the bearer that is visible to them and roll a dice. On a 3-5, that unit suffers 1 mortal wound. On a 6, that unit suffers D3 mortal wounds.

2

Traitor’s Banner

This illusory standard makes those beneath it appear as allies to the foe.

Subtract 1 from hit rolls for attacks made with missile weapons that target friendly units wholly within 12" of the bearer.

3

Nullstone Vizard

This featureless mask shields the thoughts of the wearer.

If bearer is on the battlefield at the start of your hero phase, roll a dice. On a 5+, you receive 1 command point.


Har Kuron Spell Lores

Lore of Umbral Spite

D6SPELL
1

Sap Strength

Umbral wisps of magic worm their way into the foe, draining their vitality.

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

The Withering

The wizard plants vivid images of frailty and doubt in the foe’s minds.

The Withering has a casting value of 7. 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, add 1 to wound rolls for attacks that target that unit.

3

Vitriolic Spray

The caster’s foes are doused in acid that eats away at armour and hide.

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 ‘-’.

4

Steed of Shadows

A winged, coal-black creature carries the caster above the fray.

Steed of Shadows has a casting value of 6. If successfully cast, until your next hero phase, the caster can fly and has a Move characteristic of 16".

5

Pit of Shades

The wizard tears open a yawning rift to a deadly nether-realm.

Pit of Shades has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them and roll 2D6. If the roll is higher than that unit’s Move characteristic, it suffers a number of mortal wounds equal to the difference between its Move characteristic and the roll.

6

Shadow Daggers

A flurry of eldritch daggers shoots forth from the caster’s hand.

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.



Settler’s Gain Battle Traits

SETTLER’S GAIN armies only.

In the Land of Enlightenment

This city of gleaming spires is located in Xintil, the central paradise of Hysh.

A Settler’s Gain army must be from Hysh.

Lumineth Tutors

Under the Lumineth’s tutelage, the human wizards and artificers of Settler’s Gain are able to cast spells and produce magical objects of astounding power.

You can choose 1 extra SETTLER’S GAIN FREEGUILD HERO or SETTLER’S GAIN COLLEGIATE ARCANE HERO to have an artefact of power in a Settler’s Gain army. In addition, you can add 1 to casting rolls for SETTLER’S GAIN COLLEGIATE ARCANE WIZARDS.

Warriors of the High Districts

Settler’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.

1 in every 4 units in a Settlers Gain army can be a coalition unit (see below) from the Lumineth Realm-lords faction. Those units gain the CITIES OF SIGMAR and SETTLER’S GAIN keywords.

COALITION UNITS
Coalition units do not count towards the number of Battleline units in your army. However, they do count towards the maximum number of Leader, Behemoth and Artillery units in your army. Coalition units cannot be generals. In addition, Coalition units are ignored when determining if the units in your army are from a single faction.

Designer’s Note: Coalition units are not allied units, so the limitations that apply to allied units do not apply to them. This means that coalition units can be given one of your army’s enhancements, as long as they have the correct keywords or are of the correct unit type needed to receive it.

COMMAND ABILITY

Aelven Training

The human soldiery of Settler’s Gain have been carefully trained and drilled by Lumineth warriors, instilling in them a stoic discipline in the face of adversity.

You can use this command ability at the start of the battleshock phase. If you do so, pick 1 friendly SETTLER’S GAIN LUMINETH REALM-LORDS HERO. Do not take battleshock tests in that phase for friendly SETTLER’S GAIN FREEGUILD or SETTLER’S GAIN COLLEGIATE ARCANE units wholly within 18" of that HERO.


Settler’s Gain Command Traits

SETTLER’S GAIN generals only.

D3COMMAND TRAIT
1

Personal Levitation

This general has learnt how harness arcane energies so they can ascend at will to the High Districts of Settler’s Gain.

This general can fly.

2

Strategic Mastermind

This general has been schooled in the most profound aspects of warfare by esteemed Lumineth.

If this general is part of your army and on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.

3

Raging Outburst

Constant scrutiny and arduous testing have made this general violently short-tempered.

Add 1 to hit and wound rolls for attacks made with melee weapons by this general, but subtract 1 from save rolls for attacks made with melee weapons that target this general.


Settler’s Gain Artefacts of Power

SETTLER’S GAIN COLLEGIATE ARCANE HEROES only.

D6ARTEFACT OF POWER
1

Heart Stone

This quaint blood-red gemstone can save those about to die.

The first time the bearer is slain, before removing them from play, roll a dice. On a 4+, they are not slain, 1 wound allocated to them is healed, and any wounds that remain to be allocated to them are negated.

2

Talisman of Dispellation

This lambent charm can rob endless spells of animus.

You do not have to reduce the number of spells the bearer can attempt to cast in your hero phase if they attempted to dispel an endless spell in the same phase.

3

Silver-plated Wand

This highly polished wand is covered with runes of arcane power.

The bearer can attempt to cast 1 extra spell in your hero phase.

4

Blade of Leaping Bronze

There are few blades more finely balanced blade than this.

Pick 1 of the bearer’s melee weapons. Add 2 to the Attacks characteristic of that weapon.

5

Amulet of Haste

This unassuming amulet can give the bearer a sudden second wind.

Roll a dice after the bearer finishes a normal move and they ran. On a 2+, the bearer can still charge later in the same turn.

6

Stone-spirit Armour

This armour contains fragments of rock gifted to its creator by a mountain spirit of Ymetrica – or so they say.

Roll a dice each time you allocate a wound or mortal wound to the bearer. On a 6, that wound or mortal wound is negated. In addition, each time the bearer is affected by a spell or endless spell, you can roll a dice. On a 5+, ignore the effects of that spell on the bearer.


Settler’s Gain Spell Lores

Lore of Illumination

D3SPELL
1

Drain Magic

The wizard becomes the blinding centre of a magic-draining vortex.

Drain Magic has a casting value of 6. If successfully, until your next hero phase, subtract 2 from casting, dispelling and unbinding rolls for WIZARDS within 12" of the caster.

2

Shield of Light

The caster opens their arms wide, creating a shield of glowing energy.

Shield of Light has a casting value of 6. If successfully cast, pick 1 friendly unit wholly within 12" of the caster. Until your next hero phase, roll a dice each time you allocate a wound or mortal wound to that unit. On a 6, that wound or mortal wound is negated.

3

Illuminate

The wizard points at a foe and makes them clearly visible.

Illuminate has a casting value of 6. If successfully cast, pick 1 enemy unit within 12" of the caster that is visible to them. Until your next hero phase, add 1 to hit rolls for attacks made with missile weapons that target that unit.



Excelsis Battle Traits

EXCELSIS armies only.

The Coast of Tusks

The port-city of Excelsis is located in a bay on the Coast of Tusks in the Realm of Beasts.

An Excelsis army must be from Ghur.

Gift of Prophecy

To hold a shard of the Spear of Mallus is to see visions of futures yet to come. By interpreting these prophecies, scryers can capitalise on them.

Once per phase, when you pick a friendly unit to shoot or fight, you can say that the attack has been prophesied. If you do so, roll a dice. On a 1, subtract 1 from hit rolls for attacks made by that unit in that phase. On a 2-6, add 1 to hit rolls for attacks made by that unit in that phase.

COMMAND ABILITY

Riposte

Excelsis commanders are adept at anticipating the enemy’s attacks, warning their warriors so they can deliver a deadly riposte.

You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly EXCELSIS unit wholly within 12" of a friendly EXCELSIS HERO. If the unmodified save roll for an attack that targets that unit in that combat phase is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.


Excelsis Command Traits

EXCELSIS generals only.

D3COMMAND TRAIT
1

Cunning Foe

This general uses subterfuge to befuddle their enemies.

This general can retreat and still charge in the same turn. If they do so, until the end of the turn, add 1 to hit rolls for attacks made by this general and subtract 1 from hit rolls for attacks that target them.

2

In the Right Place

This general’s troops appear where they are needed.

At the start of the first battle round, you can pick D3 friendly units and set them up again. Any restrictions in the set-up instructions for the battleplan being used still apply.

3

Darkest Secrets

This general exploits their enemy’s innermost secrets.

At the start of the combat phase, you can pick 1 enemy HERO within 3" of this general. That HERO cannot use command abilities until the next combat phase (any already used still apply).


Excelsis Artefacts of Power

EXCELSIS HEROES only.

D3ARTEFACT OF POWER
1

Glimmering

Flinders of the Spear of Mallus are traded as ‘glimmerings’, each yielding visions of events yet to come.

Once per battle, before you make a hit or wound roll for an attack made by the bearer, a save roll for an attack that targets the bearer, or a run or charge roll for the bearer, you can say that you will foretell the result of the roll. If you do so, you must choose the result of the roll. The result chosen for a D6 roll must be a whole number from 1 to 6, and the result chosen for a 2D6 roll must be a whole number from 2 to 12. The result cannot be re-rolled, but any modifiers are applied to it as normal.

2

Rockjaws

When thrown at the foe, this steelsprung trap will clamp down tightly enough to penetrate metal, flesh and bone.

In your shooting phase, you can pick 1 enemy unit within 8" of the bearer that is visible to them and roll a dice. On a 3+, that unit suffers D3 mortal wounds.

3

Gryph-feather Charm

Rarely do these feathers fall, and those who manage to acquire one are lucky indeed.

Subtract 1 from hit rolls for attacks that target the bearer. In addition, add 1" to the bearer’s Move characteristic.


Excelsis Spell Lores

D3SPELL
1

The Amber Spear

The wizard conjures a lance of pure amber and hurls it at the foe.

The Amber Spear has a casting value of 6. If successfully cast, pick a point on the battlefield within 12" of the caster that is visible to them and draw an imaginary straight line 1mm wide between that point and the closest point on the caster’s base. Each unit other than the caster that has any models passed across by this line suffers 1 mortal wound.

2

Flock of Doom

Reaching to the skies, the wizard brings down a swarm of vicious birds to peck and claw at the enemy.

Flock of Doom has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them and roll 12 dice. For each 6, that enemy unit suffers 1 mortal wound.

3

Cower

Transfixing a beast with a steely glare, the wizard briefly binds the creature to their will.

Cower has a casting value of 6. If successfully cast, pick 1 enemy MONSTER within 12" of the caster that is visible to them and roll 2D6. If the roll is higher than that MONSTER’s Bravery characteristic, that MONSTER cannot make a charge move in your opponent’s next turn.


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.

These Path to Glory campaign rules are not compatible with the latest version of the Path to Glory rules from the Core Book. You can still use them to run a ‘classic’ Path to Glory campaign, or you can use the rules from the Core Book to run a ‘modern’ Path to Glory campaign.

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.


19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.

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

None
Leader
Leader, Behemoth
27.2 Battle Traits
Most battle traits are abilities that can be used by all or some of the units in the army. However, many battle traits have other effects, such as changing the way the player picks their army or allowing the player to summon new units mid-battle.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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

Leader

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

Leader
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

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.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

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.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

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

Leader
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.

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

None
Artillery
Leader, Behemoth
Behemoth
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

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

None
Artillery
Leader
Leader, Behemoth
Behemoth

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

None
Artillery
Leader
Leader, Behemoth
Behemoth

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

Battleline

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

None
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

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

Leader, Behemoth
Behemoth

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

Leader, Behemoth
Behemoth

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

Leader, Behemoth

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

Leader, Behemoth
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.

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

Leader, Behemoth

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

Behemoth

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

Behemoth

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

Leader, Behemoth
Behemoth

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

Behemoth

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

Behemoth

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

Behemoth

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

Behemoth
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.

The MISTHÅVN and ORDER SERPENTIS keywords are used in the following Cities of Sigmar warscrolls:

None
Leader, Behemoth
Behemoth

The MISTHÅVN and SHADOWBLADES keywords are used in the following Cities of Sigmar warscrolls:

None
Leader

The MISTHÅVN and SCOURGE PRIVATEERS keywords are used in the following Cities of Sigmar warscrolls:

None
Leader
Behemoth

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

None
Battleline
Leader
Leader, Behemoth

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

None
Battleline
Leader
Leader, Behemoth

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

None
Battleline
Leader
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

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.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

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

None
Leader, Behemoth
Behemoth

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

None
Leader
Behemoth

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

None
Leader
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

The SETTLER’S GAIN, FREEGUILD and HERO keywords are used in the following Cities of Sigmar warscrolls:

Leader
Leader, Behemoth

The SETTLER’S GAIN, COLLEGIATE ARCANE and HERO keywords are used in the following Cities of Sigmar warscrolls:

Leader
Leader, Behemoth
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.

The SETTLER’S GAIN, COLLEGIATE ARCANE and WIZARD keywords are used in the following Cities of Sigmar warscrolls:

Leader
Leader, Behemoth

The SETTLER’S GAIN and FREEGUILD keywords are used in the following Cities of Sigmar warscrolls:

None
Battleline
Leader
Leader, Behemoth

The SETTLER’S GAIN and COLLEGIATE ARCANE keywords are used in the following Cities of Sigmar warscrolls:

Leader
Leader, Behemoth
Behemoth
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

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.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.

The CITIES OF SIGMAR and HERO