Cities of Sigmar

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.


Books

BookKindEditionLast update
  Cities of Sigmar
  Cities of SigmarBattletome3April 2024
  Battlescroll: Impending Vermindoom
  Battlescroll: Impending VermindoomRulebook3April 2024
  Dawnbringers Book III: The Long Hunt
  Dawnbringers Book III: The Long HuntExpansion3April 2024
  Warhammer Underworlds: Wintermaw (Brethren of the Bolt)
  Warhammer Underworlds: Wintermaw (Brethren of the Bolt)Warscroll3April 2024
  Dawnbringers Book V: Shadow of the Crone
  Dawnbringers Book V: Shadow of the CroneExpansion3March 2024
  Regiments of Renown
  Regiments of RenownWarscroll3February 2024
  Dawnbringers Book I: Harbingers
  Dawnbringers Book I: HarbingersExpansion3June 2023
  Warhammer Legends: Grand Alliance Order
  Warhammer Legends: Grand Alliance OrderIndex3August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021

Designers’ Commentary

Battletome: Cities of Sigmar

Q:The Orders battle trait states that orders are given at the start of each battle round after the priority roll has been made. If there is no priority roll for a battle round (such as when priority is determined by the ‘Stealing the Initiative’ rule), when are orders given?
A:
After priority is determined.
Q:If I can pick a second or additional spell for an Alchemite Warforger to know and I choose the Lore of the Collegiate Arcane, can I pick a spell other than Transmutation of Lead?
A:
No. This restriction also applies to the Battlemage on Griffon, Battlemage on Celestial Hurricanum and Battlemage on Luminark of Hysh who can each only know the spell from the Lore of Collegiate Arcane listed on their warscroll.
Q:Tahlia Vedra’s Lead From the Front ability allows for the Rally command to return slain models on a roll of 4+ instead of a 6. Does this only apply when the conditions in the ability are met; i.e., do Tahlia Vedra and the unit receiving the command both need to be within 3" of any enemy units?
A:
Yes.
Q:If I can pick 2 effects for Pontifex Zenestra’s Vessel of Sigmar prayer, can I pick the same effect twice?
A:
No.
Q:The Freeguild Command CorpsDispatch Spies ability reads: ‘Each time a command is issued, no more than 1 attempt to disrupt it can be made.’ Does this mean only 1 attempt can be made regardless of how many Freeguild Command Corps units with Whisperblades are in my army?
A:
Yes.
Q:If a unit is destroyed by a shooting attack made by a CITIES OF SIGMAR unit that was picked for the Suppressing Fire order, is the dice roll made to see if the unit becomes suppressed? This is relevant for the Bring Full Arms to Bear battle tactic.
A:
No.

Allies

FACTIONALLIES
Cities of SigmarDaughters of Khaine, Fyreslayers, Idoneth Deepkin, Kharadron Overlords, Lumineth Realm-lords, Stormcast Eternals, Sylvaneth (except in a Greywater Fastness army)

Battle Traits

Free Cities

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.

You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All CITIES OF SIGMAR units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.

Orders

Only through sheer grit and well-drilled discipline can the soldiers of the Cities of Sigmar overcome the horrors they face across the Mortal Realms.

If you command a Cities of Sigmar army, you can give orders to friendly HEROES. Orders are represented by order tokens. Each order token has 2 sides. One side shows the Cities of Sigmar faction icon; the other side shows an icon that corresponds to one of the orders below.

At the start of the battle round, after the priority roll has been made, you can give 1 order to each friendly CITIES OF SIGMAR HERO unit on the battlefield. To do so, pick 1 of the orders below and place a corresponding order token, with the Cities of Sigmar icon face up, beside the HERO that has been given the order. No more than 3 friendly HEROES can have the same order at the same time.

Orders marked ‘Cities of Sigmar Order’ can be given to any CITIES OF SIGMAR HERO; those marked ‘Human Order’ can only be given to HUMAN HEROES; those marked ‘Duardin Order’ can only be given to DUARDIN HEROES; and those marked ’Aelf Order’ can only be given to AELF HEROES.

Orders remain secret until they are revealed. Each order will state when it can be revealed and how it is resolved. A friendly unit cannot be affected by the same order more than once in the same phase.

At the end of the battle round, all orders are removed from play (including those that were not revealed).

Designer’s Note: An order is not a command. Therefore, a HERO that has been given an order, or a unit that is affected by an order, is not prevented from issuing and receiving commands.

Cities of Sigmar Orders

Advance in Formation

The tramp of boots marching in unison can be heard across the battlefield.

You can reveal this order at the start of your movement phase. If you do so, until the end of the phase, add 3" to the Move characteristic of friendly CITIES OF SIGMAR units that start a normal move within 3" of the HERO with this order. In addition, at the end of the phase, friendly CASTELITE units with the Fortified Position ability can establish a fortified position even if they made a normal move in this phase if they are within 3" of the HERO with this order.

Counter-charge

You order your soldiers to hold until they can see the whites of the enemy’s eyes, then suddenly charge forth in the name of Sigmar!

You can reveal this order at the end of the enemy charge phase. If you do so, pick 1 friendly CITIES OF SIGMAR unit that is more than 3" from all enemy units and is within 3" of the HERO with this order. You can attempt a charge with that unit. In addition, if that unit makes a charge move in this phase, improve the Rend characteristic of that unit’s melee weapons by 1 until the end of the turn.


Human Orders

Return Fire

Salvoes of enemy fire are met with return volleys twice as devastating.

You can reveal this order when a friendly unit within 3" of the HERO with this order is targeted by a shooting attack. If you do so, after all of that enemy unit’s shooting attacks have been resolved, pick 1 friendly CITIES OF SIGMAR HUMAN unit that is more than 3" from all enemy units and within 3" of the HERO with this order. That unit can immediately shoot.

Suppressing Fire

A thunderous barrage of shots rains down upon the foe, disrupting their cohesion and leaving them vulnerable to a follow-up attack.

You can reveal this order at the start of your shooting phase. If you do so, pick 1 friendly CITIES OF SIGMAR HUMAN unit within 3" of the HERO with this order. After that unit shoots, if all of its attacks targeted the same enemy unit, roll 2D6 and add the number of models slain by those attacks to the result. If the result exceeds the Bravery characteristic of that enemy unit, it is suppressed until the end of the turn. The strike-last effect applies to a unit that is suppressed.

Engage the Foe

The commander orders a unit that has been preserving its strength to draw its weapons and meet the enemy head-on.

You can reveal this order at the start of your charge phase. When this order is revealed, pick 1 friendly CITIES OF SIGMAR HUMAN unit that is more than 3" from all enemy units, that has not yet fought in this battle, and is within 3" of the HERO with this order. If that unit makes a charge move in this phase, add 1 to the Attacks characteristic of that unit’s melee weapons until the end of the following combat phase.


Duardin Orders

Form Shieldwall

Once formed, a wall of locked gromril shields held by the indomitable and stoic duardin is nigh impossible to penetrate.

You can reveal this order at the start of the enemy combat phase. If you do so, you can pick 1 friendly CITIES OF SIGMAR DUARDIN unit that has 5 or more models and is within 3" of the HERO with this order. That unit forms into a shieldwall until the end of the phase. While a unit is formed into a shieldwall, the strike-last effect applies to that unit but it has a ward of 5+.

Grim Last Stand

Even in the face of insurmountable odds, the fierce descendants of the Khazalid Empire stand with weapons in hand, ready to sell their lives dearly.

You can reveal this order at the start of your combat phase. If you do so, you can pick 1 friendly CITIES OF SIGMAR DUARDIN unit that is within 3" of the HERO with this order. Until the end of that phase, each time a model from that unit is slain by an attack made with a melee weapon, you can pick 1 enemy unit within 3" of that model’s unit and roll a dice. On a 5+, that enemy unit suffers 1 mortal wound.


Aelf Orders

Strike Them Down

The aelven leader coldly orders their underlings to cut down the enemy with all haste.

You can reveal this order at the start of the charge phase. If you do so, you can pick 1 friendly CITIES OF SIGMAR AELF unit that is within 3" of the HERO with this order. If that unit makes a charge move this turn, the strike-first effect applies to that unit until the end of the turn.

Swift Disengage

The speed and discipline of the aelves is unmatched. At a strident command, they withdraw from combat in good order, ready to reposition and assail their foes anew.

You can reveal this order at the end of the combat phase. If you do so, pick 1 friendly CITIES OF SIGMAR AELF unit that is within 3" of the HERO with this order and is within 3" of any enemy units. That unit can immediately retreat.

Artefacts of Power

Treasures of the Cities

HUMAN HERO only.

Brazier of Holy Flame

The torch borne by this champion symbolises the light of civilisation being carried forth into the darkness of the wilds, a sacred act that emboldens those who march alongside them.

Roll a dice each time a model would flee from a friendly CITIES OF SIGMAR HUMAN unit that is wholly within 12" of the bearer. On a 4+, that model does not flee.

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.

Add 3" to the Range characteristic of missile weapons used by friendly CITIES OF SIGMAR HUMAN units while they are wholly within 12" of the bearer.

Shemtek’s Grimoire

Tin's ancient tome holds the secrets of the fabled wizard of yore, Shemtek. Using the power held within, a wizard can conjure an electrical storm in the skies above to dampen enemy sorcery.

WIZARD only. Once per battle, at the start of the enemy hero phase, you can say that the bearer will conjure a storm. If you do so, roll a D3. Until the end of that phase, subtract the amount of that roll from casting rolls made for enemy WIZARDS.

Sigmarite Warhammer

Fashioned in the likeness of Ghal Maraz, the fabled warhammer of Sigmar, this masterwork weapon is etched with powerful runes.

Pick 1 of the bearer’s melee weapons. Improve the Rend characteristic of that weapon by 1 and add 1 to the Damage characteristic of that weapon.

Flask of Lethisian Darkwater

Sourced from the lakewaters of the Shyishan city of Lethis, when this potion is carefully sipped, its black liquid soothes the body and soul.

Once per battle, at the end of any phase, you can say that the bearer will sip from the flask. If you do so, you can heal up to D6 wounds allocated to the bearer.

Glimmering

The glinting facets of this tiny fragment of Mallus, the very core of the World-that-Was, offer fleeting glimpses of the future.

Once per phase, you can re-roll 1 hit roll or 1 wound roll for an attack made by the bearer, or 1 save roll for an attack that targets the bearer.


Ancestor Relics

DUARDIN HERO only.

Book of Grudges

Within this tome is kept a record of every grievance wrought against the duardin, and past transgressions of the enemy can be read aloud to inspire revenge against them.

At the start of your hero phase, if the bearer is more than 3" from all enemy units, you can say they will read from the Book of Grudges. If you do so, pick 1 enemy unit that is visible to the bearer and roll a dice. On a 4+, a grudge is found. Add 1 to hit rolls for attacks made by friendly CITIES OF SIGMAR DUARDIN units that target that enemy unit until the next grudge is found.

Piledriver Gauntlets

Crafted by Avrik Fortbuilder to lay foundation stones in the most unyielding surfaces across the realms, these masterwork gloves are equally useful for knocking the enemy off their feet.

At the start of the combat phase, if this unit is within 3" of any enemy units, you can say it will strike the ground. If you do so, the bearer cannot fight this phase; however, roll a dice for each enemy unit within 3" of the bearer. On a 4+, the strike-last effect applies to that enemy unit until the end of the phase.

Heavy Metal Ingot

Imbued with the eternal might of mountains, the Ingot makes an immovable object and an unstoppable force of the duardin who carries it.

Ignore negative modifiers to save rolls for attacks that target the bearer if the bearer has not made a move in the same turn.


Exotic Armaments

AELF HERO only.

Shadowshroud Ring

If this obsidian ring is turned around the wearer’s finger three times, it emits a cloud of black shadow that engulfs them.

Once per battle, at the start of your hero phase, you can say that the bearer will use the ring. If you do so, until the start of your next hero phase, the bearer is not visible to enemy units that are more than 12" away.

Venomfang Blade

The glistening serrations on this weapon’s edge inject deadly toxins into those who feel its bite.

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

Anklet of Epiphany

This cuff tethers its wearer to the realm in which they stand, allowing them to draw upon buried energies that have lain fallow since the Age of Myth.

WIZARD only. Add 6" to the range of spells cast by the bearer while the bearer is wholly on a terrain feature and/or is contesting an objective.

Command Traits

Sentinels of Order

HUMAN general only.

Divine Champion

This general is a fiery orator who believes themselves chosen by the God-King to lead the Dawnbringer Crusade.

This general becomes a PRIEST if they are not already a PRIEST. In addition, they know the Hammer of Sigmar prayer below in addition to any other prayers they know:

Hammer of Sigmar: The priest calls upon Sigmar himself to bless their allies with the strength to overcome any foe.

Hammer of Sigmar is a prayer that has an answer value of 4 and a range of 12". If answered, until the start of your next hero phase, add 1 to wound rolls for attacks made with melee weapons by friendly CITIES OF SIGMAR HUMAN units while they are wholly within range of the chanter.

Grizzled Veteran

This general has seen countless battles in their time. Now, only the strongest of blows can lay them low.

FREEGUILD only. Wound rolls made for attacks that target this general only wound on an unmodified 4+.

Master of Ballistics

This general takes great pride in the quality of the firearms forged in their city. Thus, they demand the most from the weapons’ wielders in battle.

If this general issues the All-out Attack command (core rules, 13.4) to a friendly CASTELITE unit in the shooting phase, add 1 to wound rolls for attacks made with missile weapons by that unit in that phase. This effect is in addition to the normal effect of All-out Attack.

Fiery Temper

While rash and impulsive, this general shows unwavering bravery in the face of the enemy and is often the first to charge into the fray.

You can re-roll charge rolls for this general. In addition, if this general made a charge move in the same turn, you can re-roll charge rolls for friendly CITIES OF SIGMAR HUMAN units while they are wholly within 18" of this general.


Lords of the Mountains

DUARDIN general only.

Of Mighty Lineage

This proud warrior has the blood of many legendary duardin flowing through their veins. They seek to continue this glorious legacy by challenging the strongest opponents.

At the start of the combat phase, you can say that this general will issue a challenge. If you do so, pick 1 enemy HERO within 3" of this general. Until the end of that phase, the strike-first effect applies to this general, but all of the attacks they make in that phase must target that enemy HERO.

Insurmountable Resilience

This stout and stoic general is said to be tough as solid rock. Nothing but the most grievous of strikes can stop them in battle.

At the end of each combat phase, roll a dice for each wound currently allocated to this general. On a 3+, that wound is healed.

Master of Ancient Lore

This duardin general commands a deep knowledge of rune lore.

This general becomes a PRIEST. If this general is already a DUARDIN PRIEST, they know 1 additional prayer from the Rune Lore prayer scripture.


Dreaded Leaders

AELF general only.

Unparalleled Duellist

The martial skills of this general are unmatched. In single combat, every mistake made by their opponent is brutally punished without a moment’s hesitation.

For each hit roll for an attack made with a melee weapon that targets this general that does not score a hit, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

Secretive Warlock

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

WIZARD only. Add 1 to casting and unbinding rolls made for this general.

Draconic Blood-pact

Whispers are told of the blasphemous blood-pact this warlord has formed with the Black Dragon they ride into battle.

HERO mounted on Black Dragon only. At the start of the combat phase, you can say that this general will draw power from their draconic blood-pact. If you do so, this general suffers 1 mortal wound that cannot be negated. However, until the end of that phase, add 1 to the Attacks characteristic of the weapons this general’s mount is armed with.

Spell Lores

Lore of the Collegiate Arcane

HUMAN WIZARD (including Unique units) only.

Fireball

The wizard claps their hands, conjuring a small orb of flame that they hurl at the foe.

Fireball is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. Roll 1 dice for each model in that unit. For each roll of 6, that unit suffers 1 mortal wound.

Mystifying Miasma

The wizard creates a numbing fog that causes their foolish foes to listlessly stagger and stumble.

Mystifying Miasma is a spell that has a casting value of 5 and a range of 24". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit cannot run until your next hero phase. In addition, subtract 2 from charge rolls for that unit until your next hero phase.

Pall of Doom

A cloud of terrifying darkness pours forth and engulfs the wizard’s foes.

Pall of Doom is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. That enemy unit cannot issue or receive commands until the start of your next hero phase.

Pha’s Protection

The wizard calls upon the beneficent Guardians of Light to protect their allies from harm.

Pha’s Protection is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 friendly CITIES OF SIGMAR HUMAN unit wholly within range and visible to the caster. Until the start of your next hero phase, ignore modifiers (positive and negative) to save rolls for attacks that target that unit.

Rain of Jade

A zephyr of magic carries forth droplets of restorative Aqua Ghyranis, healing the wounds of an ally.

Rain of Jade is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 friendly CITIES OF SIGMAR HUMAN model wholly within range and visible to the caster. Roll a dice for each wound currently allocated to that model. On a 5+, that wound is healed.

Transmutation of Lead

As the wizard gestures at their foes, their weapons and armour become ever more heavy and cumbersome until the hapless warriors are crushed under their own weight.

Transmutation of Lead is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 enemy within range and visible to the caster. Roll a number of dice equal to the number of models in that unit. For each roll that equals or exceeds that unit’s Save characteristic, that unit suffers 1 mortal wound.

Twin-tailed Comet

A blazing comet races across the sky, inspiring those Sigmarites who witness it before crashing into the enemy’s lines.

Twin-tailed Comet is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. Draw a straight line between the caster and 1 model in that unit. Until the end of the turn, each friendly HUMAN unit the line passes over has a Bravery characteristic of 10. Then, the enemy unit you picked suffers D3 mortal wounds.

Wildform

The wizard bestows their allies with swift-moving bestial forms.

Wildform is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 friendly CITIES OF SIGMAR HUMAN unit that is wholly within range and visible to the caster. Until the start of your next hero phase, you can attempt a charge with that unit if it is within 18" of the enemy instead of 12". In addition, roll 3D6 instead of 2D6 for charge rolls made for that unit until the start of your next hero phase.


Lore of Dark Sorcery

AELF WIZARD (including Unique units) only.

Sap Strength

The caster summons coiling wisps of black magic that wrap around the limbs of the foe, hindering them and leeching their strength.

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

Umbral Hex

Tendrils of shadow rise up from the ground, striking fear into those they grasp and draining their will to fight.

Umbral Hex is a spell that has a casting value of 6 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. Until the start of your next hero phase, each time a battleshock roll is made for that unit, 2D6 must be rolled instead of 1 dice.

Tenebrael Blades

With a gesture from the caster, wisps of Ulguan magic coil around their allies’ weapons, momentarily allowing them to pass through armour as though it were no more than mist.

Tenebrael Blades is a spell with a casting value of 7 and a range of 9". If successfully cast, pick 1 friendly CITIES OF SIGMAR AELF unit wholly within range and visible to the caster. Until the start of your next hero phase, when making save rolls for attacks made with melee weapons by that CITIES OF SIGMAR AELF unit, the target’s Save characteristic is ‘-’.

Prayer Scriptures

Rune Lore

DUARDIN PRIEST (including Unique units) only.

Rune of Unfaltering Aim

The moment this rune is struck, the wind dies down to naught and weapons hold steady as if frozen in time, allowing shots to hit their mark with ease.

Rune of Unfaltering Aim is a prayer with an answer value of 3 and a range of 12". If answered, pick 1 friendly CITIES OF SIGMAR DUARDIN unit wholly within range and visible to the chanter. Add 1 to hit rolls for attacks made with missile weapons by that unit until the start of your next hero phase.

Rune of Oath and Steel

The blessing of Grungni hardens duardin steel as each suit of armour remembers the hammer blows that forged it.

Rune of Oath and Steel is a prayer with an answer value of 3 and a range of 12". If answered, pick 1 friendly CITIES OF SIGMAR DUARDIN unit wholly within range and visible to the chanter. Subtract 1 from wound rolls for attacks that target that unit until the start of your next hero phase.

Rune of Wrath and Ruin

The striking of this rune causes the very earth before the Runelord to crack, venting fire and sulphurous fumes that engulf the enemy.

Rune of Wrath and Ruin is a prayer with an answer value of 3 and a range of 18". If answered, pick 1 enemy unit within range and visible to the chanter. Roll 6 dice. For each roll of 5+, that enemy unit suffers 1 mortal wound. In addition, if a unit suffers 3 or more mortal wounds when this prayer is answered, that unit is ruined until the start of your next hero phase. While a unit is ruined, ignore positive modifiers to save rolls for attacks that target that unit.

Free Cities

Hammerhal Aqsha

Hammerhal, the Twin-Tailed City, is a shining embodiment of the civilisation that spans either side of the great Stormrift Realmgate. The Aqshian side is populated by hot-blooded souls keen to drive back the taint of Chaos from the Great Parch.

Officars of the Acadamae Martial: Those who have been trained in the halls of the prestigious Acadamae Martial in Hammerhal are said to be the best of the best.
When orders are being given to friendly HAMMERHAL AQSHA HEROES, 1 of those units can be given 2 orders instead of 1, but they must be different orders.

The Magister of Hammerhal: Aventis Firestrike acts as Sigmar’s voice upon the Grand Conclave of Hammerhal Aqsha.
If you command a Hammerhal Aqsha army that includes an allied AVENTIS FIRESTRIKE, at the start of your hero phase, you receive 1 additional command point if that model is on the battlefield.

Tempest’s Eye

The enormous Titanspear Mountain rises proudly above the ash plains of the Brimstone Peninsula in Aqshy, its summit masked by banks of pure white clouds. Carved out of the bedrock of this immense monolith is Tempest’s Eye, a wondrous city of soaring towers and palaces that dominates both land and sky for many leagues around.

Rapid Redeploy: The warriors of Tempest’s Eye deftly disengage from combat before unleashing a volley of fire into the enemy’s ranks.
Friendly TEMPEST’S EYE and allied KHARADRON OVERLORDS SKYVESSEL units (including units embarked in them), can retreat and still shoot in the same turn.

Hallowheart

A city of wild and living magic, Hallowheart is home to some of the most powerful spellcasters in the Realm of Fire. It is built upon a pillar of rock that descends into the vast Shimmering Abyss, once home to a behemothic aberration of Tzeentch but now filled with precious realmstone ripe for mining.

Wild Magic: The reckless and maverick Battlemages of Hallowheart’s Whitefire Court seek to control magic in its most potent form.
When you attempt to cast a spell with a friendly HALLOWHEART WIZARD, you can say they will harness wild magic. If you do so, roll 3 dice instead of 2 for that casting roll. However, on an unmodified roll of 10+, the caster suffers D3 mortal wounds after any effects of the spell have been resolved.

Hammerhal Ghyra

The armies of Hammerhal Ghyra are bolstered by rank upon rank of dedicated soldiery, who march forth in the name of Sigmar to reclaim the lands lost to the Dark Gods in the Age of Chaos.

Bounty of the Verdant City: The abundant resources of Hammerhal Ghyra ensure its armies are always well supplied.
When picking a Hammerhal Ghyra army, if the battlepack you are using has restrictions on the number of reinforced units you can include, you can include 1 additional CITIES OF SIGMAR reinforced unit in your army. In addition, friendly HAMMERHAL GHYRA HUMAN units have a Bravery characteristic of 10 while they have 10 or more models.

The Living City

Known as the Viridian Shield, the warriors of the Living City and their Sylvaneth allies are adept fighting amidst the green labyrinth of the Everspring Swathe, launching well-planned ambushes before fading back into the trees.

Hunters of the Hidden Paths: The warriors of the Living City know of secret paths through the realms, which they skilfully navigate in order to set up ambushes for those who threaten them.
During deployment, instead of setting up a LIVING CITY unit or an allied SYLVANETH unit on the battlefield, you can place it to one side and say that it is set up in the Hidden Paths as a reserve unit. You can set up 1 unit in the Hidden Paths for each LIVING CITY unit you have set up on the battlefield. At the end of your movement phase, you can set up 1 or more of these reserve units on the battlefield, wholly within 6" of the edge of the battlefield and more than 9" from all enemy units.

Greywater Fastness

The industrial behemoth of Greywater Fastness rises from the centre of a vast, magic-blasted mire. Though it resides in the Realm of Life, this is no verdant garden city; looming over the landscape like a great, metal beetle, it is a place of churning refineries, smog-shrouded warrens and Ironweld gun foundries.

A Greywater Welcome: The artillery companies of Greywater Fastness introduce themselves with a prolonged and punishing bombardment upon the enemy battleline.
You can use the All-out Attack command up to 3 times in your shooting phase. In addition, the first 2 times a friendly GREYWATER FASTNESS unit receives the All-out Attack command in your shooting phase, a command point is not spent.

Lethis

From the Prime Innerlands of Shyish, the solemn peoples of Lethis still practise the worship of ‘forgotten gods’, most notably Morrda, Master of the Bleak Raven. His grim worshippers are said to possess the power to still the soul upon death, preventing it from slipping into Nagash’s clutches.

The Raven Priests: The humans of Lethis venerate Morrda, an ancient god of death, alongside Sigmar, and call on this macabre deity for aid.
Friendly LETHIS HUMAN HEROES that are not WIZARDS become PRIESTS. In addition, friendly LETHIS HUMAN PRIESTS and friendly allied STORMCAST ETERNALS PRIESTS know the following prayer in addition to any others they know:

Morrda’s Embrace: Words of power are spoken in a long-dead tongue, heralding the doom of any foe to hear them.
Morrda’s Embrace is a prayer with an answer value of 4 and a range of 12". If answered, pick 1 enemy unit within range and visible to the chanter. Ward saves cannot be made for that enemy unit until the start of your next hero phase.

Vindicarum

Built into the heart of a dormant volcano in the Viscid Flux, Vindicarum is a hard-line bastion of the Sigmarite faith, its populous unwavering and zealous in their fervour for the God-King.

Unyielding Faith: Unforgiving and resolute in the face of outward threats, the city of Vindicarum has become a bulwark of the Sigmarite faith, and its warriors possess an unrelenting zeal.
Friendly VINDICARUM units can receive the Rally command while they are within 3" of any enemy units. In addition, when a friendly VINDICARUM FLAGELLANTS unit receives the Rally command, you can return 1 slain model to that unit for each 5+ instead of each 6.

Excelsis

Among the ranks of the Excelsian armies number many deadly beasts that have been trained to fight alongside the soldiery with unrelenting savagery.

Fearsome Breeds: From mighty griffons to ill-tempered warhorses that bite and kick at the enemy, the warbeasts of Excelsis are bred for strength and ferocity above all else.
Add 1 to the Wounds characteristic of friendly EXCELSIS MONSTERS. In addition, each time a friendly EXCELSIS FREEGUILD CAVALIERS unit fights, after all of its attacks have been resolved, pick 1 enemy unit within 3" of that FREEGUILD CAVALIERS unit and roll a dice for each model in that FREEGUILD CAVALIERS unit. For each roll of 4+, that enemy unit suffers 1 mortal wound.

Settler’s Gain

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.

Expert Instruction: Under the Lumineth’s tutelage, the human wizards of Settler’s Gain have learned to weave spells with great skill, while the city’s soldiery have been carefully trained and drilled.
Add 1 to casting rolls for friendly SETTLER’S GAIN WIZARDS. In addition, at the start of each hero phase, you receive 1 additional command point if the model picked to be your general is within 3" of any friendly allied LUMINETH REALM-LORDS HEROES.

Misthåvn

Known as the City of Scoundrels, Misthåvn is an infamous den of pirates and cut-throats. Home to many Scourge Privateers, Darkling Covens and warriors of the Order Serpentis, their armies ride out masked in inky darkness to launch lightning raids upon unsuspecting foes.

Shadowed Approach: The warriors of Misthåvn swiftly bear down upon their foes under cover of unnatural darkness.
At the end of your hero phase, you can pick up to 3 different friendly MISTHÅVN units that are more than 12" from all enemy units. Each of those units can make a move of up to D6" (roll separately for each). If the unit has a mount/s (not including crew and/or companions), it can make a move of up to 2D6" instead of D6". Units can finish this move within 3" of enemy units.

PATH TO GLORY

The following section includes rules for your Path to Glory campaign if you are using a Cities of Sigmar army.

Embarking on a Dawnbringer Crusade

Your Path to Glory campaign tells the story of your army as they brave the Chaos-tainted wilds beyond their parent city in an attempt to establish a new settlement. To begin with, your army is travelling through the wilderness. This means that they do not have any territories under their control and can only embark on the Cities of Sigmar quests. At the same time, after each battle, they will earn crusade points, suffer setbacks when defeated, and receive blessings when victorious. Once you have earned 25 crusade points, you can fight a final battleplan and, if you win, your crusade reaches its end and you can establish your new settlement.

When you start a Path to Glory campaign with a Cities of Sigmar army, your army is said to be on crusade and will remain so until your city is founded. While your army is on crusade, the following rules apply:

  1. You do not start with any territories under your control and you cannot bring territories under your control. Do not make exploration rolls.
  2. Order of battle limits do not apply to you. You can include any number of units on your order of battle (but you must still spend glory points to add them, as normal).
  3. You do not have a Stronghold and cannot establish an Outpost.
  4. The only quests you can embark on are Cities of Sigmar quests.

While your army is on crusade, you must keep track of the number of crusade points you have. You start with 0 crusade points, and after each Path to Glory battle, you can earn or lose crusade points as shown on the table below. In addition, you earn crusade points by completing the Cities of Sigmar quests. You can never have fewer than 0 crusade points.

Crusade Points
Won a major victoryD6+3
Won a minor victoryD3+2
Battle was a draw1
Opponent won the battle-1

A great place to keep track of your crusade points is in the Notes section for your warlord on your order of battle.

In addition, in step 1 of the aftermath sequence, you must roll on either the Setbacks table or the Blessings table (below) as follows. If you did not win a major victory or a minor victory, roll once on the Setbacks table and apply the result. If you won a minor victory, roll once on the Blessings table and apply the result. If you won a major victory, roll twice on the Blessings table and pick 1 of the results to apply.

D6Setbacks Table
1Nurgle’s Rot: Filthy conditions have led to an outbreak of plague in your camp.
Roll a dice for each unit that is eligible for a casualty roll. On a 1, a warrior in that unit is infected by Nurgle’s Rot. Increase its casualty score by 1.
2No Way Forward: Your current path is blocked. You’ll have to find another route around.
If you are embarked on a quest, you lose D6 quest points (to a minimum of 0).
3Low Ammunition: With powder stores running dry, every shot must count.
In your next Path to Glory battle, at the end of each of your shooting phases, roll a dice for each friendly unit that shot in that phase. On a 1, that unit has run out of ammunition and cannot be picked to shoot for the rest of the battle.
4So Many Mouths to Feed: As supplies dwindle, your warriors begin to go hungry.
You cannot recuperate units in the aftermath sequence of this battle.
5Downtrodden Spirits: Defeat after defeat begins to take its toll...
In the aftermath sequence of this battle, do not pick a unit to be your favoured warriors.
6Righteous Indignation: Your faith in Sigmar wavers not!
You receive D6 glory points.
D6Blessings Table
1A Night’s Respite: Tired from the march, a quiet night is a welcome blessing.
No effect.
2High Spirits: Sigmarite hymns are sung this night as your warriors celebrate their victory.
Each unit on your order of battle gains 1 additional renown point.
3Hidden Spring: A sacred font of healing Aqua Ghyranis is found on the trail.
At the end of the aftermath sequence of this battle, for each unit on your order of battle that has a casualty score of 1 or more, reduce its casualty score by 1.
4A Way Through: Your scouts come back with news of a quicker route your army can take.
If you are embarked on a quest, you gain D6 quest points.
5Reinforcements Arrive: Word reached your parent city of your location and they dispatched warriors to bolster your forces.
In the aftermath sequence of this battle, you can add 1 unit to your order of battle without spending any glory points to do so.
6Twin-tailed Comet: A divine portent lights up the night sky, imbuing the spirits of your warriors as they choose to continue their march rather than camp.
You receive D3 additional crusade points.

Founding Your City

Once you have amassed 25 or more crusade points, you can choose to fight the battleplan ‘Await the Coming Dawn’. If you win that battle, do not roll on the Blessings table; instead, you can found your city. When you do so, your army is no longer on crusade. In addition, follow these steps before resolving the aftermath sequence of the battle:

  1. Set each of your order of battle limits to the number of each corresponding unit type on your roster (for example, if you have 3 HEROES, set the HEROES unit limit to 3). If you have no units of the corresponding type, set it to 1.
  2. You receive a stronghold and can immediately pick 1 territory from the Cities of Sigmar territories table and bring that territory under your control without any glory points being spent.
  3. Each unit on your order of battle that is not a HERO gains the ‘First Founding Veterans’ veteran ability (note that this is in addition to the 3 they can gain as normal).

Quests

While embarked on any of these quests, at the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log for each friendly unit wholly within your opponent’s territory.

Some of these quests require you to fight a specific battleplan to complete the quest. You can ask your opponent to fight that battle against you rather than randomly determining the battleplan. If they accept, they receive D3 additional glory points in step 1 of that battle’s aftermath sequence.

QUEST

Across the Plains

A vast wilderness stretches out before your Dawnbringer Crusade. Crossing it will take time, but it is the safest route to take.
While embarked on this quest, each time you roll on the Setbacks table, roll twice and pick 1 of the results to apply.

At the end of each battle, roll a dice and add your current number of quest points to the result. On a 12+, you reach the other side. Once you reach the other side, you must fight the ‘Sudden Assault’ battleplan as the invader and complete this quest after you have done so. When you complete this quest, you receive 5 additional crusade points if you won the battle or 3 if you did not.

QUEST

Into the Mires

Murky bogs dot the landscape, threatening to stall your advance. Finding a route between them will save valuable time.
While embarked on this quest, each time you roll on the Setbacks table, roll twice and apply the lower result.

At the end of each battle, roll a dice and add your current number of quest points to the result. On a 10+, you find your way through the mires. Once you find your way through the mires, roll a dice and add 1 if you won your last battle. On a 4+, you emerge unscathed and complete this quest. On a 1-3, you cannot complete this quest until you fight the ‘Hold or Die’ battleplan as the invader.

When you complete this quest, you receive 5 additional crusade points if you won the battle or emerged unscathed, or 3 if neither happened.

QUEST

Over the Mountains

You seek a pass over a chain of mountains, but the longer it takes to find one, the more your supplies will dwindle. Time is of the essence.
While embarked on this quest, until you have found a mountain pass (see below), you lose 1 crusade point after each battle.

At the end of each battle, roll a dice and add your current number of quest points to the result. On a 7+, you find a mountain pass. Once you have found a mountain pass, you must fight the ‘Breakthrough’ battleplan as the invader and complete this quest after you have done so. When you complete this quest, you receive 7 additional crusade points if you won the battle or 5 if you did not.

QUEST

Through the Forests

A dark forest lies between your marching army and their destination. A shortcut presents itself, but who knows what dangers lurk in the shadows?
While embarked on this quest, you receive 1 additional crusade point each time you earn a quest point.

At the end of each battle, roll a dice. On 2+, nothing happens. On a 1, you are ambushed. If you are ambushed, you must fight the ‘The Trap’ battleplan for your next battle and you must be the invader. You complete this quest once you have gained 10 or more quest points or after you are ambushed and have fought ‘The Trap’.

When you complete this quest, you receive 5 additional crusade points if you won the battle or were not ambushed, or 3 if neither happened.

Veteran Abilities

Each time a CITIES OF SIGMAR unit on your Path to Glory roster gains a veteran ability, you can pick 1 of the veteran abilities from the table below instead of the table found in the Core Book.

CITIES OF SIGMAR VETERAN ABILITIES
Unwavering Resolve: These warriors will muster every bit of strength to drive back the enemy, even when they close in on all sides.
This unit can use this veteran ability once per battle in the hero phase. If it does so, this unit can receive the Rally command in that phase even if it is within 3" of enemy units.
Expert Marksmen: With eyes like hawks, these soldiers are well trained in targeting enemy warriors beyond the reach of their peers.
Unit armed with missile weapons only. This unit can use this veteran ability once per battle when it is picked to shoot. If it does so, increase the Range characteristic of this unit’s missile weapons by 6" until the end of the phase.
Righteous Conviction: The light of Sigmar is said to shine down upon these warriors, and in chorus they call upon their god to smite the priests and prophets of the enemy in battle.
HUMAN unit only. This unit can use this veteran ability once per battle in the hero phase. If it does so, this unit can chant the Smite prayer (core rules 20.2) as if it were a PRIEST.
Mobile Bulwark: Veterans of countless battles, these soldiers can assume a defensive formation with a speed that would impress even the most weathered Greywater artilleryman.
CASTELITE unit with the Fortified Position ability only. This unit can use this veteran ability once per battle in your movement phase after making a normal move. If it does so, this unit can establish a fortified position as if it had remained stationary.
Tough as Gromril: Once formed up into a shieldwall, these stubborn duardin are nigh impossible to shift.
DUARDIN unit only. This unit can use this veteran ability once per battle when it is picked for the ‘Form Shieldwall’ order. If it does so, it has a ward of 4+ until the end of the phase instead of 5+.
Quicksilver Speed: These aelven warriors are swift even for their fleet-footed kind.
AELF unit only. This unit can use this veteran ability once per battle at the start of the combat phase if it made a charge move in the same turn. If it does so, the strike-first effect applies to this unit until the end of that turn.

First Founding

As described under ‘Founding Your City’, the following veteran ability is gained by non-HERO units on your order of battle after you have fought and won the ‘Await the Coming Dawn’ battleplan:

VETERAN ABILITY
First Founding Veterans: This unit can use this veteran ability once per battle when it is picked to shoot or fight. If it does so, you can re-roll hit rolls of 1 for attacks made by that unit until the end of the phase.

Territories

When making an exploration roll, if the roll is 61-66, that roll will correspond to a territory on the table below. Alternatively, you can pick 1 result from the Territories table in the Core Book that corresponds to a roll of 21-42.

CITIES OF SIGMAR TERRITORIES (D66)
61 ARABLE RECLAIM
Irrigated by streams of purifying waters, this land has been cleansed of all taint and now produces valuable foodstuffs for your city’s burgeoning population.
Increase your Reinforced Units limit by 2.
[Upgrade 5GP] Ghyranite Tract: Increase your Reinforced Units limit by 4 instead of 2. In addition, you receive 1 additional glory point in step 1 of the aftermath sequence.

62 GUARDIAN IDOL
Standing sentinel on the borders of your territory, these foreboding statues harness geomantic ley lines to imbue your warriors with saintly power.
This territory cannot be upgraded. In a Path to Glory battle, if you could set up faction terrain, you can set up 1 Guardian Idol wholly within your territory for each territory of this type that you control. Friendly CITIES OF SIGMAR units have a ward of 6+ while they are within 3" of any Guardian Idol in their territory.

63 DUARDIN QUARTER
Foundries, smithies and other forgeworks spring up in your city as the duardin bring to bear their knowledge of mining, metallurgy and runecraft.
Increase your WAR MACHINES limit by 2 and your PRIESTS limit by 1.
[Upgrade 10GP] Ironweld Workshop: Increase your WAR MACHINES limit by 4 instead of 2.

64 AELVEN QUARTER
The high-spired towers of Darkling Sorceresses loom above the lesser dwellings in your city, while Scourge Privateers bring in vicious fighting beasts from afar.
Increase your WIZARDS limit by 2 and your MONSTERS limit by 1.
[Upgrade 10GP] Dockside Beast-pens: Increase your MONSTERS limit by 3 instead of 1.

65 FREEGUILD BARRACKS
The cries of drillmasters cut through the morning air as they harden the warriors under their command through rigorous training.
Each time you recuperate a FREEGUILD unit, that unit gains D3 renown points. If that unit earns a new rank, resolve it immediately.
[Upgrade 10GP] Military Academy: Each time you recuperate a FREEGUILD unit, it gains D6 renown points instead of D3.

66 GEOMANTIC NEXUS
You have pinpointed the critical source of the geomantic energy that your settlement has been founded upon. Now, you must construct a Nexus Syphon upon it to harness its true power.
This territory can be controlled without spending any glory points to do so. You can only control 1 territory of this type. It has no effect until it is upgraded.
[Upgrade 30GP] Nexus Syphon: In a Path to Glory battle, if you could set up faction terrain, you can set up 1 Nexus Syphon wholly within your territory. Unless this terrain feature has been affected by a successful Smash To Rubble monstrous rampage, friendly CITIES OF SIGMAR units have a ward of 5+ instead of 6+ while they are within 3" of any Guardian Idols that are within 24" of that Nexus Syphon.

Heroic Upgrades

During your Path to Glory campaign, you may be able to pick heroic upgrades for your HEROES. A heroic upgrade replaces the warscroll of a HERO with another, more powerful one and represents them becoming a mighty champion in your army.

You can pick a heroic upgrade in step 7 of the aftermath sequence. To do so, consult the table below and pick 1 of the eligible options. Each heroic upgrade lists the warscroll the HERO will be upgraded to, which warscroll is required, the amount of renown points that HERO must have and the amount of glory points you must spend. Once you have picked a heroic upgrade, replace your HERO’s warscroll on your order of battle with the new one chosen. You can pick only 1 heroic upgrade in each aftermath sequence.

If the new warscroll is a type that is limited on your order of battle - for example, if it is a MONSTER - you will need to have increased your order of battle limits to accommodate it before it can be upgraded.

CORE ENHANCEMENTS
When you pick a heroic upgrade for a HERO, they keep their renown points and any core enhancements that they are still eligible for. If your HERO had any core enhancements that they are no longer eligible for, they lose those core enhancements. If this enables you to pick a new core enhancement for your order of battle, you can do so.


Battleplan

Await the Coming Dawn

After a gruelling march across the Chaos-tainted wastes, with many desperate battles fought along the way, your Dawnbringer Crusade has at last reached its destination. Yet now you face your final and greatest challenge. This night, your encampment is attacked by a numberless horde of enemies. Your warriors must survive the night and await the coming dawn to reclaim this land as their own.

PATH TO GLORY BATTLEPLAN
You can use this battleplan if one player is using a Cities of Sigmar army that is on crusade and has 25 or more crusade points. Use the Path to Glory battlepack.

THE ARMIES
The player with the Cities of Sigmar army is the Dawnbringer. Their opponent is the attacker.

THE BATTLEFIELD
The players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which long edge of the battlefield is the northern edge.

After terrain features have been set up, starting with the player that won the roll-off, each player picks 1 terrain feature and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle.

FACTION TERRAIN
Faction terrain features are not used this battle.

DEPLOYMENT
The attacker sets up their army first, wholly within their territory. Then the Dawnbringer does the same.

HORDE UNITS
At the start of the battle, the attacker can nominate any of their units that are not HEROES to be horde units. A horde unit does not benefit from any veteran abilities or enhancements during the battle and does not suffer injuries and casualties or earn renown in the aftermath sequence (it is assumed not to be the unit on the attacker’s order of battle but instead a horde of nameless warriors). Instead, the attacker uses the following rules:

  • At the end of your movement phase, for each horde unit that has been destroyed, you can set up a replacement unit wholly within 7" of a battlefield edge and more than 9" from all enemy units. If this replacement unit is later destroyed, it can be replaced again (and so on).

  • At the end of your turn, you can remove any horde units from the battlefield. If you do so, those units count as being destroyed and replacement units can be set up for them as described above at the end of your next movement phase.

Designer’s Note: The attacker is encouraged to take as many horde units as they wish in order to send hurl them in endless waves at the Dawnbringer. However, to prevent the Dawnbringer from claiming victory, they will also need some units that are not horde units - see Glorious Victory.

DAWNBREAK
At the start of the third and each subsequent battle round, if dawn has not yet broken, the Dawnbringer rolls a dice and adds the number of the current battle round to the score. On a 9+, dawn breaks.

Once dawn breaks, the Dawnbringer’s units do not take battleshock tests. In addition, the Dawnbringer’s units can receive the Rally command even while they are within 3" of any enemy units.

BATTLE LENGTH
The battle lasts until 1 player claims victory (see Glorious Victory).

FIRST TURN
The players roll off and the winner decides which player takes the first turn.

GLORIOUS VICTORY
If at the end of a battle round, there are no Dawnbringer units wholly within the Dawnbringer’s territory, the attacker claims victory. Otherwise, once dawn has broken, if at the end of a battle round, there are no enemy units wholly within the Dawnbringer’s territory (excluding horde units), the Dawnbringer claims victory.

When a player claims victory, the battle ends and that player wins a major victory.

BONUS RENOWN
At the end of the battle, each unit that was not destroyed and is not a horde unit earns 1 bonus renown point.

PATH TO GLORY REWARDS
If the Dawnbringer wins the battle, they found their city.

If the attacker wins the battle, they can immediately pick 1 territory from their faction terrain table and bring it under their control without spending any glory points to do so.

MATCHED PLAY

If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.

Grand Strategies

After you have picked your army, you can pick 1 of the grand strategies below and record it on your army roster.

TENETS OF WAR
Cities of Sigmar army only.

Exemplar of the Acadamae Martial: When the battle ends, you complete this grand strategy if you completed at least 4 battle tactics and every battle tactic you completed this battle was from the ‘For Honour and Glory’ list below.
Reclaim for Sigmar!: When the battle ends, you complete this grand strategy if there is at least 1 friendly CITIES OF SIGMAR unit wholly within each large quarter of the battlefield.
Hold the High Ground: When the battle ends, you complete this grand strategy if there are any friendly units within 12" of the centre of the battlefield and no enemy units within 12" of the centre of the battlefield.
Banners Held High: When the battle ends, each player totals the number of Standard Bearers and units with the TOTEM keyword in their army that are on the battlefield. If your total is higher, you complete this grand strategy.

Battle Tactics

At the start of your hero phase, you can pick 1 battle tactic from the list below. You must reveal your choice to your opponent, and if your battle tactic instructs you to pick something, you must tell your opponent what you pick. You have until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once per battle.

FOR HONOUR AND GLORY
Cities of Sigmar army only.

Bring Full Arms to Bear: Pick 1 enemy unit. You complete this battle tactic if that unit is destroyed this turn and was suppressed as a result of the ‘Suppressing Fire’ order.
Raise the Banner: Pick 1 objective controlled by your opponent. You complete this tactic if you control that objective at the end of this turn and a friendly FREEGUILD COMMAND CORPS that includes a Great Herald contests it.
Blackpowder Bombardment: You complete this battle tactic if 3 or more enemy units are destroyed in your shooting phase this turn.
Mount the Charge: Pick 1 objective controlled by your opponent. You complete this tactic if you control that objective at the end of this turn and every friendly unit that contests it has a mount/s and made a charge move this turn.
Strike Without Warning: You complete this battle tactic if 3 or more friendly CITIES OF SIGMAR AELF units made a charge move this turn.
Iron Might: You complete this battle tactic at the end of the turn if 3 or more friendly CITIES OF SIGMAR DUARDIN units fought this turn and no friendly CITIES OF SIGMAR DUARDIN units were destroyed this turn.

Core Battalions

You can include any of the following core battalions in a Cities of Sigmar army if the battlepack you are using says that you can use core battalions.

CASTELITE FORMATION
UNIT ICONS
(Mandatory/Optional)
Watchtower: Fusil-Major on Ogor Warhulk
Battlements: Freeguild Fusiliers or Freeguild Steelhelms unit
Gate: Ironweld Great Cannon
BATTALION ABILITY ICONS
Unified: One-drop Deployment (see 26.2.1).
Expert: Once per battle, 1 unit from this battalion can receive the All-out Attack or All-out Defence command without the command being issued and without a command point being spent.
Magnificent: When you pick enhancements for your army (see 27.3), you can pick 1 extra enhancement.
Slayers: Once per battle, 1 unit from this battalion can receive the All-out Attack or Unleash Hell command without the command being issued and without a command point being spent.
Strategists: Once per battle, when you receive command points at the start of your hero phase, you can receive 1 extra command point.
Swift: Once per battle, 1 unit from this battalion can receive the At the Double or Forward to Victory command without the command being issued and without a command point being spent.
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.

Transmutation of Lead

As the wizard gestures at their foes, their weapons and armour become ever more heavy and cumbersome until the hapless warriors are crushed under their own weight.

Transmutation of Lead is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 enemy within range and visible to the caster. Roll a number of dice equal to the number of models in that unit. For each roll that equals or exceeds that unit’s Save characteristic, that unit suffers 1 mortal wound.

Rally
At a shouted command, injured warriors stagger back to their feet and prepare to fight once more.
You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3" from all enemy units. Roll 1 dice for each slain model from that unit. For each 6, you can return 1 slain model to that unit.

You can only return models to that unit that have a combined Wounds characteristic of 10 or less. For example, if the unit that received the command has a Wounds characteristic of 2, you can return a maximum of 5 models to that unit.
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.

Suppressing Fire

A thunderous barrage of shots rains down upon the foe, disrupting their cohesion and leaving them vulnerable to a follow-up attack.

You can reveal this order at the start of your shooting phase. If you do so, pick 1 friendly CITIES OF SIGMAR HUMAN unit within 3" of the HERO with this order. After that unit shoots, if all of its attacks targeted the same enemy unit, roll 2D6 and add the number of models slain by those attacks to the result. If the result exceeds the Bravery characteristic of that enemy unit, it is suppressed until the end of the turn. The strike-last effect applies to a unit that is suppressed.

Bring Full Arms to Bear

Pick 1 enemy unit. You complete this battle tactic if that unit is destroyed this turn and was suppressed as a result of the ‘Suppressing Fire’ order.

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

The DUARDIN and HERO keywords are used in the following Cities of Sigmar warscrolls:

Leader

The AELF and HERO keywords are used in the following Cities of Sigmar warscrolls:

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

Leader
Battleline
None
Artillery
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.

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

Leader
Battleline
None
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
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. Units cannot retreat if they are not within 3" of an enemy unit.
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.

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

Leader, Behemoth
Leader
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.
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.
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.

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

Leader, Behemoth
Leader
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).

The HUMAN and PRIEST keywords are used in the following Cities of Sigmar warscrolls:

Leader, Behemoth
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.
All-out Attack
With a singular purpose, these warriors attack with all of their might.
You can use this command ability when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase. That unit must receive the command. Add 1 to hit rolls for attacks made by that unit until the end of that phase.

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

Leader
Battleline
None

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

Leader, Behemoth
Leader
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.
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.

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

Leader, Behemoth
Leader
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. Units cannot run if they are within 3" of an enemy unit.
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).

The TEMPEST’S EYE keyword is used in the following Cities of Sigmar warscrolls:

The KHARADRON OVERLORDS and SKYVESSEL keywords are used in the following Kharadron Overlords warscrolls:

None
Behemoth

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

Leader, Behemoth
Leader
25.3.2 Reinforced Units
A reinforced unit has twice as many models as its minimum unit size. If you can include reinforced units in your army, you can reinforce units with the Battleline battlefield role twice. A unit that is reinforced twice has 3 times as many models as its minimum unit size and counts as 2 units towards the number of reinforced units you can include in your army. If the description for a unit says that it is a single model, it cannot be reinforced.

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

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.

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

The LETHIS, HUMAN and PRIEST keywords are used in the following Cities of Sigmar warscrolls:

Leader, Behemoth
Leader

The STORMCAST ETERNALS and PRIEST keywords are used in the following Stormcast Eternals warscrolls:

Leader, Behemoth
Leader

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

The EXCELSIS and MONSTER keywords are used in the following Cities of Sigmar warscrolls:

Leader, Behemoth
Behemoth

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

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. Units cannot make a normal move if they are within 3" of an enemy unit.

Form Shieldwall

Once formed, a wall of locked gromril shields held by the indomitable and stoic duardin is nigh impossible to penetrate.

You can reveal this order at the start of the enemy combat phase. If you do so, you can pick 1 friendly CITIES OF SIGMAR DUARDIN unit that has 5 or more models and is within 3" of the HERO with this order. That unit forms into a shieldwall until the end of the phase. While a unit is formed into a shieldwall, the strike-last effect applies to that unit but it has a ward of 5+.

1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.

The warscrolls using TOTEM keyword can be found in the following Factions:

Order: Cities of Sigmar, Daughters of Khaine, Fyreslayers, Idoneth Deepkin, Lumineth Realm-lords, Seraphon, Stormcast Eternals, Sylvaneth.
Destruction: Gloomspite Gitz, Ogor Mawtribes, Orruk Warclans, Sons of Behemat.
Death: Nighthaunt.
Chaos: Blades of Khorne, Hedonites of Slaanesh, Legion of Azgorh, Legion of the First Prince, Maggotkin of Nurgle, Skaven, Slaves to Darkness.

The TOTEM keyword is used in the following warscrolls:

All-out Defence
With consummate skill, these cunning warriors protect themselves from attack.
You can use this command ability when a friendly unit is picked as the target of an attack in the shooting or combat phase. That unit must receive the command. Add 1 to save rolls for attacks that target that unit until the end of that phase.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.
At the Double
Eager for battle, the warriors pick up their pace and surge towards the enemy.
You can use this command ability after you declare that a friendly unit will run. That unit must receive the command. The run roll is not made for that unit. Instead, 6" is added to that unit’s Move characteristic in that phase. The unit is still considered to have run.
Forward to Victory
Nothing will stop these ferocious warriors from reaching combat.
You can use this command ability after you make a charge roll for a friendly unit. That unit must receive the command. You can re-roll the charge roll for that unit.
Army List
Warscrolls collated

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