Leader, Behemoth
Celestial Battlemages harness the cosmic power of High Azyr to bring down storms and send arcs of lightning cascading through the ranks of the enemy, unleashing raw elemental power that is terrible to witness.
Wizard’s Staff |
| Wizard’s Staff | 2" | 1 | 3+ | 3+ | -1 | D3 |
Arcane Tools |
| Arcane Tools | 1" | 4 | 5+ | 5+ | - | 1 |
Steel-shod Hooves |
| Steel-shod Hooves | 1" | 4 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 260
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single
A Battlemage on Celestial Hurricanum is armed with a Wizard’s Staff
WIZARD: This unit can attempt to
cast 1
spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase. If you pick a spell from the
Lore of the Collegiate Arcane for this unit, it must be
Twin-tailed Comet.
CREW: This unit’s Acolytes are armed with Arcane Tools.
MOUNT: This unit’s Warhorses are armed with Steel-shod Hooves.
Storm of Shemtek: A Celestial Hurricanum can summon a magical storm to batter the foe with the fury of the heavens. As the battle rages, the tempest grows ever stronger.
In your
hero phase, you can pick 1 enemy unit within 18" of this unit and roll a number of dice equal to the number of the current battle round. For each roll of 2+, that enemy unit suffers D3
mortal wounds.
Portents of Battle: Celestial Hurricanums leak magical energy, granting nearby soldiers visions of the imminent future that allow them to land their blows with uncanny accuracy.
Add 1 to
hit rolls for attacks made by friendly
CITIES OF SIGMAR HUMAN units wholly within 9" of any friendly units with this ability.
Chain Lightning: Lightning bursts from the wizard’s finger tips and arcs towards the enemy with crackling fury.
Chain Lightning is a
spell that has a range of 18" and a
casting value of 6. If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3
mortal wounds. Then, roll a dice for all other enemy units within 6" of the picked enemy unit. On a 4+, the unit being rolled for suffers D3 mortal wounds.
ORDER, CITIES OF SIGMAR, HUMAN, COLLEGIATE ARCANE, HERO, WARMACHINE, WIZARD, BATTLEMAGE ON CELESTIAL HURRICANUM |
When mounted atop a furious, twin-headed Ghurish griffon, a Battlemage of the Amber College can lay waste to their foes from afar or strike from on high in a vicious frenzy of stabbing beaks and ripping talons.
Beaststaff |
| Beaststaff | 2" | 1 | 3+ | 3+ | -1 | D3 |
Razor Claws |
| Razor Claws | 2" | | 4+ | 3+ | -1 | 2 |
Twin Beaks |
| Twin Beaks | 2" | 4 | 3+ | 3+ | -2 | |
0-6 | 14" | 6 | 3 |
7-9 | 12" | 5 | 2 |
10-12 | 10" | 4 | 2 |
13+ | 8" | 3 | 1 |
Unit Size: 1 Points: 250
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single
A Battlemage on Griffon is armed with a Beaststaff.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase. If you pick a spell from the
Lore of the Collegiate Arcane for this unit, it must be
Wildform.
MOUNT: This unit’s Griffon is armed with Razor Claw’s and Twin Beaks.
Two-headed: This Ghurish cousin of the Azyrite griffon has two razorbeaked heads.
If the unmodified
hit roll for an attack made with this unit’s Twin Beaks is 6, that attack scores 2 hits on the target instead of 1. Make a
wound roll and
save roll for each hit.
Ghurish Ferocity: The twin-headed griffons of Ghur ridden by Amber Battlemages are alpha predators that prey upon other megafauna.
Add 1 to the Damage characteristic of this unit’s Razor Claws and Twin Beaks for attacks that target enemy
MONSTERS.
Amber Spear: The wizard conjures a magical amber spear that they hurl at the foe with uncanny accuracy.
Amber Spear has a
casting value of 7. If successfully cast, pick 1 point on the battlefield within 18" of the caster that is visible to them and draw a straight line between that point and the closest point on the caster’s base. Roll a dice for each unit that has any models passed across by that line. On a 2+, that unit suffers D3
mortal wounds or 3 mortal wounds if it is a
MONSTER.
ORDER, CITIES OF SIGMAR, HUMAN, COLLEGIATE ARCANE, HERO, MONSTER, WIZARD, BATTLEMAGE ON GRIFFON |
Powerful Light Wizards from the upper echelons of the Collegiate Arcane sometimes ride to war upon a ’ Luminark of Hysh, directing its searing beam of light to vaporise the direst threats of the enemy whilst deftly casting scouring sorceries of their own.
Searing Beam of Light |
| Searing Beam of Light | 30" | 1 | |
Wizard’s Staff |
| Wizard’s Staff | 2" | 1 | 3+ | 3+ | -1 | D3 |
Arcane Tools |
| Arcane Tools | 1" | 4 | 5+ | 5+ | - | 1 |
Steel-shod Hooves |
| Steel-shod Hooves | 1" | 4 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 250
Battlefield Role: Leader, Behemoth
Notes: Single
A Battlemage on Luminark of Hysh is armed with a Searing Beam of Light and Wizard’s Staff.
WIZARD: This unit can attempt to
cast 1
spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase. If you pick a spell from the
Lore of the Collegiate Arcane for this unit, it must be
Pha’s Protection.
CREW: This unit’s Acolytes are armed with Arcane Tools.
MOUNT: This unit’s Warhorses are armed with Steel-shod Hooves.
Searing Beam of Light: As interlocking lenses of aetherquartz click into place, a beam of blinding white light shoots forth to immolate all before it.
Do not use the
attack sequence for an attack made with Searing Beam of Light. Instead, pick 1 point on the battlefield within range of the shooting model that is visible to it and draw a straight line between that point and the closest point on the shooting model’s base. Roll a dice for each unit that has any models passed across by that line. For each roll of 2+, that unit suffers D3
mortal wounds.
Aura of Protection: Luminarks of Hysh are surrounded by aprotective magical aura.
Friendly
CITIES OF SIGMAR HUMAN units have a
ward of 6+ while they are wholly within 9" of any friendly units with this ability.
Burning Gaze: Bolts of burning light fly from the wizard’s eyes, searing all that they touch.
Burning Gaze 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. That unit suffers D3
mortal wounds. Double the number of mortal wounds caused if that unit has 10 or more models, or triple the number of mortal wounds caused if that unit has 20 or more models.
ORDER, CITIES OF SIGMAR, HUMAN, COLLEGIATE ARCANE, HERO, WAR MACHINE, WIZARD, BATTLEMAGE ON LUMINARK OF HYSH |
The feared warlords of the Order Serpentis delight in inflicting pain and terror upon their foes. They ride to war on obsidian-scaled dragons that can lay waste to entire armies with their dagger-like claws and foul, choking breath.
Repeater Crossbow |
| Repeater Crossbow | 18" | 4 | 4+ | 4+ | - | 1 |
Noxious Breath |
| Noxious Breath | 9" | See below | | 3+ | -1 | 1 |
Exile Blade |
| Exile Blade | 1" | 5 | 3+ | 4+ | -1 | 2 |
Paired Exile Blades |
| Paired Exile Blades | 1" | 6 | 3+ | 3+ | -1 | 2 |
Lance of Spite |
| Lance of Spite | 2" | 4 | 3+ | 3+ | -1 | 2 |
Fearsome Jaws |
| Fearsome Jaws | 2" | 3 | 4+ | 3+ | -2 | D3 |
Razor-sharp Claws |
| Razor-sharp Claws | 2" | | 4+ | 3+ | -1 | 2 |
0-5 | 14" | 2+ | 6 |
6-8 | 12" | 3+ | 5 |
9-11 | 10" | 4+ | 4 |
12+ | 8" | 5+ | 3 |
Unit Size: 1 Points: 280
Battlefield Role: Leader, Behemoth
Base size: 105 x 70mm
Notes: Single
A Dreadlord on Black Dragon is armed with 1 of the following weapon options: Exile Blade and Tyrant Shield; Exile Blade and Repeater Crossbow; Lance of Spite and Tyrant Shield; Lance of Spite and Repeater Crossbow; or Paired Exile Blades.
MOUNT: This unit’s Black Dragon is armed with Noxious Breath, Fearsome Jaws and a Razor-sharp Claws.
SHIELD: If this unit is armed with a Tyrant Shield, unmodified
save rolls of 6 for attacks that target this unit succeed regardless of
modifiers.
Lance of Spite: The ensorcelled tip of this lance can punch through the thickest armour with contemptuous ease.
If this unit made a
charge move in the same turn, add 1 to the Damage characteristic of its Lance of Spite and improve the Rend characteristic of its Lance of Spite by 1
Noxious Breath: The Black Dragon unleashes a cloud of caustic, choking gas.
The Attacks characteristic of Noxious Breath is equal to the number of models in the target unit (to a maximum Attacks characteristic of 10).
Under the Shadow of Black Wings: Dreadlords lead the assault of the Order Serpentis, swooping down upon the foe as rows of Drakespawn Knights follow in their shadow.
You can re-roll
charge rolls for this unit and friendly
ORDER SERPENTIS units wholly within 12" of this unit.
ORDER, CITIES OF SIGMAR, AELF, ORDER SERPENTIS, HERO, MONSTER, DREADLORD ON BLACK DRAGON |
A Freeguild Marshal mounted upon a noble griffon surveys the battlefield from on high. Identifying where their presence is most required, they descend like a speeding comet to lay waste to their enemies, inspiring their comrades with word and deed.
Sigmarite Runesword |
| Sigmarite Runesword | 1" | 5 | 3+ | 3+ | -1 | 2 |
Sigmarite Greathammer |
| Sigmarite Greathammer | 1" | 3 | 3+ | 3+ | -2 | 3 |
Freeguild Lance |
| Freeguild Lance | 2" | 4 | 3+ | 3+ | -1 | 2 |
Razor Claws |
| Razor Claws | 2" | | 4+ | 3+ | -1 | 2 |
Deadly Beak |
| Deadly Beak | 2" | 2 | 3+ | 3+ | -2 | |
0-6 | 14" | 6 | 4 |
7-9 | 12" | 5 | 3 |
10-12 | 10" | 4 | 2 |
13+ | 8" | 3 | 1 |
Unit Size: 1 Points: 270
Battlefield Role: Leader, Behemoth
Notes: Single
A Freeguild Marshal on Griffon is armed with 1 of the following weapon options: Sigmarite Runesword; Sigmarite Greathammer; or Freeguild Lance.
MOUNT: This unit’s Griffon is armed with Razor Claws and a Deadly Beak.
Charging Lance: Expert cavalrymen one and all, Freeguild Marshals armed with lances can shatter an enemy line with their well-timed strikes.
If this unit made a
charge move in the same turn, add 1 to the Damage characteristic of its Freeguild Lance and improve the Rend characteristic of its Freeguild Lance by 1.
Piercing Bloodroar: The shrill war cry of a mighty griffon can shatter the enemy's resolve.
When you carry out the Roar
monstrous rampage with this unit, you can pick 2 enemy units within 3" of it instead of 1.
Tactical Acumen: Those Freeguild Marshals who have earned the right to ride a griffon into battle are not only skilled warriors but also possess shrewd tactical minds honed over many battles.
If this unit is included in a
Cities of Sigmar army, once per battle, when
orders are being given to
HEROES, this unit can be given 2 orders instead of 1. Each order must be different.
ORDER, CITIES OF SIGMAR, FREEGUILD, HUMAN, HERO, MONSTER, FREEGUILD MARSHAL, FREEGUILD MARSHAL ON GRIFFON |
Many Sorceresses go to war upon fearsome Black Dragons, delighting in the terror in the eyes of their enemies as the scaled beasts spit clouds of choking black fumes and rip their prey apart with sword-sized talons.
Noxious Breath |
| Noxious Breath | 9" | See below | | 3+ | -1 | 1 |
Cruel Weapons |
| Cruel Weapons | 1" | 1 | 3+ | 3+ | -1 | D3 |
Fearsome Jaws |
| Fearsome Jaws | 2" | 3 | 4+ | 3+ | -2 | D3 |
Razor-sharp Claws |
| Razor-sharp Claws | 2" | | 4+ | 3+ | -1 | 2 |
0-5 | 14" | 2+ | 6 |
6-8 | 12" | 3+ | 5 |
9-11 | 10" | 4+ | 4 |
12+ | 8" | 5+ | 3 |
Unit Size: 1 Points: 270
Battlefield Role: Leader, Behemoth
Base size: 105 x 70mm
Notes: Single
A Sorceress on Black Dragon is armed with Cruel Weapons.
WIZARD: This unit can attempt to
cast 1
spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
MOUNT: This unit’s Black Dragon is armed with Noxious Breath, Fearsome Jaws and Razor-sharp Claws.
Command Underlings: The cold-hearted rulers ofthe Darkling Covens wield absolute control over their ensorcelled underlings, commanding them to do their bidding unquestioningly.
This unit can
issue the same command up to 2 times in the same phase. If it does so, each command must be received by a friendly
DARKLING COVENS unit. No
command point is spent the second time this unit issues that command in that phase.
Noxious Breath: The Black Dragon unleashes a cloud of caustic, choking gas.
The Attacks characteristic of Noxious Breath is equal to the number of models in the target unit, to a maximum Attacks characteristic of 10.
Bladestorm: The Sorceress summons a storm of ethereal blades to slice her foes to ribbons.
Bladestorm 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 and roll 9 dice. For each roll that is less than that unit’s Save characteristic, that unit suffers 1
mortal wound.
ORDER, CITIES OF SIGMAR, AELF, DARKLING COVEN, HERO, WIZARD, MONSTER, SORCERESS ON BLACK DRAGON |
At the forefront of larger Steam Tank formations ride the Steam Tank Commanders, veterans of countless battles who are deft at coordinating shock assaults that leave the enemy shattered and reeling.
Steam Cannon |
| Steam Cannon | 24" | 1 | 4+ | 2+ | -2 | D3+2 |
Steam Gun |
| Steam Gun | 12" | 2D6 | 4+ | 3+ | - | 1 |
Ironweld Long Rifle |
| Ironweld Long Rifle | 24" | 1 | 4+ | 2+ | -1 | D3 |
Repeater Handgun |
| Repeater Handgun | 12" | 3 | 3+ | 3+ | -1 | 1 |
Sword or Rod |
| Sword or Rod | 1" | 3 | 3+ | 3+ | -1 | 1 |
Crushing Wheels |
| Crushing Wheels | 1" | 6 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 290
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single
A Steam Tank Commander is armed with an Ironweld Long Rifle, Repeater Handgun, and Sword or Rod.
MOUNT: This unit’s Steam Tank is armed with a Steam Cannon, Steam Gun and Crushing Wheels.
More Pressure!: Pumping pressure into the valves and pistons of a Steam Tank can improve its performance - but risks a catastrophic backfire.
In your
hero phase, you can say that this unit will overpressure its boiler. If you do so, roll 2D6. If the roll is less than the number of wounds currently allocated to this unit, this unit suffers D3
mortal wounds. Ifthe roll is equal or greater than the number of wounds currently allocated to this unit, pick 1 of the following effects to apply to this unit until the start of your next hero phase:
Power the Wheels: This unit can
run and
shoot and/or
charge in the same turn.
Power the Guns: Add 1 to the Attacks characteristic of this unit’s Steam Cannon and add D6 to the Attacks characteristic of this unit’s Steam Gun.
Division Commander: From atop the turret, the Commander directs the other tanks in their division upon the battlefield.
This unit can
issue the same command up to 2 times in the same phase. If it does so, each command must be received by a friendly
STEAM TANK. No
command point is spent the second time this unit issues that command in that phase.
Steel Behemoth: Enemy warriors are crushed beneath the ironclad bulk of this war machine.
After this unit makes a
charge move, you can pick 1 enemy unit within 1" of this unit and roll a dice. On a 2+, that enemy unit suffers D3
mortal wounds.
ORDER, CITIES OF SIGMAR, HUMAN, IRONWELD ARSENAL, HERO, WAR MACHINE, STEAM TANK COMMANDER |
Named the Lioness of the Parch by her loyal soldiers, Tahlia Vedra has risen through the ranks of the Freeguild and emerged as the foremost tactical mind of Hammerhal Aqsha. Now it is she who leads the city in its quest to reclaim Aqshy’s hearthlands from the grip of Chaos.
Weapon of Office |
| Weapon of Office | 1" | 6 | 3+ | 3+ | -1 | 2 |
Leonine Jaws |
| Leonine Jaws | 2" | 3 | | 3+ | -2 | 3 |
Scorpid Stinger |
| Scorpid Stinger | 3" | 2 | 4+ | 2+ | -3 | |
0-6 | 14" | 2+ | D3+3 |
7-9 | 12" | 3+ | D3+2 |
10-12 | 10" | 4+ | D3+1 |
13+ | 8" | 5+ | D3 |
Unit Size: 1 Points: 300
Battlefield Role: Leader, Behemoth
Base size: 100mm
Notes: Single, Unique
Tahlia Vedra, Lioness o f the Parch, is armed with a Weapon of Office
WARMASTER: If this unit is included in a
Hammerhal Aqsha army, it is treated as a
general even if it is not the model picked to be the army’s general.
MOUNT: This unit’s Manticore, Infernadine, is armed with Leonine Jaws and a Scorpid Stringer
First Marshal of Hammerhal: With grit and determination unmatched, Tahlia Vedrafights on even after suffering horrendous wounds.
This unit has a
ward of 6+.
Lead From the Front: The loyalty Vedra commands from her soldiers is unwavering, and the sight of her at the forefront of the assault inspires them to keep fighting till the bitter end.
While this unit is within 3" of any enemy units, this unit can issue the
Rally command to friendly
CITIES OF SIGMAR HUMAN units while they are within 3"of any enemy units. In addition, when it does so, you can return 1 slain model to the unit that receives the command for each 4+ instead of each 6.
Unparalleled Tactician: The military acumen of Vedra is unsurpassed among the generals of Sigmar’s cities. Not only does she possess the ability to formulate decisive plans in the very heat of battle, but she also has the guts to see her orders carried through to the very end.
If this unit is included in a Cities of Sigmar army, when
orders are being given to
HEROES, this unit can be given 2 orders instead of 1. Each order must be different.
Paralysing Venom: When an enemy beast closes in on Infernadine, his scorpid tail darts forth, injecting a paralysing venom that quickly takes hold.
You can carry out the Paralysing Venom
monstrous rampage below with this unit instead of any other monstrous rampage you can carry out with this unit.
Paralysing Venom: Pick 1 enemy
MONSTER that made a
charge move this turn and is within 3" of this unit. Roll a dice. On a 3+, the
strike-last effect applies to that enemy
MONSTER until the end of the turn.
ORDER, CITIES OF SIGMAR, HUMAN, HAMMERHAL AQSHA, FREEGUILD, HERO, MONSTER, TAHLIA VEDRA |
Magestaff |
| Magestaff | 2" | 1 | 4+ | 3+ | -1 | D3 |
Sorcerous Blade |
| Sorcerous Blade | 1" | 3 | 4+ | 4+ | - | 1 |
Claws |
| Claws | 2" | | 4+ | 3+ | -1 | 2 |
Fearsome Jaws |
| Fearsome Jaws | 3" | 3 | 4+ | | -2 | D6 |
0-5 | 14" | 6 | 2+ |
6-8 | 12" | 5 | 3+ |
9-11 | 10" | 4 | 3+ |
12+ | 8" | 3 | 4+ |
Unit Size: 1 Points: 350
Battlefield Role: Leader, Behemoth
Notes: Single
An Archmage on Dragon is armed with a Magestaff and Sorcerous Blade.
MOUNT: This unit’s Dragon is armed with Claws and Fearsome Jaws.
Dragonfire: In your
shooting phase, this unit’s Dragon can unleash a blast of dragonfire. When it does so, pick 1 enemy unit within 12" of this unit and visible to it, and roll a dice. On a 2+, that enemy unit suffers D3
mortal wounds.
Drain Magic: Drain Magic is a spell that has a
casting value of 6 and a range of 18". If successfully cast, pick 1 enemy
WIZARD within range and visible to the caster. Reduce the number of spells that enemy
WIZARD can attempt to cast by 1 until your next
hero phase.
ORDER, CITIES OF SIGMAR, AELF, DRAGON, ELDRITCH COUNCIL, HERO, WIZARD, MONSTER, ARCHMAGE |
Reaver Bow |
| Reaver Bow | 20" | 3 | 3+ | 3+ | - | 1 |
Dragon Lance |
| Dragon Lance | 2" | 3 | 3+ | 3+ | -1 | 2 |
Dragon Blade |
| Dragon Blade | 2" | 4 | 3+ | 3+ | -1 | D3 |
Claws |
| Claws | 2" | | 4+ | 3+ | -1 | 2 |
Fearsome Jaws |
| Fearsome Jaws | 3" | 3 | 4+ | | -2 | D6 |
0-5 | 14" | 6 | 2+ |
6-8 | 12" | 5 | 3+ |
9-11 | 10" | 4 | 3+ |
12+ | 8" | 3 | 4+ |
Unit Size: 1 Points: 420
Battlefield Role: Leader, Behemoth
Notes: Single
A Dragonlord is armed with one of the following weapon options: Dragon Blade and Enchanted Shield; Dragon Lance and Enchanted Shield; Dragon Blade and Reaver Bow; Dragon Lance and Reaver Bow; Dragon Blade and Aelven War Horn; or Dragon Lance and Aelven War Horn.
MOUNT: This unit’s Dragon is armed with Claws and Fearsome Jaws.
Dragon Lance: If this unit is armed with a Dragon Lance and it makes a
charge move, until the end of the turn, add 1 to
wound rolls for attacks made with its Dragon Lance and add 1 to the damage inflicted by each successful attack made with its Dragon Lance.
Enchanted Shield: If this unit is armed with an Enchanted Shield, you can add 1 to
save rolls for attacks that target this unit.
Aelven War Horn: If this unit is armed with an Aelven War Horn, once per battle, in the
combat phase, you can say that it will sound the attack. If you do so, until the end of that phase, add 1 to the Attacks characteristic of melee weapons used by friendly
ORDER DRACONIS units while they are within 10" of this unit. A unit cannot be affected by this ability more than once per phase.
Dragonfire: In your
shooting phase, this unit’s Dragon can unleash a blast of dragonfire. When it does so, pick 1 enemy unit within 12" of this unit and visible to it, and roll a dice. On a 2+, that enemy unit suffers D3
mortal wounds.
Lord of Dragons: Once per battle, in the
combat phase, you can say that this unit will inspire members of its order. If you do so, pick all friendly
ORDER DRACONIS units within 10" of this unit. Add 1 to
hit rolls for attacks made by those units until the end of that phase.
ORDER, CITIES OF SIGMAR, AELF, DRAGON, ORDER DRACONIS, HERO, MONSTER, DRAGONLORD |
Sunstaff |
| Sunstaff | 2" | 2 | 4+ | 3+ | -1 | D3 |
Claws |
| Claws | 2" | | 4+ | 3+ | -1 | 2 |
Fearsome Jaws |
| Fearsome Jaws | 3" | 3 | 4+ | | -2 | D6 |
0-5 | 14" | 6 | 2+ |
6-8 | 12" | 5 | 3+ |
9-11 | 10" | 4 | 3+ |
12+ | 8" | 3 | 4+ |
Unit Size: 1 Points: 330
Battlefield Role: Leader, Behemoth
Notes: Single
A Drakeseer is armed with a Sunstaff.
MOUNT: This unit’s Dragon is armed with Claws and Fearsome Jaws.
Dragonfire: In your
shooting phase, this unit’s Dragon can unleash a blast of dragonfire. When it does so, pick 1 enemy unit within 12" of this unit and visible to it, and roll a dice. On a 2+, that enemy unit suffers D3
mortal wounds.
Flames of the Phoenix: Flames of the Phoenix 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 unit suffers D3 mortal wounds. Then, roll a dice. On a 1-3 the effect of this spell ends. On a 4+, that unit suffers an additional D3 mortal wounds. Keep rolling in this way until either the effect of the spell ends or the unit is destroyed.
ORDER, CITIES OF SIGMAR, AELF, DRAGON, ELDRITCH COUNCIL, HERO, WIZARD, MONSTER, DRAKESEER |
Light of Banishment |
| Light of Banishment | 20" | D3 | 3+ | | -1 | 3 |
Sigmarite Greathammer |
| Sigmarite Greathammer | 1" | 3 | 4+ | 3+ | -1 | 1 |
Sigmarite Warhammer |
| Sigmarite Warhammer | 1" | 4 | 4+ | 4+ | - | 1 |
Staff of Sigmar |
| Staff of Sigmar | 1" | 1 | 4+ | 3+ | - | D3 |
Steel-shod Hooves |
| Steel-shod Hooves | 1" | 4 | 4+ | 4+ | - | 1 |
0-4 | 10" | 15" | 2+ |
5-6 | 9" | 12" | 3+ |
7-8 | 8" | 9" | 3+ |
9+ | 7" | 6" | 4+ |
Unit Size: 1 Points: 275
Battlefield Role: Leader, Behemoth
Notes: Single
A War Altar of Sigmar is armed with Light of Banishment.
ARCH LECTOR: This model is commanded by an 1 Arch Lector armed with 1 of the following weapon options: Sigmarite Greathammer; or Sigmarite Warhammer and Staff of Sigmar.
MOUNT: This unit’s Warhorses are armed with Steel-shod Hooves.
Devotional Horn: Once per battle, at the start of the
battleshock phase, you can say that this model will blow its Devotional Horn. If you do so, enemy units within 10" of this model cannot
issue or receive commands in that phase.
Light of Banishment: Add 1 to the damage inflicted by each successful attack made with Light of Banishment that targets a
DAEMON unit.
Sigmar’s Shield: Friendly DEVOTED OF SIGMAR units that are wholly within range of this unit’s Sigmar’s Shield ability, as shown on the damage table above, have a ward of 6+.
ORDER, CITIES OF SIGMAR, HUMAN, CELESTIAL, DEVOTED OF SIGMAR, TOTEM, HERO, PRIEST, WAR ALTAR OF SIGMAR |
Leader
The specialist wizards known as Alchemite Warforgers wield the raw energies of Chamon. They can change the properties of not only metal, but reality itself. As muscular and sweaty as blacksmiths, these mages pluck glowing runecubes frbm their crucibles, channelling metallurgic magic to destroy their foes.
Tongstaff |
| Tongstaff | 2" | 3 | 3+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 100
Battlefield Role: Leader
Base size: 32mm
Notes: Single
An Alchemite Warforger is armed with a Tongstaff.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase. If you pick a spell from the
Lore of the Collegiate Arcane for this unit, it must be
Transmutation of Lead.
Runic Crucible: The hefty crucibles carried by these arcane metallurgists harness the elemental magics of Chamon, and can be used to empower the spellcasting of the Warforger or strengthen the armour of their allies.
At the start of your
hero phase, you can pick 1 friendly unit with this ability and say it will either stoke or expend the power of its runic crucible. If this unit stokes the power of its runic crucible, add 1 to
casting rolls for this unit until the end of the phase. If it expends the power of its runic crucible, it cannot cast any
spells this phase, but until the start of your next hero phase, add 1
save rolls for friendly
CITIES OF SIGMAR HUMAN units while they are wholly within 12" of this unit.
Blazing Weapons: As a red-hot runecube is extracted from the crucible, so too do the weapons of nearby allies radiate the heat of the forge.
Blazing Weapons is a
spell with a
casting value of 7 and a range of 12". If successfully cast, until the start of your next
hero phase, friendly
CITIES OF SIGMAR HUMAN units have blazing weapons while they are wholly within 12" of this unit. While a unit has blazing weapons, each unmodified
hit roll of 6 for an attack made by that unit with a melee weapon causes 1
mortal wound to the target in addition to any damage it inflicts.
ORDER, CITIES OF SIGMAR, HUMAN, COLLEGIATE ARCANE, HERO, WIZARD, ALCHEMITE WARFORGER |
There is no fortress, city or fortifiedwar camp that the feared Shadowblade Assassins cannot infiltrate, and few foes can hope to survive the potent poisons delivered by their wicked daggers.
Poison-coated Blades |
| Poison-coated Blades | 1" | 6 | 3+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 80
Battlefield Role: Leader
Base size: 25mm
Notes: Single
An Assassin is armed with Poisoncoated Blades.
Deathshead Poison: Assassins utilise deadly blends of venom to ensure their mark is slain.
If the unmodified
wound roll for an attack made with Poison-coated Blades is 6, the target suffers D3
mortal wounds and the
attack sequence ends (do not make a
save roll).
Hidden Murderer: Stalking the shadows, the Assassin only reveals their position when they launch a killing strike.
While this unit is within 3"of a friendly
CITIES OF SIGMAR AELF unit that has 3 or more models, this unit is not visible to enemy models that are more than 12" away from it.
In For the Kill: With their target in sight, the Assassin bursts from the shadows and unleashes a flurry of attacks upon the unsuspecting victim.
The
strike-first effect applies to this unit if it made a
charge move in the same turn.
ORDER, CITIES OF SIGMAR, AELF, SHADOWBLADES, HERO, ASSASSIN |
Masters of the arcane arts, the grizzled Battlemages of the Collegiate Arcane summon lethal storms of magic to lay waste to their foes and shield their comrades from harm with protective enchantments.
Wizard’s Staff |
| Wizard’s Staff | 2" | 1 | 3+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Base size: 25mm
Notes: Single
A Battlemage is armed with a Wizard’s Staff.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Arcane Trinkets: From mysterious orbs filled with swirling magic to ancient grimoires and ritual daggers, the Battlemages of the Collegiate Arcane carry all sorts of esoteric and exotic items into battle to aid their spellcraft.
When you pick this unit to be part of your army, you can pick 1 of the following arcane trinkets for it to possess. Record this information on your army roster.
Ancient Grimoire: Add 1 to
casting rolls for this unit.
Eldritch Hourglass: This unit has
ward of 5+.
Enchanted Blade: Add 2 to the Attacks characteristic of this unit’s Wizard Staff.
Ensorcelled Skull: Add 1 to
unbinding rolls for this unit.
Realmstone Orb: Add 6" to the range of spells cast by this unit.
Ritual Dagger: Once per battle, at the start of your
hero phase, you can say that this unit will draw blood. If you do so, this unit suffers 1
mortal wound that cannot be negated and this unit can attempt to cast 1 additional spell in that phase.
Spectral Potion: Once per battle, in your
hero phase, you can say that this unit will uncork its Spectral Potion. If you do so, pick 1 enemy unit within 12" of this unit and roll a dice. On a 2+, that enemy unit suffers D3
mortal wounds.
ORDER, CITIES OF SIGMAR, HUMAN, COLLEGIATE ARCANE, HERO, WIZARD, BATTLEMAGE |
Fleetmasters are rulers of the high seas, Corsair lords who command the marauding Black Arks of the Scourge Privateers. Peerless swordfighters,they delight in seeking out worthy foes against whom to test their skill.
Wicked Cutlass and Murder Hook |
| Wicked Cutlass and Murder Hook | 1" | 5 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 100
Battlefield Role: Leader
Base size: 25mm
Notes: Single
A Black Ark Fleetmaster is armed with a Wicked Cutlass and Murder Hook.
Murderous Swashbuckler: Fleetmasters are master duellists who have perfected the art of the riposte.
If the unmodified
hit roll for an attack made with a melee weapon that targets this unit is 1, the attacking unit suffers 2
mortal wounds after all of its attacks have been resolved.
‘At Them, You Curs!’: Under the command of their Fleetmaster, Scourge Corsairs slaughter the enemy without mercy
When this unit issues the
All-out Attack command to a friendly
SCOURGE PRIVATEERS unit, add 1 to the Attacks characteristic of that unit’s weapons until the end of the phase. This effect is in addition to the normal effect of All-out Attack.
ORDER, CITIES OF SIGMAR, AELF, SCOURGE PRIVATEERS, HERO, BLACK ARK FLEETMASTER |
Grizzled combat engineers who know how to squeeze peak performance and killing power from any war machine, Cogsmiths are also proficientwarriors capable of cutting down those who would interfere with their field repairs.
Duardin Pistols |
| Duardin Pistols | 9" | 2 | 4+ | 3+ | -1 | 1 |
Grudge-raker |
| Grudge-raker | 16" | 2 | 4+ | 3+ | -1 | 2 |
Gun Butt |
| Gun Butt | 1" | 1 | 4+ | 4+ | - | 1 |
Cog Axe |
| Cog Axe | 1" | 3 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
Base size: 25mm
Notes: Single
A Cogsmith is armed with Duardin Pistols, a Gun Butt and 1 or both of thefollowing weapon options: Grudge-raker; or Cog Axe.
Free Arm: Cogsmiths always keep a hand on their weapons, ready to deal with any incoming foes.
Add 1 to
hit rolls for attacks made with this model’s
missile weapons if it is not armed with a Cog Axe. Add 1 to hit rolls for attacks made with this unit’s
melee weapons if it is not armed with a Grudge-raker.
Direct the Gyrocorps: With prominent hand signals and phosphorescent munitions, Cogsmiths can direct bombing runs and counter-attacks by the gyro-machines of the Ironweld Arsenal.
This unit can
issue commands to friendly
GYROCOPTERS and
GYROBOMBER units anywhere on the battlefield.
ORDER, CITIES OF SIGMAR, DUARDIN, IRONWELD ARSENAL, HERO, COGSMITH |
Every Cavalier-Marshal is nigh-unstoppable on the charge. They gallop hard into the enemy, collapsing enemy battlelines in a single decisive attack. Though they often carry the weight of a Dawnbringer Crusade upon their shoulders, they are inspiring champions well used to leading by example.
Dragoon Pistol |
| Dragoon Pistol | 18" | 2 | 3+ | 3+ | -1 | 1 |
Master-forged Longsword |
| Master-forged Longsword | 1" | 4 | 3+ | 3+ | -1 | 2 |
Steel-shod Hooves |
| Steel-shod Hooves | 1" | 3 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 120
Battlefield Role: Leader
Base size: 75 x 42mm
Notes: Single
A Freeguild Cavalier-Marshal is armed with a Dragoon Pistol and Master-forged Longsword.
MOUNT: This unit’s Warhorse is armed with Steel-shod Hooves.
For Sigmar, Charge!: With their blade raised high, the Marshal signals the charge of the Cavaliers.
When the ‘Their Finest Hour’
heroic action is carried out with this unit, in addition to the normal effect, until the end of the turn, add 3 to
charge rolls for this unit and friendly
FREEGUILD CAVALIERS units while they are wholly within 12" of this unit.
Run Down the Foe: With a Cavalier- Marshal at the helm, a well-timed charge of Freeguild riders can shatter the enemy’s formation before they even have a chance to strike back.
The
strike-first effect applies to this unit if it made a
charge move in the same turn. In addition, in the
combat phase, if this unit made a charge move in the same turn, after this unit has fought for the first time in phase, you can pick 1 friendly
FREEGUILD CAVALIERS unit wholly within 12" of this unit and that has not yet fought in that phase. That unit can fight immediately.
ORDER, CITIES OF SIGMAR, HUMAN, FREEGUILD, HERO, FREEGUILD CAVALIER-MARSHAL |
Freeguild Marshals who lead from the front are perhaps the most heroic of all. The respect they have won from their warriors is stronger than any shield, and their Relic Envoys ensure their orders always get to where they are needed. When battlelines clash, their skill with sword, hammer and pistol swiftly becomes clear.
Duelling Pistols |
| Duelling Pistols | 9" | 4 | 3+ | 3+ | -1 | 1 |
Master-forged Longsword |
| Master-forged Longsword | 1" | 4 | 3+ | 3+ | -1 | 2 |
Heirloom Warhammer |
| Heirloom Warhammer | 1" | 3 | 4+ | 2+ | -2 | 3 |
Silvered Shortsword |
| Silvered Shortsword | 1" | 4 | 3+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Freeguild Marshal and Relic Envoy is armed with 1 of the following weapon options: Duelling Pistols and Silvered Shortsword; Master-forged Longsword; or Heirloom Warhammer.
Attendant Relic Envoy: It is a great honour for a young Relic Envoy to serve beneath a Freeguild Marshal. Their duties include bearing an ancient crusade relic, attending to the Marshal’s needs, and hand-delivering messages to the soldiers of the line.
At the start of your
hero phase, you must choose for this unit’s Relic Envoy to attend the Marshal or to deliver a message to a nearby unit.
If you choose for the Relic Envoy to attend the Marshal, you can carry out a
heroic action with this unit in addition to any other unit you carry out a heroic action with.
If you choose for the Relic Envoy to deliver a message to a nearby unit, pick 1 other friendly
CITIES OF SIGMAR HUMAN unit wholly within 12" of this unit. Until the start of your next hero phase, the next time that unit
receives a command, a
command point is not spent.
Designer’s Note: The Relic Envoy’s miniature isn’t considered to be a model for rules purposes, so it can be placed beside the unit to which the message is being delivered.
Rousing Speech: In the face of the oncoming enemy, those Freeguild Marshals who stand shoulder to shoulder with their soldiers employ rousing oratory to inspire them to stand strong in the name of Sigmar.
Once per battle, you can carry out the ‘Deliver Rousing Speech’
heroic action below with this unit instead of any other heroic action you can carry out with it.
HEROIC ACTION | Deliver Rousing Speech: Pick up to 3 friendly CITIES OF SIGMAR HUMAN units wholly within 18" of this unit. For each unit picked, roll 2D6. If the score is less than or equal to that unit’s Bravery characteristic, until the end of the turn, models in that unit count as 2 models for the purposes of contesting objectives. |
|
ORDER, CITIES OF SIGMAR, HUMAN, FREEGUILD, HERO, FREEGUILD MARSHAL, FREEGUILD MARSHAL AND RELIC ENVOY |
Forming the mobile watchtowers of the Castelite formations, Fusil-Majors borne by Ogor Warhulks use their vantage points to spy weaknesses in the enemy line and direct the fire of friendly forces. The obvious threat posed by their massive ogor carriers is usually enough to make foes think twice about storming their positions.
Long Fusil |
| Long Fusil | 24" | 3 | 3+ | 3+ | -1 | D3 |
Warhulk Mace |
| Warhulk Mace | 2" | 3 | 3+ | 3+ | -2 | D3 |
Unit Size: 1 Points: 130
Battlefield Role: Leader
Base size: 50mm
Notes: Single
A Fusil-Major on Ogor Warhulk is armed with a Long Fusil.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Castelite Formation
COMPANION: This unit’s ogor is armed with a Warhulk Mace.
Crack Shot: Tales are told of battles won with a single, well-placed shot from a longfusil.
If the unmodified
hit roll for an attack made with this unit’s Long Fusil is 6, you can say that this unit has attempted a crack shot. If you do so, the
attack sequence ends. After all of this unit’s attacks have been resolved, you can roll a dice for each crack shot it attempted. For each roll that is at least double the target unit’s Wounds characteristic, pick 1 model from that unit to be slain.
Range Finder: Experts in ballistics, Fusil-Majors can estimate distance and trajectory with unrivalled accuracy.
At the start of your
shooting phase, you can pick 1 friendly
CASTELITE unit wholly within 12" of this unit and roll a dice. Until the end of the phase, the Range characteristic of that unit’s missile weapons is increased hy a number of inches equal to the roll. The same unit cannot be affected by this ability more than once in the same phase.
Fortified Position: The massive shield carried by a Warhulk is strong enough to deflect a blow from agargant’s club.
At the start of the battle, this unit is in a fortified position. In addition, at the end of your
movement phase, if this unit both remained stationary and was not set up in that phase, it can establish a fortified position. Once this unit is in a fortified position, it remains so until it moves or is removed from the battlefield. While this unit is in a fortified position, you can ignore negative
modifiers to
save rolls for attacks made with missile weapons that target it.
ORDER, CITIES OF SIGMAR, HUMAN, OGOR, FREEGUILD, CASTELITE, HERO, FUSIL-MAJOR, FUSIL-MAJOR ON OGOR WARHULK |
As an agent of Azyr, Galen ven Denst has executed hundreds of Chaos cultists and living dead over the course of his career. His stoicism and agility is impressive, his skill with spell-banishing pistol and runic broadsword all the more so.
Spell-banishing Pistol |
| Spell-banishing Pistol | 9" | 3 | 3+ | 3+ | -1 | 1 |
Runic Broadsword |
| Runic Broadsword | 1" | 4 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 160
Battlefield Role: Leader
Base size: 28.5mm
Notes: Single, Unique. Doralia ven Denst and Galen ven Denst units must be taken as a set. Although taken as a set, each is a separate unit.
Galen ven Denst is armed with a Spell-banishing Pistol and a Runic Broadsword.
Grim Resolve: Witch hunters are tenacious opponents, ignoring the pain of wounds that would fell a lesser person.
This unit has a
ward of 5+.
Weapons of Banishment: Inscribed with the holy writ of Sigmar and inlaid with nullstone and silver, the weapons of the Ven Densts are anathema to spellcasters and their works, banishing all forms of arcane energy in a flash.
Double the Damage characteristic of an attack made with this model’s weapons if the target of that attack is a
WIZARD or
DAEMON. In addition, when this model fights or shoots, you can choose an
endless spell to be the target of any of its attacks. If you do so, roll a dice to see if that attack scores a hit. If it does, do not make a
wound or
save roll. Instead, roll 2D6. If the roll is greater than the
casting value of that endless spell, that endless spell is
dispelled.
Guardian and Mentor: Whenfaced with an imminent threat, Galen will protect his daughter at all costs.
At the start of the
combat phase, if this unit is within 3" of a friendly
DORALIA VEN DENST and there are any enemy units within 3" of her, the
strike-first effect applies to this unit.
ORDER, CITIES OF SIGMAR, HUMAN, ORDER OF AZYR, HERO, GALEN VEN DENST |
A witch hunter of the Order of Azyr, Haskel Hexbane is ruthless in his quest to purge the more insidious threats to Sigmar’s people. In battle he pursues his quarry with absolute conviction, utilising his pistols, brand and stakes of Aqshian flamewood to bring about their demise.
Blackpowder Pistols |
| Blackpowder Pistols | 9" | 3 | 3+ | 3+ | -1 | 1 |
Truefire Brand |
| Truefire Brand | 1" | 3 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 180
Battlefield Role: Leader
Base size: 28mm
Notes: Single, Unique. Haskel Hexbane and Hexbane’s Hunters units must be taken as a set. Although taken as a set, each is a separate unit.
Haskel Hexbane is armed with Blackpowder Pistols and a Truefire Brand.
Grim Resolve: Witch hunters are tenacious opponents, ignoring the pain of wounds that would fell a lesser person.
This unit has a
ward of 5+.
Hunt with Conviction: With a righteous fervour, Haskel hunts the profane and blasphemous creatures that threaten mortalkind, bringing the wrathofthe Order of Azyr upon them.
After deployment but before the start of the first battle round, pick 1 enemy
HERO or
MONSTER on the battlefield to be the target of the witch hunt. If there are any enemy
WIZARD HEROES on the battlefield, 1 of those units must be picked to be the target of the witch hunt. Add 1 to the damage inflicted by attacks made by this unit that target that unit.
Flamewood Stakes: Carved from Aqshian flamewood, these stakes burst into flame when they pierce the flesh of an undead creature.
At the end of the
combat phase, you can pick 1 enemy unit within 1" of this unit and roll a dice. Add 1 to the roll if that unit has the
DEATH,
DAEMON or
WIZARD keyword. On a 3+, that unit suffers D3
mortal wounds.
ORDER, CITIES OF SIGMAR, HUMAN, ORDER OF AZYR, HERO, HASKEL HEXBANE |
The Great Wheel turns, and the driving force is faith. As she gives her inspiting battlefield sermons, the raw celestial power of the God-King crackles out from Pontifex Zenestra's sacred palanquin to ininerate her enemies, whilst her acolytes bludgeon and hew any foolish enough to approach her without permision
Sceptre of the Wheel |
| Sceptre of the Wheel | 1" | 1 | 3+ | 3+ | - | 1 |
Club and Axe |
| Club and Axe | 1" | 4 | 3+ | 3+ | - | 1 |
Unit Size: 1 Points: 180
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single, Unique
Pontifex Zenestra, Matriarch ofthe Great Wheel, is armed with the Sceptre ofthe Wheel.
CREW: This unit’s Acolytes are armed with a Club and Axe.
Voice of the God-King: Zenestra is the mouthpiece of Sigmar himself upon the battlefield; with a simple utterance, she can banish the sorceries ofthe enemy.
This unit can attempt to
dispel 1
endless spell at the start of your
hero phase and attempt to
unbind 1 spell in the enemy hero phase, in the same manner as a
WIZARD. Add 1 to unbinding rolls made for this unit.
Blessed Palanquin: The thrice-sanctified sedan chair upon which Zenestra is borne offers her mysticalprotection.
This unit has a
ward of 4+.
Vessel of Sigmar: Channelling the divine might of the God-King, Pontifex Zenestra has the power to bless the very earth around her.
Vessel of Sigmar is a
prayer with an
answer value of 3. If answered, and this unit is within your territory, pick 1of the effects below to apply until the start ofyour next
hero phase. If answered and this unit is not within your territory, pick 2 of the effects below to apply until the start ofyour next hero phase instead of 1:
Hallowed Ground: Friendly
CITIES OF SIGMAR HUMAN units have a
ward of 5+ while they are wholly within 18" of this unit.
The Great Wheel Turns: Add 2" to the Move characteristic of friendly CITIES OF SIGMAR HUMAN units on the battlefield.
Cast Out Evil: Roll a dice for each enemy
WIZARD and
PRIEST on the battlefield. On a 2+, that unit suffers D3
mortal wounds.
Wrath of Azyr: Like the spokes of the Great Wheel, twisting arcs of celestial lightning revolve around Zenestra’s sedan, scorching the enemies of Sigmar until they are naught but smoking husks.
At the start of the
combat phase and after this unit fights, roll a dice for each enemy unit within 3" of this unit. On a 2+, the unit being rolled for suffers D3
mortal wounds.
ORDER, CITIES OF SIGMAR, HUMAN, DEVOTED OF SIGMAR, HERO, PRIEST, PONTIFEX ZENESTRA |
Runelords have mastered the ancient art of rune-shaping. Through rituals of hammercraft, they can unbind hostile magic or imbue the weapons of their kin with fearsome killing power.
Rune Staff and Forgehammer |
| Rune Staff and Forgehammer | 1" | 3 | 3+ | 3+ | - | D3 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
Base size: 25mm
Notes: Single
A Runelord is armed with a Rune Staff and Forgehammer.
Runes of Spellbreaking: Runelords dampen the magic of their enemies with ancient sigils of unbinding.
This unit can attempt to
unbind one spell in the enemy
hero phase in the same manner as a
WIZARD.
Forgefire: Calling upon the latent power of runic engravings, Runelords imbue the weapons of their kin with ancient might.
Forgefire is a
prayer that has an
answer value of 4 and a range of 18". If answered, pick 1 friendly
CITIES OF SIGMAR DUARDIN unit wholly within range and visible to the chanter. Until the start of your next
hero phase, improve the Rend characteristic of that unit’s melee weapons by 1.
ORDER, CITIES OF SIGMAR, DUARDIN, DISPOSSESSED, HERO, PRIEST, RUNELORD |
Despots who rule over the Darkling Covens with unquestioned authority and cruel cunning, Sorceresses wield dark and terrible sorceries that can blast the life from their foes or wrack them with unimaginable agony.
Witchstaff |
| Witchstaff | 2" | 1 | 3+ | 3+ | -1 | D3 |
Unit Size: 1 - 100 Points: 100
Battlefield Role: Leader
Base size: 25mm
Notes: Single
A Sorceress is armed with a Witchstaff
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Thrall Warhost
WIZARD: This unit can attempt to
cast 1
spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Blood Sacrifice: The sorceress shows no mercy as she slits the throat of a nearby thrall and draws power from the blood that gushes forth.
At the start of your
hero phase, you can pick 1 friendly
DARKLING COVENS model within 3" of this unit to be slain. If you do so, add 2 to
casting rolls for this unit until the end of that phase.
Word of Pain: The Sorceress utters a forbidden name, wracking her foes with unbearable pain.
Word of Pain 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 unit suffers D3
mortal wounds. In addition, subtract 1 from
hit rolls for attacks made by that unit until your next
hero phase.
ORDER, CITIES OF SIGMAR, AELF, DARKLING COVENS, HERO, WIZARD, SORCERESS |
Warden Kings are the leaders of the Dispossessed duardin, venerable fighters and strategists who seek out the most fearsome enemy combatants and bludgeon them to death with rune-carved warhammers.
Rune Hammer |
| Rune Hammer | 1" | 5 | 3+ | 3+ | -2 | D3 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Base size: 25mm
Notes: Single
A Warden King is armed with a Rune Hammer.
Ancestral Grudgebearer: Every Warden King knows the names of those who wronged their forebears. As they march out to defend or reclaim their holds, they seek the settle those grudges.
If this unit is picked to be
your general, at the start of first battle round, you can pick 1 enemy unit to bear a grudge against. If you do so, until the end of the battle, if the unmodified
hit roll for an attack made with a melee weapon by a friendly
CITIES OF SIGMAR DUARDIN unit that targets that enemy unit is 6, that attack automatically wounds the target (do not make a
wound roll).
Fearless Leader: Warden Kings are often first into the fray, with their oathsworn kin following closely in their wake swinging gromril hammers and settling grudges.
In the
combat phase, after this unit has fought for the first time in that phase, you can pick 1 friendly
CITIES OF SIGMAR DUARDIN unit that has not yet fought in that phase, is within 3" of an enemy unit and is wholly within 12" of this unit. That unit can fight immediately.
ORDER, CITIES OF SIGMAR, DUARDIN, DISPOSSESSED, HERO, WARDEN KING |
Deadly with sword and pistol, Hanniver Toll is a veteran hunter of witches, fiends, monsters and insurrectionists. Backed up by the two-fisted firepower of ex-Freeguild soldier Armand Callis, he wages a ceaseless war against the enemies of Sigmar.
Flintlock Pistols |
| Flintlock Pistols | 12" | 3 | 3+ | 3+ | -1 | 1 |
Azyrite Blades |
| Azyrite Blades | 1" | 4 | 3+ | 3+ | -1 | 2 |
Unit Size: 2
Points: 350
Battlefield Role: Leader
Base size: 32mmNotes: Single, Unique. Callis and Toll and
Toll’s Companions units must be taken as a set referred to as the Saviours of Cinderfall. Although taken as a set, each is a separate unit.
The models in this unit are Armand Callis and Hanniver Toll. Each is armed with Flintlock Pistols and Azyrite Blades.
Grim Determination: Witch hunters are tenacious opponents, ignoring wounds that would fell a lesser person.
This unit has a
ward of 5+.
Aqshian Firewood Stakes: Toll takes advantage of cracks in the enemy’s defences to plunge a burning Aqshian firewood stake into a vital organ.
After this unit has fought for the first time in the
combat phase, you can say that Hanniver Toll will attempt to plunge an Aqshian firewood stake into the heart of a foe. If you do so, pick 1 enemy model within 1" of Hanniver Toll and roll 2D6. If the roll is greater than the Wounds characteristic of that enemy model’s unit, that model is slain.
Right Tool for the Job: Callis and Toll have sacred bullets and blade oils prepared for particularly deadly foes.
Double the Damage characteristic of an attack made with this unit’s weapons if the target of that attack is a
WIZARD or
DAEMON.
Get It Done: Callis, Toll and their companions are renowned for their dogged commitment to the mission.
If this unit makes a
charge move, you can re-roll
charge rolls for friendly
TOLL’S COMPANIONS units within 12" of this unit until the end of the phase.
ORDER, CITIES OF SIGMAR, HUMAN, ORDER OF AZYR, HAMMERHAL AQSHA, HERO, SAVIOURS OF CINDERFALL, CALLIS AND TOLL |
Armed with a relic that once belonged to a Stormcast Eternal and held aloft by his adopted son to bring him closer to Azyr, Pater Filius leads the Brethren of the Bolt with shocking zeal.
Bolt of Azyr |
| Bolt of Azyr | 12" | D6 | 4+ | 4+ | -1 | D3 |
Arc-deacon’s Rod |
| Arc-deacon’s Rod | 1" | 3 | 4+ | 4+ | - | 1 |
Unit Size: 1
Points: 120
Battlefield Role: Leader
Base size: 40mmNotes: Single, Unique. Pater Filius and
Brethren of the Bolt units must be taken as a set. Although taken as a set, each is a separate unit.
Pater Filius is armed with a Bolt of Azyr and an Arc-deacon’s Rod.
Heavens’ Charge: Sigmar’s rage burns fiercely in the Brethren of the Bolt, and at Pater Filius’s direction, they hurl themselves eagerly into battle.
At the start of your
hero phase, you can pick 1 friendly
BRETHREN OF THE BOLT unit that is within 3" of this unit and more than 3" from all enemy units. You can immediately
attempt a charge with that unit.
Bolt from the Blue: As Pater Filius screams a prayer to the heavens, the skies darken and crackle with energy. Holy thunderbolts then strike the battlefield, empowering the priest while obliterating his enemies.
Bolt from the Blue is a
prayer that has an
answer value of 4 and a range of 12". If answered, this unit has a
ward of 5+ until the start of your next
hero phase and you can pick 1 enemy unit within range. That unit suffers D3
mortal wounds.
Accepting Capacitors: Each member of the Brethren of the Bolt willingly conducts the wrath of Sigmar, and through them, Pater Filius wreaks terrible damage on their enemies.
At the start of your
shooting phase, you can pick 1 enemy unit within 3" of a friendly
BRETHREN OF THE BOLT unit. That friendly unit suffers D3
mortal wounds. However, until the end of the phase, if an attack made with this unit’s Bolt of Azyr that targets that enemy unit scores a hit, that attack scores 2 hits on the target instead of 1. Make a
wound roll and
save roll for each hit.
ORDER, CITIES OF SIGMAR, HUMAN, DEVOTED OF SIGMAR, HERO, PRIEST, PATER FILIUS |
Seerstaff |
| Seerstaff | 1" | 1 | 5+ | 5+ | - | 1 |
Swift Hooves |
| Swift Hooves | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Notes: Single
An Archmage is armed with a Seerstaff.
MOUNT: This unit can have an Aelven Steed
mount that is armed with Swift Hooves. If this unit has an Aelven Steed mount, it has a Move characteristic of 14" instead of 6".
Elemental Shield: Elemental Shield is a spell that has a
casting value of 6 and a range of 18". If successfully cast, until your next
hero phase, the caster has a
ward of 6+, and friendly units have a ward of 6+ while they are wholly within 18" of the caster.
ORDER, CITIES OF SIGMAR, AELF, ELDRITCH COUNCIL, HERO, WIZARD, ARCHMAGE |
Reaver Bow |
| Reaver Bow | 20" | 3 | 3+ | 3+ | - | 1 |
Star Blade |
| Star Blade | 1" | 6 | 3+ | 4+ | - | 1 |
Star Lance |
| Star Lance | 2" | 3 | 3+ | 4+ | -1 | 2 |
Enchanted Polearm |
| Enchanted Polearm | 1" | 3 | 3+ | 3+ | -1 | D3 |
Ithilmar-shod Hooves |
| Ithilmar-shod Hooves | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Notes: Single
A Dragon Noble is armed with one of the following weapon options: Star Blade; Star Lance; Enchanted Polearm; or Star Blade and Phoenix Banner.
MOUNT: This unit can have an Aelven Purebreed
mount that is armed with Ithilmar-shod Hooves. If this unit has an Aelven Purebreed mount, it has a Move characteristic of 12" instead of 6".
Enchanted Shield: You can add 1 to
save rolls for attacks that target this unit.
Star Lance: If this unit is armed with a Star Lance and it makes a
charge move, until the end of the turn, add 1 to
wound rolls for attacks made with its Star Lance and add 1 to the damage inflicted by each successful attack made with its Star Lance.
Phoenix Banner: If this unit is armed with a Phoenix Banner, it gains the
TOTEM keyword and you can re-roll
charge rolls for friendly
ORDER DRACONIS units within 16" of this unit.
Might of the Dragon: Once per battle, in the
combat phase, you can say that this unit will inspire members of its order. If you do so, pick this unit and 1 other friendly
ORDER DRACONIS unit within 10" of this unit. Add 1 to
hit rolls for attacks made by those units until the end of that phase.
ORDER, AELF, ORDER DRACONIS, HERO, DRAGON NOBLE |
This courageous mortal man has taken up arms to protect Sigmar’s faithful from Chaos, and has been gifted with the power to summon forth the divine light of Sigmar. With this holy radiance he scours away the abominations of Chaos even as he heals the wounds of his comrades in battle.
Warhammer |
| Warhammer | 1" | 4 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
Notes: Single
An Excelsior Warpriest is armed with a Warhammer.
Loyal Companion: The first time this unit is set up on the battlefield, you can summon 1
FREE CITY GRYPH-HOUNDS unit consisting of 1 model to the battlefield and add it to your army. Set up the
FREE CITY GRYPH-HOUNDS unit wholly within 3" of this unit and more than 9" from all enemy units.
ORDER, CITIES OF SIGMAR, HUMAN, CELESTIAL, DEVOTED OF SIGMAR, HERO, PRIEST, EXCELSIOR WARPRIEST |
Pistol |
| Pistol | 9" | 1 | 3+ | 3+ | -1 | 1 |
Sigmarite Weapon |
| Sigmarite Weapon | 1" | 5 | 3+ | 4+ | -1 | 1 |
Freeguild Lance |
| Freeguild Lance | 2" | 3 | 3+ | 4+ | -1 | 2 |
Steel-shod Hooves |
| Steel-shod Hooves | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 115
Battlefield Role: Leader
Notes: Single
A Freeguild General on Warhorse is armed with one of the following weapon options: Sigmarite Weapon and Freeguild Shield; Sigmarite Weapon and Pistol; Sigmarite Weapon and Stately War Banner; or Freeguild Lance and Freeguild Shield.
MOUNT: This unit’s Warhorse attacks with its Steel-shod Hooves.
STATELY WAR BANNER: If this unit is armed with a Stately War Banner, it gains the
TOTEM keyword.
Charging Lance: This unit’s Freeguild Lance has a Rend characteristic of -2 instead of -1 if this unit made a
charge move in the same turn.
Hold the Line: You can use this
command ability in your
hero phase. This unit must issue the command and up to 3 friendly
FREEGUILD units can receive the command. Until the start of your next hero phase, add 1 to hit and
wound rolls for attacks made by the units that received the command if they have not made a
normal move,
run,
retreat or
charge move in the same turn.
ORDER, CITIES OF SIGMAR, HUMAN, FREE PEOPLES, HERO, FREEGUILD GENERAL |
Greatsword |
| Greatsword | 1" | 3 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 155
Battlefield Role: Leader
Notes: Single
A Loremaster is armed with a Greatsword.
Hand of Glory: Hand of Glory is a spell that has a
casting value of 5 and a range of 18". If successfully cast, pick 1 friendy
HERO within range and visible to the caster. Add 1 to
hit and
wound rolls for attacks made by that friendy
HERO until your next
hero phase.
ORDER, CITIES OF SIGMAR, AELF, ELDRITCH COUNCIL, HERO, WIZARD, LOREMASTER |
A Mistweaver Saih is a powerful enchantress. Drifting amidst a swirling, sorcerous haze, she flickers in and out of sight at will, sowing confusion and paranoia amongst those who have drawn her ire. Amidst the carnage the aelven enchantress remains disturbingly serene, the eye at the heart of a storm of illusory horror and bloodshed.
Aelven Blade |
| Aelven Blade | 1" | 3 | 4+ | 4+ | - | 1 |
Mistweaver’s Staff |
| Mistweaver’s Staff | 2" | 1 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 135
Battlefield Role: Leader
Notes: Single
A Mistweaver Saih is armed with an Aelven Blade and Mistweaver’s Staff.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Glimmermist: Once per turn, when this unit is picked as the target of an attack, you can say that the Mistweaver will shroud herself in glimmermist. If you do so, this unit’s Save characteristic is 1+ instead of 6+ until all of the attacking unit’s attacks have been resolved.
Illusory Assault: Illusory Assault is a spell that has a casting value of 6 and a range of 24". If successfully cast, pick 1 enemy unit within range and visible to the caster, and roll 3D6. If the roll is greater than that enemy unit’s Bravery characteristic, it suffers D3 mortal wounds. If the roll is at least double that enemy unit’s Bravery characteristic, it suffers D6 mortal wounds instead.
ORDER, CITIES OF SIGMAR, AELF, HERO, WIZARD, MISTWEAVER SAIH |
Zephyr Trident |
| Zephyr Trident | 2" | 2 | 4+ | 3+ | - | 2 |
Ithilmar Blade |
| Ithilmar Blade | 1" | 3 | 4+ | 4+ | - | 1 |
Agent’s Blade and Spear |
| Agent’s Blade and Spear | 2" | 1 | 4+ | 4+ | - | 1 |
Raking Talons |
| Raking Talons | 3" | 3 | 3+ | 4+ | -1 | 1 |
Unit Size: 1 Points: 175
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Skywarden is armed with an Ithilmar Blade and one of the following weapon options: Zephyr trident; or Swifthawk Pennant.
MOUNT: This unit can have a Skycutter
mount that is pulled by a Swiftfeather Hawk armed with Raking Talons.
CREW: If this unit has a Skycutter mount, it is crewed by a Swifthawk Agent armed with an Agent’s Blade and Spear.
Enchanted Shield: You can add 1 to
save rolls for attacks that target this unit.
Swifthawk Pennant: If this unit is armed with a Swifthawk Pennant, it gains the
TOTEM keyword and you can add 1 to
wound rolls for attacks made by friendly
SWIFTHAWK AGENTS units within 16" of this unit.
Windrider: If this unit has a Skycutter mount, in the
shooting phase, it has a Save characteristic of 4+ instead of 5+.
Fleet of Wing: If this unit has a Skycutter mount, roll 2D6 instead of single dice when making a
run roll for it.
Swoop and Attack!: Once per battle, in your
charge phase, you can say that this unit will sound the attack. If you do so, friendly
SWIFTHAWK AGENTS units can attempt a charge in that phase even if they
ran in the same turn.
ORDER, CITIES OF SIGMAR, AELF, SWIFTHAWK AGENTS, HERO, SKYWARDEN |
Blows of Mystic Power |
| Blows of Mystic Power | 1" | 3 | 4+ | 3+ | - | 1 |
Heartwood Staff |
| Heartwood Staff | 2" | 1 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Notes: Single
A Spellweaver is armed with one of the following weapon options: Blows of Mystic Power; or a Heartwood Staff.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Ancient Blessings: Once per battle, when you pick this unit to attempt to cast a spell, you can say that it will draw upon ancient blessings. If you do so, that spell is automatically with a
casting roll equal to the casting value of the spell that cannot be modified.
Blessing of Life: Blessing of Life has a casting value of 5 and a range of 16". If successfully cast, pick 1 friendly WANDERERS unit within range and visible to the caster. You can return up to D3 slain models to that unit.
ORDER, CITIES OF SIGMAR, AELF, WANDERERS, HERO, WIZARD, SPELLWEAVER |
A Tenebrael Shard is a killer of superlative skill. Fast beyond belief, supernaturally agile and ominously silent, the Shard closes upon his prey as fast as thought and ends their lives with callous efficiency. None know whether he is an assassin, a spy, or simply a terrifying force of nature, but to stand in his path means certain death.
Bladed Barbs |
| Bladed Barbs | 1" | 6 | 4+ | 4+ | - | 1 |
Reaper Gauntlets |
| Reaper Gauntlets | 2" | 2 | 3+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Notes: Single
A Tenebrael Shard is armed with Bladed Barbs and Reaper Gauntlets.
Shadowstrike: In your
hero phase, you can roll a dice for this unit. If you do so, on a 4+, you can remove this unit from the battlefield and set it up anywhere on the battlefield that is within 3" of any enemy units. If you do so, add 1 to
hit rolls for attacks made by this unit until the end of the turn.
Graceful Killer: Ignore
Rend modifiers to
save rolls for attacks that target this unit.
Incredible Speed: At the end of the
combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that phase, this model can move up to 8" but cannot finish that move within 3" of an enemy unit.
ORDER, CITIES OF SIGMAR, AELF, HERO, TENEBRAEL SHARD |
Sigmarite Warhammer |
| Sigmarite Warhammer | 1" | 4 | 4+ | 4+ | - | 1 |
Paired Sigmarite Warhammers |
| Paired Sigmarite Warhammers | 1" | 6 | 4+ | 4+ | - | 1 |
Sigmarite Greathammer |
| Sigmarite Greathammer | 1" | 2 | 4+ | 3+ | -1 | 1 |
Steel-shod Hooves |
| Steel-shod Hooves | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
Notes: Single
A Warrior Priest is armed with one of the following weapon options: Sigmarite Warhammer and Sigmarite Shield; Paired Sigmarite Warhammers; or Sigmarite Greathammer.
SHIELD: If this unit is armed with a Sigmarite Shield, it has a Save characteristic of 3+ instead of 4+.
MOUNT: This unit can be mounted on a Barded Warhorse that is armed with Steel-shod Hooves. If this unit is mounted on a Barded Warhorse, it has a Move characteristic of 12" instead of 5".
ORDER, CITIES OF SIGMAR, HUMAN, CELESTIAL, DEVOTED OF SIGMAR, HERO, PRIEST, WARRIOR PRIEST |
Greatbow |
| Greatbow | 20" | 3 | 3+ | 3+ | -1 | 1 |
Hooked Beak |
| Hooked Beak | 18" | 1 | 4+ | 4+ | - | 1 |
Kindred Blade |
| Kindred Blade | 1" | 3 | 3+ | 4+ | - | 1 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
Notes: Single
A Wayfinder is armed with a Greatbow and Kindred Blade.
COMPANION: This unit is accompanied by a Hunting Falcon that is armed with a Hooked Beak.
Hail of Doom Arrow: Once per battle, in your
shooting phase, you can say that this unit will fire its Hail of Doom arrow. If you do so, change the Attacks characteristic of this unit’s Greatbow to 3D6 until the end of that phase.
Bravest of the Brave: Once per battle, in the
battleshock phase, you can say that this unit will inspire bravery in its fellow Wanderers. If you do so, when you take a
battleshock test for a friendly
WANDERERS unit within 18" of this unit in that phase, use this unit’s Bravery characteristic. In addition, if you make a battleshock roll of 1 for any of those units, that unit can shoot immediately. A unit cannot be affected by this ability more than once per phase.
ORDER, CITIES OF SIGMAR, AELF, WANDERERS, HERO, WAYFINDER |
Longbow |
| Longbow | 20" | 3 | 3+ | 4+ | - | 1 |
Starlight Greatblade |
| Starlight Greatblade | 1" | 3 | 3+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
Notes: Single
A Waystrider is armed with a Longbow and Starlight Greatblade.
Heartseeker Arrow: After deployment, roll a dice if the model chosen to be the enemy general is visible to any friendly units with this ability. On a 5+, that general suffers 1
mortal wound.
Boldest of the Bold: Once per battle, in the
battleshock phase, you can say that this unit will inspire boldness in its fellow Wanderers. If you do so, when you take a
battleshock test for a friendly
WANDERERS unit within 18" of this unit in that phase, use this unit’s Bravery characteristic. In addition, if you make a battleshock roll of 1 for any of those units, that unit can fight immediately. A unit cannot be affected by this ability more than once per phase.
ORDER, CITIES OF SIGMAR, AELF, WANDERERS, HERO, WAYSTRIDER |
Waystalker Bow: Fast Shots |
| Waystalker Bow: Fast Shots | 22" | 6 | 3+ | 3+ | -1 | 1 |
Waystalker Bow: Precise Shots |
| Waystalker Bow: Precise Shots | 22" | 3 | 3+ | 3+ | -1 | 2 |
Waystalker Blade |
| Waystalker Blade | 1" | 2 | 3+ | 4+ | - | 1 |
Unit Size: 1 Points: 135
Battlefield Role: Leader
Notes: Single
A Waywatcher is armed with a Waystalker Bow and Waystalker Blade.
Invisible Hunter: Subtract 1 from
hit rolls for attacks that target this unit in the enemy
shooting phase.
Hawk-eyed Archer: Each time this unit shoots, choose either the Fast Shots or Precise Shots weapon characteristics for all the attacks it makes with its Waystalker Bow.
Each time you make an unmodified
hit roll of 6 for an attack made with Fast Shots, that attack scores 2 hits on the target. Make a
wound roll and
save roll for each hit.
Each time you make an unmodified wound roll of 6 for Precise Shots, change the Rend characteristic for that attack to -2.
Solitary Marksman: In your
shooting phase, add 1 to
hit rolls for attacks made by this unit if it remained stationary in the previous
movement phase.
See, But Do Not Be Seen: Once per battle, in the enemy
shooting phase, you can say that this unit will direct fellow Wanderers to conceal their position. If you do so, subtract 1 from
hit rolls for attacks that target other friendly
WANDERERS units within 18" of this unit in that phase.
ORDER, CITIES OF SIGMAR, AELF, WANDERERS, HERO, WAYWATCHER |
Baroque Pistol |
| Baroque Pistol | 9" | 1 | 3+ | 3+ | -1 | 1 |
Blessed Rapier |
| Blessed Rapier | 1" | 4 | 3+ | 4+ | - | 1 |
Silver Greatsword |
| Silver Greatsword | 1" | 3 | 3+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 50
Battlefield Role: Leader
Notes: Single
A Witch Hunter is armed with one of the following weapon options: Baroque Pistol and Silver Greatsword; or Baroque Pistol and Blessed Rapier.
Grim Resolve: This unit has a
ward of 5+.
Sigmar’s Judgement: Add 1 to the damage inflicted by each successful attack made by this unit if the target is a WIZARD or DAEMON.
ORDER, CITIES OF SIGMAR, HUMAN, CELESTIAL, DEVOTED OF SIGMAR, HERO, WITCH HUNTER |
Battleline
Bleakswords leap into the fray in a blur of flashing steel. Wielding their duelling swords with unnatural grace, they slice their foes to ribbons with an unstoppable flurry of strikes.
Darkling Sword |
| Darkling Sword | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 10 Points: 100
Battlefield Role: Battleline
Base size: 25mm
Each model in a Bleakswords unit is armed with a Darkling Sword.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Thrall Warhost
CHAMPION: 1 model in this unit can be a Lordling. Add 1 to the Attacks characteristic of that model’s melee weapons.
STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit while it includes any Standard Bearers.
MUSICIAN: 1 in every 10 models in this unit can be a Hornblower. Add 1 to
charge rolls for this unit while it includes any Hornblowers.
Quicksilver Strike: These warriors seem to move in the blink of an eye, unleashing lethal ripostes and counterstrikes.
If the unmodified
hit roll for an attack made with a Darkling Sword is 6, that attack scores 2 hits on the target instead of 1. Make a
wound roll and
save roll for each hit.
ORDER, CITIES OF SIGMAR, AELF, DARKLING COVEN, BLEAKSWORDS |
Dreadspear shieldwalls form the armoured core of the Darkling Covens’ armies. Fully enthralled to the service of their masters, these cruel warriors fight and slay with unnerving focus.
Darkling Spear |
| Darkling Spear | 2" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 10 Points: 90
Battlefield Role: Battleline
Base size: 25mm
Each model in a Dreadspears unit is armed with a Darkling Spear.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Thrall Warhost
CHAMPION: 1 model in this unit can be a Lordling. Add 1 to the Attacks characteristic of that model’s melee weapons.
STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit while it includes any Standard Bearers.
MUSICIAN: 1 in every 10 models in this unit can be a Drummer. Add 1 to
charge rolls for this unit while it includes any Drummers.
Coven Guard: These warriors are trained to wait for the perfect moment before thrusting their spears into the hearts of their foes.
Add 1 to
hit rolls for attacks made by this unit that target an enemy unit that made a
charge move in the same turn.
ORDER, CITIES OF SIGMAR, AELF, DARKLING COVEN, DREADSPEARS |
While the rank and file of the Freeguilds are often individually outmatched by the myriad threats they face in their mission to retake the realms, they have three things on their side: discipline, gutsy determination and their faith in Sigmar.
Freeguild Weapon |
| Freeguild Weapon | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 10 Points: 100
Battlefield Role: Battleline
Base size: 25mm
Each model in a Freeguild Steelhelms unit is armed with a Freeguild Weapon
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Castelite Formation
CHAMPION: 1 model in this unit can be a Sergeant-at-Arms. Add 1 to the Attacks characteristic of that model’s melee weapons.
STANDARD BEARER: 1 in every 10 models in this unit can be a Steelhelm Herald. Add 1 to the Bravery characteristic of this unit while it includes any Steelhelm Heralds.
BATTLE PRIEST: 1 model in this unit can be a Battle Priest.
Consecrate the Land: Bellowing Sigmarite hymns and catechisms, the Battle Priest purges the taint of Chaos from the land and consecrates it in the name of Sigmar.
At the end of your
movement phase, if this unit includes a Battle Priest and is
contesting an objective you control that is not contested by any enemy models, you can say that it will consecrate the land. If you do so, roll a dice. On a 3+, that objective is considered by you to be consecrated. Friendly
CITIES OF SIGMAR HUMAN units have a
ward of 6+ while they are contesting a consecrated objective. If your opponent gains control of a consecrated objective, it is no longer consecrated.
Hold the Line: Steelhelm regiments are drilled to fight as a coordinated whole, overcoming their opponents through unwavering spirit and weight of numbers.
Each time this unit receives the
All-out Attack or
All-out Defence command, you can pick 1 other friendly unit with this ability that is wholly within 12" of this unit and has not received any commands this phase. That unit receives the same command as this unit and the sequence ends.
ORDER, CITIES OF SIGMAR, HUMAN, FREEGUILD, CASTELITE, FREEGUILD STEELHELMS |
Ironbreakers are the elite guardians of the Dispossessed’s underground fortresses. Clad from head to toe in impervious gromril and wielding masterwork axes and hammers, they form an impenetrable wall against which the enemy is soon shattered.
Drakefire Pistol |
| Drakefire Pistol | 9" | 2 | 3+ | 3+ | -1 | 1 |
Ironbreaker Weapon |
| Ironbreaker Weapon | 1" | 2 | 3+ | 4+ | - | 1 |
Unit Size: 10 Points: 120
Battlefield Role: Battleline
Base size: 25mm
Each model in an Ironbreakers unit is armed with an Ironbreaker Weapon.
CHAMPION: 1 model in this unit can be an Ironbeard. That model is armed with Drakefire Pistols and a Cinderblast Bomb in addition to its Ironbreaker Weapon.
STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic ofthis unit while it includes any Standard Bearers.
MUSICIAN: 1 in every 10 models in this unit can be a Hornblower. Add 1 to
run rolls and
charge rolls for this unit while it includes any Hornblowers.
Cinderblast Bomb: This weapon explodes in a burst ofshrapnel and flame.
If this unit includes a model armed with a Cinderblast Bomb, once per battle, in your
shooting phase, that model can throw it. If it does so, pick 1 enemy unit within 6" of that model and roll a dice. On a 2+, that unit suffers D3
mortal wounds.
Gromril Shieldwall: Once formed up into a shieldwall, a line of gromril-clad Ironbreakers is nigh impenetrable.
If this unit is picked for the
‘Form Shieldwall’ order, it has a
ward of 4+ until the end of the phase instead of 5+.
ORDER, CITIES OF SIGMAR, DUARDIN, DISPOSSESSED, IRONBREAKERS |
Longbeards are the oldest and most experienced duardin warriors, as evidenced by their great, flowing beards and tendency to grumble on relentlessly about their enemies and allies alike – even in the thick of battle.
Ancestral Great Axe |
| Ancestral Great Axe | 1" | 2 | 3+ | 3+ | -2 | 1 |
Ancestral Weapon |
| Ancestral Weapon | 1" | 2 | 3+ | 4+ | -1 | 1 |
Unit Size: 10 Points: 130
Battlefield Role: Battleline
Base size: 25mm
Each model in a Longbeards unit is armed with 1 of thefollowing weapon options: Ancestral Great Axe; or Ancestral Weapon and Gromril Shield. All models in the unit must be armed with the same weapon option.
CHAMPION: 1 model in this unit can be an Old Guard. Add 1 to the Attacks characteristic of that model’s melee weapons.
STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit while it includes any Standard Bearers.
MUSICIAN: 1 in every 10 models in this unit can be a Musician. Add 1 to
run rolls and
charge rolls for this unit while it includes any Musicians.
SHIELD: If this unit is armed with Ancestral Weapons and Gromril Shields, it has a Save characteristic of 3+ instead of 4+.
I Thought Duardin Were Made of Sterner Stuff!: A disgruntled lookfrom a grumbling Longheard is often enough to galvanise the spirits of younger duardin and keep them in thefight.
Each time a model would
flee from a friendly
CITIES OF SIGMAR DUARDIN unit that is wholly within 12" of any friendly units with this ability, roll a dice. On a 4+, that model does not flee.
ORDER, CITIES OF SIGMAR, DUARDIN, DISPOSSESSED, LONGBEARDS |
Duardin Axe or Duardin Hammer |
| Duardin Axe or Duardin Hammer | 1" | 1 | 3+ | 4+ | - | 1 |
Double-handed Duardin Axe |
| Double-handed Duardin Axe | 1" | 1 | 4+ | 3+ | -1 | 1 |
Unit Size: 10 Points: 100
Battlefield Role: Battleline
Each model in a Dispossessed Warriors unit is armed with one of the following weapon options: Duardin Axe or a Duardin Hammer; or Double-handed Duardin Axe. All models in the unit must be armed with the same weapon option.
CHAMPION: 1 model in this unit can be a Veteran. Add 1 to the Attacks characteristic of that model’s melee weapon.
STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Standard Bearers.
MUSICIAN: 1 in every 10 models in this unit can be a Hornblower. You can add 1 to
charge rolls for this unit if it includes any Hornblowers.
Resolute in Defence: Add 1 to save rolls for attacks that target this unit if this unit has not made a charge move in the same turn.
ORDER, CITIES OF SIGMAR, DUARDIN, DISPOSSESSED, WARRIORS |
Bow |
| Bow | 18" | 1 | 4+ | 4+ | - | 1 |
Shortsword |
| Shortsword | 1" | 1 | 5+ | 4+ | - | 1 |
Unit Size: 10 Points: 110
Battlefield Role: Battleline
Each model in a Freeguild Archers unit is armed with a Bow and Shortsword.
CHAMPION: 1 model in this unit can be a Marksman. Add 1 to the Attacks characteristic of that model’s Bow.
Huntsmen: After deployment, you can move this unit up to 2D6".
ORDER, CITIES OF SIGMAR, HUMAN, FREE PEOPLES, FREEGUILD ARCHERS |
Longbow |
| Longbow | 20" | 1 | 4+ | 4+ | - | 1 |
Glade Blade |
| Glade Blade | 1" | 1 | 5+ | 5+ | - | 1 |
Unit Size: 10 Points: 135
Battlefield Role: Battleline
Each model in a Glade Guard unit is armed with a Longbow and Glade Blade.
CHAMPION: 1 model in this unit can be a Lord’s Bowman. Add 1 to the Attacks characteristic of that model’s Longbow.
STANDARD BEARER: 1 in every 10 models in this unit can be a Pennant Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Pennant Bearers. Add 2 to the Bravery characteristic of this unit instead if it includes any Pennant Bearers and it is in
cover.
MUSICIAN: 1 in every 10 models in this unit can be Hornblowers. You can re-roll
run rolls for this unit if it includes any Hornblowers.
Peerless Archery: Add 1 to
hit rolls for attacks made by this unit in the
shooting phase if it has more than 10 models and is more than 3" from all enemy units.
Arcane Bodkins: Once per battle, in your
shooting phase, you can say that this unit will fire its Arcane Bodkins. If you do so, change the Rend characteristic of this unit’s Longbows to -3 until the end of that phase.
ORDER, CITIES OF SIGMAR, AELF, WANDERERS, GLADE GUARD |
None
Cruel-hearted and avaricious, Black Ark Corsairs are the footsoldiers of the Scourge Privateers. Wielding a variety of lethal weapons, they thrive in the chaos of a swirling melee, where their superior swordsmanship can be put to deadly use.
Repeater Handbow |
| Repeater Handbow | 9" | 2 | 4+ | 4+ | - | 1 |
Vicious Blade |
| Vicious Blade | 1" | 1 | 4+ | 4+ | - | 1 |
Paired Vicious Blades |
| Paired Vicious Blades | 1" | 3 | 4+ | 4+ | - | 1 |
Unit Size: 10 Points: 90
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is SCOURGE PRIVATEERS
Each model in a Black Ark Corsairs unit is armed with a 1 of the following weapon options: Vicious Blade and Repeater Handbow; or Paired Vicious Blades.
CHAMPION: 1 model in this unit can be a Reaver. Add 1 to the Attacks characteristic of that model’s melee weapons.
STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit while it includes any Standard Bearers.
MUSICIAN: 1 in every 10 models in this unit can be a Hornblower. Add 1 to
run rolls and
charge rolls for this unit while it includes any Hornblowers.
Skilled Swashbucklers: With a flash of steel, each ill-timed strike directed at a Corsair is paid for in blood as the aelf delivers a perfect riposte.
If the unmodified
hit roll for an attack made with a melee weapon that targets this unit is 1, the attacking unit suffers 1
mortal wound after all of its attacks have been resolved.
ORDER, CITIES OF SIGMAR, AELF, SCOURGE PRIVATEERS, BLACK ARK CORSAIRS |
These fanatical warriors guard the rulers of the Darkling Covens. Armed with ebon halberds and clad in ensorcelled plate, they present an impassable and deadly obstacle to any who threaten their ward.
Ebon Halberd |
| Ebon Halberd | 2" | 2 | 3+ | 3+ | -1 | 1 |
Unit Size: 10 Points: 140
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is DARKLING COVENS
Each model in a Black Guard unit is armed with an Ebon Halberd
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Thrall Warhost
CHAMPION: 1 model in this unit can be a Lordling. Add 1 to the Attacks characteristic of that model’s melee weapons.
STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit while it includes any Standard Bearers.
MUSICIAN: 1 in every 10 models in this unit can be a Drummer. Add 1 to
charge rolls for this unit while it includes any Drummers.
Steel and Sorcery: Black Guard are often charged with protecting Sorceresses on the field of battle. In turn, they benefit from the shadowy arcane wards woven by their mistresses.
This unit has a
ward of 4+ while it is within 3" of any friendly
Sorceress units. In addition, friendly Sorceress units have a ward of 4+ while they are within 3" of any units with this ability.
Designer’s Note: This does not include Sorceress on Black Dragon units.
ORDER, CITIES OF SIGMAR, AELF, DARKLING COVEN, BLACK GUARD |
For those marked by the Dark Riders, there is nowhere to flee. These cloaked killers gallop forth upon red-eyed shadowmares, levelling spears and repeater crossbows to deal a fatal blow to their quarry
Repeater Crossbow |
| Repeater Crossbow | 18" | 3 | 4+ | 4+ | - | 1 |
Barbed Spear |
| Barbed Spear | 2" | 2 | 3+ | 4+ | -1 | 1 |
Vicious Bite |
| Vicious Bite | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 5 Points: 140
Battlefield Role: None
Base size: 60 x 35mm
Each model in a Dark Riders unit is armed with a Repeater Crossbow and Barbed Spear.
MOUNT: This unit’s Dark Steeds are each armed with a Vicious Bite.
CHAMPION: 1 model in this unit can be a Herald. Add 1 to the Attacks characteristic of that model’s Barbed Spear.
STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit while it includes any Standard Bearers.
MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. Add 1 to
charge rolls for this unit while it includes any Hornblowers.
Shadow Raiders: These warriors strike forth from unknown quarters in a succession of lightning-fast raids.
This unit can
retreat and still
shoot and or
charge later in the turn. In addition, add 1 to
hit rolls for attacks made by this unit if it made a retreat move in the same turn.
Sow Terror and Confusion: Dark Riders wage a war of terror and confusion, striking at their enemy’s weakest points with merciless precision.
Roll a dice each time an enemy unit
issues a command within 12" of any friendly units with this ability. On a 5+, that command is not received (it still counts as having been used) and the
command point that was spent to issue that command is lost.
ORDER, CITIES OF SIGMAR, AELF, SHADOWBLADES, DARK RIDERS |
Armed with fast-firing repeater crossbows, formations of Darkshards unleash a withering hail of iron-tipped bolts into their enemies, each volley piercing eyes and puncturing hearts.
Repeater Crossbow |
| Repeater Crossbow | 16" | 2 | 4+ | 4+ | - | 1 |
Cruel Dagger |
| Cruel Dagger | 1" | 1 | 4+ | 5+ | - | 1 |
Unit Size: 10 Points: 110
Battlefield Role: None
Base size: 25mm
Notes: For each Bleakswords or Dreadspears unit included in an army, 1 Darkshards unit can be included in the army as a Battleline unit.
Each model in a Darkshards unit is armed with a Repeater Crossbow and Cruel Dagger.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Thrall Warhost
CHAMPION: 1 model in this unit can be a Lordling. Add 1 to the Attacks characteristic of that model’s missile weapons.
STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit while it includes any Standard Bearers.
MUSICIAN: 1 in every 10 models in this unit can be a Hornblower. Add 1 to
charge rolls for this unit while it includes any Hornblowers.
Storm ofIron-tipped Bolts: Die skies darken moments before the enemy below is shredded by a volley of iron bolts.
Add 1 to
hit rolls for attacks made with this unit’s Repeater Crossbows while it has 10 or more models.
ORDER, CITIES OF SIGMAR, AELF, DARKLING COVEN, DARKSHARDS |
Despite her youth, Doralia ven Denst is a renowned agent of the Order of Azyr. Not only a hunter of witches and warlocks, she is a specialist in dispelling the endless spells they unleash, banishing them with consecrated blade and crossbow bolt alike.
Anti-thaumic Crossbow |
| Anti-thaumic Crossbow | 24" | 2 | 3+ | 3+ | -2 | 2 |
Consecrated Blade |
| Consecrated Blade | 1" | 3 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 160
Battlefield Role: None
Base size: 28.5mm
Notes: Single, Unique. Doralia ven Denst and Galen ven Denst units must be taken as a set. Although taken as a set, each is a separate unit.
Doralia ven Denst is armed with an Anti-thaumic Crossbow and Consecrated Blade
Grim Resolve: Witch hunters are tenacious opponents, ignoring the pain of wounds that would fell a lesser person.
This unit has a
ward of 5+.
Weapons of Banishment: Inscribed with the holy writ of Sigmar and inlaid with nullstone and silver, Doralia’s anti-thaumic crossbow bolts and consecrated blade are anathema to spellcasters and their works, banishing all forms of arcane energy in a flash.
Double the Damage characteristic of an attack made with this model’s weapons if the target ofthat attack is a
WIZARD or
DAEMON. In addition, when this model fights or shoots, you can choose an
endless spell to be the target of any of its attacks. If you do so, roll a dice to see if that attack scores a hit. If it does, do not make a
wound or
save roll. Instead, roll 2D6. Ifthe roll is greater than the
casting value of that endless spell, that endless spell is
dispelled.
ORDER, CITIES OF SIGMAR, HUMAN, ORDER OF AZYR, HERO, DORALIA VEN DENST |
Drakespawn Chariots are elegant yet cruel war machines that are highly manoeuvrable thanks to their single-wheel design. Fitted with an array of scything blades and crewed by skilled Order Serpentis knights, they cause dreadful carnage as they plough into the enemy lines.
Repeater Crossbow |
| Repeater Crossbow | 18" | 4 | 4+ | 4+ | - | 1 |
Barbed Spear |
| Barbed Spear | 2" | 2 | 3+ | 4+ | -1 | 1 |
Ferocious Jaws |
| Ferocious Jaws | 1" | 6 | 3+ | 4+ | -1 | 1 |
Unit Size: 1/3 - 1 Points: 90/270
Battlefield Role: None
Base size: 120 x 92mm
Notes: Single. Each time this unit is included in an army, it can have 3 models. If it has 1 model, the points value is 90. If it has 3 models, the points value is 270.
Each model in a Drakespawn Chariots unit is armed with a Repeater Crossbow and Barbed Spear.
MOUNT: This unit’s Drakespawn are armed with Ferocious Jaws.
Scythed Runners: Vicious blades are fitted to this chariot, carving apart anything that gets in its way. The deadliest attacks are delivered to the flanks of the enemy already beset by the Order's Drakespawn Knights.
After this unit makes a
charge move, pick 1 enemy unit and roll 2 dice for each model in this unit within 3" of a model in that enemy unit. For each roll of 2-4, that enemy unit suffers 1
mortal wound. For each roll of 5+, that enemy unit suffers 3 mortal wounds. If the enemy unit picked is within 3"of any friendly
DRAKESPAWN KNIGHTS units, add 2 to each roll.
ORDER, CITIES OF SIGMAR, AELF, ORDER SERPENTIS, DRAKESPAWN CHARIOTS |
Cold-blooded Drakespawn make for formidable mounts, for not only do they carry their lance-bearing riders towards the enemy with sure-footed speed, their fangs and claws are sharp enough to tear through metal and bone with ease.
Barbed Lance |
| Barbed Lance | 2" | 2 | 3+ | 4+ | -1 | 1 |
Ferocious Jaws |
| Ferocious Jaws | 1" | 3 | 3+ | 4+ | -1 | 1 |
Unit Size: 5 Points: 140
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is ORDER SERPENTIS
Each model in a Drakespawn Knights unit is armed with a Barbed Lance
MOUNT: This unit’s Drakespawn are each armed with Ferocious Jaws.
CHAMPION: 1 model in this unit can be a Dread Knight. Add 1 to the Attacks characteristic of that model’s melee weapons.
STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit while it includes any Standard Bearers.
MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. Add 1 to
run rolls and
charge rolls for this unit while it includes any Hornblowers.
Lance Charge: As the Drakespawn thunder across the battlefield, lances are levelled ready to be driven deep into the enemy.
If this unit made a
charge move in the same turn, add 1 to the Damage characteristic of its Barbed Lances and improve the Rend characteristic of its Barbed Lances by 1.
ORDER, CITIES OF SIGMAR, AELF, ORDER SERPENTIS, DRAKESPAWN KNIGHTS |
These skull-masked killers are the most feared warriors of the Darkling Covens. True virtuosos of slaughter, they have mastered the art of severing heads with every swing of their curved Executioner’s Draichs.
Executioner’s Draich |
| Executioner’s Draich | 1" | 2 | 3+ | 3+ | -1 | 2 |
Unit Size: 10 Points: 160
Battlefield Role: None
Base size: 25mm
Each model in an Executioners unit is armed with an Executioner’s Draich.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Thrall Warhost
CHAMPION: 1 model in this unit can be a Lordling. Add 1 to the Attacks characteristic ofthat model’s melee weapons.
STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit while it includes any Standard Bearers.
MUSICIAN: 1 in every 10 models in this unit can be a Drummer. Add 1 to
charge rolls for this unit while it includes any Drummers.
Severing Strike: Heads roll and crimson arcs of hot blood spurt into the air as these warriors swing their deadly blades.
If the unmodified
hit roll for an attack made with an Executioner’s Draich is 6, that attack causes 2
mortal wounds to the target and the
attack sequence ends.
ORDER, CITIES OF SIGMAR, AELF, DARKLING COVEN, EXECUTIONERS |
Entirely consumed by their zealous faith in the God-King, these holy warriors long for nothing more than to martyr themselves in battle. Armed with little more than clubs and flails, they leap upon their foes in a frenzied mob.
Castigating Flails and Clubs |
| Castigating Flails and Clubs | 2" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 10 Points: 100
Battlefield Role: None
Base size: 25mm
Notes: Battleline if army includes Pontifex Zenestra, Matriarch of the Great Wheel
Each model in a Flagellants unit is armed with Castigating Flails and Clubs.
CHAMPION: 1 model in this unit can be a Prophet. Add 1 to the Attacks characteristic of that model’s
melee weapon.
Glorious Martyrs: When all hope is lost, a Flagellant willfling themselves at the enemy with reckless abandon, heedless of their own survival.
Each time a model in this unit is slain by an attack made with a melee weapon, you can pick 1enemy unit within 3" of this unit and roll a dice. On a 5+, that unit suffers 1
mortal wound.
ORDER, CITIES OF SIGMAR, HUMAN, DEVOTED OF SIGMAR, FLAGELLANTS |
The battlefield shakes as the heavy cavalry of the Sigmarite cities make their charge. No idle jousters these; theirs is a war of grinding, brutal attrition where man and steed alike are expected to fight for hours at a time without rest.
Cavalier Weapon |
| Cavalier Weapon | 1" | 3 | 3+ | 3+ | -1 | 1 |
Arch-Knight’s Blade |
| Arch-Knight’s Blade | 1" | 4 | 3+ | 3+ | -2 | 2 |
Steel-shod Hooves |
| Steel-shod Hooves | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 5 Points: 180
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is FREEGUILD
Each model in a Freeguild Cavaliers unit is armed with a Cavalier Weapon.
MOUNT: This unit’s Warhorses are each armed with Steel-shod Hooves.
CHAMPION: 1 model in this unit can be an Arch-Knight. That model is armed with an Arch-Knight’s Blade instead of a Cavalier Weapon.
STANDARD BEARER: 1 in every 5 models in this unit can be a Cavalier Herald. Add 1 to the Bravery characteristic ofthis unit while it includes any Cavalier Heralds.
Devastating Charge: Thundering across the battlefield, the Cavaliers build up momentum before smashing deep into the enemy’s ranks, laying about themselves with blade, axe, hammer and flail.
If this unit made a
charge move in the same turn, add 1 to the Damage characteristic of its Cavalier Weapons and improve the Rend characteristic of its Cavalier Weapons by 1.
ORDER, CITIES OF SIGMAR, HUMAN, FREEGUILD, FREEGUILD CAVALIERS |
The battlefield aides of the Freeguild Marshals range from towering Arch-Knight champions to soul-priests, from War Surgeons to sinister Whisperblades. Together they are a force far greater than the sum of their parts.
Sigmarite Great Weapon |
| Sigmarite Great Weapon | 2" | 4 | 3+ | 3+ | -1 | D3 |
Enchanted Rapier |
| Enchanted Rapier | 1" | 1 | 2+ | 2+ | -3 | D6 |
Assortment of Weapons |
| Assortment of Weapons | 1" | 2 | 3+ | 4+ | - | 1 |
Gargoylian Bite |
| Gargoylian Bite | 1" | 3 | 4+ | 3+ | -1 | D3 |
Unit Size: 6
Points: 200
Battlefield Role: None
|
Soul Shepherd | 40mm |
Mascot Gargoylian | 28.5mm |
Arch-Knight, Whisperblade, Great Herald and War Surgeon | 32mm |
Notes: Single
The models in a Freeguild Command Corps are 1 Arch-Knight, 1 Whisperblade, 1 Great Herald, 1 War Surgeon, 1 Soul Shepherd and 1 Mascot Gargoylian. The Arch-Knight is armed with a Sigmarite Great Weapon. The Whisperblade is armed with an Enchanted Rapier. The Great Herald, War Surgeon and the Soul Shepherd are each armed with an Assortment of Weapons. The Mascot Gargoylian is armed with a Gargoylian Bite.
GREAT HERALD: This unit has the
TOTEM keyword while it has a Great Herald.
The Marshal’s Retinue: As well as bringing their diverse range of skills to the battlefield, the warriors and wisemen of the Command Corps have each sworn to guard the life of a Marshal with their own.
At the start of the first battle round, before determining who has the first turn, you can pick 1 friendly
FREEGUILD MARSHAL AND RELIC ENVOY on the battlefield for this unit to be assigned to. The same
FREEGUILD MARSHAL cannot have more than 1
FREEGUILD COMMAND CORPS assigned to it. That
FREEGUILD MARSHAL has a
ward of 4+ while it is within 3" of this unit.
Sawbones: The War Surgeon performs a vital role on the battlefield: keeping the soldiery around them fighting for as long as possible.
You can only use this ability while this unit has a War Surgeon. At the end of your
hero phase, you can pick up to 3 friendly
CITIES OF SIGMAR HUMAN units wholly within 12" of this unit. For each unit picked, you can either
heal up to D3 wounds allocated to that unit or, if no wounds have been allocated to that unit, you can return a number of
slain models to it that have a combined Wounds characteristic of D3 or less.
Dispatch Spies: The Whisperblades have networks of informants and operatives at their disposal that they use to unravel the best-laid plans of the enemy.
You can only use this ability while this unit has a Whisperblade. Once per turn, when an enemy unit
issues a command, you can say that the Whisperblade will attempt to disrupt it. If you do so, roll a dice. On a 4+, that command is not received (the
command ability still counts as having been used) and the
command point that was spent to issue that command is lost. Each time a command is issued, no more than 1 attempt to disrupt it can be made.
Sound the Advance: The role of the Great Herald is to direct the movement of the soldiery around them.
You can only use this ability while this unit has a Great Herald. Add 1 to
run rolls and
charge rolls for friendly
CITIES OF SIGMAR HUMAN units while they are wholly within 12" of any friendly units that have a Great Herald. In addition, when a friendly
CITIES OF SIGMAR HUMAN unit wholly within 12" of any friendly units that have a Great Herald
retreats, you can add D3" to the Move characteristic of all models in that unit until the end of the phase.
Tune of the Corpus Somni: It is said only Sigmarites who are close to death can hear the pipe of the Corpus Somni. Those who are yet deaf to its melancholy notes, however, are inexplicably filled with an odd sense of certainty that they will see the day through to its end.
You can only use this ability while this unit has a Soul Shepherd. In the
battleshock phase, each time a model would
flee from a friendly
CITIES OF SIGMAR HUMAN unit while that friendly unit is wholly within 12" of this unit, roll a dice. On a 4+, that model does not flee. The same unit cannot be affected by this ability more than once in the same phase.
ORDER, CITIES OF SIGMAR, HUMAN, FREEGUILD, FREEGUILD COMMAND CORPS |
Planting their pavises in the ground, Freeguild Fusiliers form up into a defensive line that is effectively a fortress battlement brought to the field. From this defensive position, they unleash continuous volleys of fire from their sturdy fusil-cannons amidst drifting clouds of blackpowder smoke.
Fusil-cannon: Fortified Position |
| Fusil-cannon: Fortified Position | 24" | 2 | 4+ | 4+ | -1 | 1 |
Fusil-cannon: Mobile |
| Fusil-cannon: Mobile | 12" | 1 | 4+ | 4+ | -1 | 1 |
Brace of Pistols |
| Brace of Pistols | 9" | 4 | 3+ | 3+ | -1 | 1 |
Bayonet |
| Bayonet | 1" | 1 | 4+ | 4+ | - | 1 |
Unit Size: 10
Points: 160
Battlefield Role: None
Base size: 28.5mmNotes: For each
Freeguild Steelhelms unit included in an army, 1 Freeguild Fusiliers unit can be included in the army as a Battleline unit.
Each model in a Freeguild Fusiliers unit is armed with a Fusil-cannon and Bayonet.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Castelite Formation
CHAMPION: 1 model in this unit can be a Fusil-Sergeant. Add 2 to the Attacks characteristic of that model’s Fusil-cannon. Alternatively, that model can be armed with a Brace of Pistols instead of a Fusil-cannon.
STANDARD BEARER: 1 in every 10 models in this unit can be a Fusilier Herald. Add 1 to the Bravery characteristic of this unit while it includes any Fusilier Heralds.
Designer’s Note: The Blackpowder Squire isn’t a model for rules purposes; it is a marker for the Resupply Run ability.
Fusiliers, Fire!: When in position, Fusiliers unleash devastating volleys of fire into the enemy lines.
Each time a model shoots with a Fusil-cannon, if its unit is in a fortified position, use the Fortified Position weapon characteristics. Otherwise, use the Mobile weapon characteristics.
Fortified Position: Heavy pavises are slammed into the dirt, forming a wall of oak and iron as strong as a fortification.
At the start of the battle, this unit is in a fortified position. In addition, at the end of your
movement phase, if this unit both remained stationary and was not set up in that phase, it can establish a fortified position. Once this unit is in a fortified position, it remains so until it moves or is removed from the battlefield. While this unit is in a fortified position, you can ignore negative
modifiers to
save rolls for attacks made with missile weapons that target it.
Resupply Run: As ammunition runs low, Blackpowder Squires are dispatched to bring fresh supplies to the line.
Once per battle, at the start of your
shooting phase in the third or subsequent
battle rounds, you can say that this unit will be resupplied by its Blackpowder Squire. If you do so, you can re-roll
hit rolls for attacks made with missile weapons by this unit until the end of that phase.
ORDER, CITIES OF SIGMAR, HUMAN, FREEGUILD, CASTELITE, FREEGUILD FUSILIERS |
Gyrobombers are heavy assault aircraft equipped with racks of devastating bombs that they rain on the heads of their targets, enveloping them in a deadly storm of explosions and flying shrapnel.
Clattergun |
| Clattergun | 18" | 5 | 3+ | 3+ | -1 | 2 |
Rotor Blades |
| Rotor Blades | 1" | 3 | 4+ | 4+ | -1 | 2 |
Unit Size: 1 Points: 120
Battlefield Role: None
Base size: 50mm
A Gyrobomber is armed with a Clattergun and Rotor Blades
Grudgebuster Bombs: Gyrobombers swoop over the enemy lines, dropping a lethal payload onto the hapless warriors below.
After this unit has made a
normal move, pick 1 enemy unit that this unit passed across and roll a dice. On a 2+, that enemy unit suffers D3
mortal wounds.
ORDER, CITIES OF SIGMAR, DUARDIN, IRONWELD ARSENAL, WAR MACHINE, GYROBOMBER |
Small and nimble singleduardin fighter craft, Gyrocopters roar over the heads of their targets in tight formation, strafing them with flames or scalding steam before wheeling away to begin another attack run.
Brimstone Gun |
| Brimstone Gun | 15" | 3 | 3+ | 3+ | -1 | D3 |
Steam Gun |
| Steam Gun | 12" | 2D6 | 3+ | 3+ | - | 1 |
Rotor Blades |
| Rotor Blades | 1" | 3 | 4+ | 4+ | -1 | 2 |
Unit Size: 1/3 Points: 80/240
Battlefield Role: None
Base size: 50mm
Notes: Single. Each time this unit is included in an army, it can have 3 models. If it has 1 model, the points value is 80. If it has 3 models, the points value is 240.
Each model in a Gyrocopters unit is armed with Rotor Blades and 1 of the following weapon options: Brimstone Gun; or Steam Gun.
CHAMPION: If this unit has 2 or more models, 1 model in this unit can be a Squadron Leader. Add 1 to the Attacks characteristic of that model’s missile weapons.
Guild Bombs: Every Gyrocopter goes to battle with a single payload of these volatile blackpowder explosives.
Once per battle, after this unit has made a
normal move, pick 1 enemy unit and roll 1 dice for each model in this unit that passed across any models in that enemy unit. For each roll of 2+, that enemy unit suffers D3
mortal wounds.
ORDER, CITIES OF SIGMAR, DUARDIN, IRONWELD ARSENAL, WAR MACHINE, GYROCOPTERS |
Hammerers are traditionally tasked with guarding the Warden Kings in battle. The rhythmic rise and fall of their gromril mauls instils fear in their enemies just as it lifts the spirits of their fellow duardin.
Gromril Great Hammer |
| Gromril Great Hammer | 1" | 2 | 3+ | 3+ | -2 | 2 |
Unit Size: 10 Points: 140
Battlefield Role: None
Base size: 25mm
Each model in a Hammerers unit is armed with a Gromril Great Hammer.
CHAMPION: 1 model in this unit can be a Keeper of the Gate. Add 1 to the Attacks characteristic of that model’s melee weapons.
STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit while it includes any Standard Bearers.
MUSICIAN: 1 in every 10 models in this unit can be a Musician. Add 1 to
run rolls and
charge rolls for this unit while it includes any Musicians.
Kingsguard: These warriors are oathsworn to protect their liege.
At the start of the first battle round, before determining who has the first turn, you can pick 1 friendly
WARDEN KING on the battlefield for this unit to be assigned to (the same
WARDEN KING cannot have more than 1 unit assigned to it). That
WARDEN KING has a ward of 4+ while it is within 3" of this unit.
ORDER, CITIES OF SIGMAR, DUARDIN, DISPOSSESSED, HAMMERERS |
Though mere mortals in a world filled with walking nightmares, Hexbane’s Hunters burn with conviction and bring with them the full might of humanity’s determination and resourcefulness – let the enemies of Sigmar beware!
Crossbow Launcher |
| Crossbow Launcher | 18" | 1 | 3+ | 3+ | -1 | D6 |
Volley Pistol |
| Volley Pistol | 9" | 3 | 3+ | 3+ | -1 | 1 |
Great Axe |
| Great Axe | 2" | 3 | 3+ | 3+ | -2 | D3 |
Witch Hunter Weapons |
| Witch Hunter Weapons | 1" | 2 | 3+ | 3+ | -1 | 1 |
Ferocious Bite |
| Ferocious Bite | 1" | 3 | 4+ | 3+ | - | 1 |
Unit Size: 5
Points: 180
Battlefield Role: None
|
Aemos Duncarrow | 32mm |
Brydget Axwold | 28mm |
Ratspike | 25mm |
Grotbiter | 25mm |
Quiet Pock | 32mm |
Notes: Single, Unique. Haskel Hexbane and Hexbane’s Hunters units must be taken as a set. Although taken as a set, each is a separate unit.
The models in Hexbane’s Hunters are BrydgetAxwold, Aemos Duncarrow, Quiet Pock, Ratspike and Grotbiter. BrydgetAxwold is armed with a Volley Pistol and Witch Hunter Weapons. Aemos Duncarrow is armed with a GreatAxe. Quiet Pock is armed with a Crossbow Launcher and Witch Hunter Weapons. Ratspike and Grotbiter are each armed with a Ferocious Bite.
Grim Resolve: Witch hunters are tenacious opponents, ignoring the pain of wounds that would fell a lesser person.
This unit has a
ward of 5+.
Agents of the Order: These warriors fight at Hexbane’s side, hunting the evil and the wicked without mercy.
Add 1 to the damage inflicted by attacks made by this unit that target the unit you picked to be the target of the witch hunt (see the
Haskel Hexbane warscroll).
Flamewood Stakes: Carved from Aqshian flamewood, these stakes burst into flame when they pierce the flesh of an undead creature.
At the end of the
combat phase, you can pick 1 enemy unit within 1" of this unit and roll a dice. Add 1 to the roll if that unit has the
DEATH,
DAEMON or
WIZARD keyword. On a 3+, that unit suffers D3
mortal wounds.
ORDER, CITIES OF SIGMAR, HUMAN, ORDER OF AZYR, HEXBANE’S HUNTERS |
Armed with a terrifying array of heavy weaponry, Irondrakes overwhelm their foes with torrents of flesh-melting flame and volleys of high explosive missiles, relying upon mastercrafted gromril armour to fend off all retaliation.
Grudgehammer Torpedo |
| Grudgehammer Torpedo | 18" | 1 | 3+ | 3+ | -2 | D3 |
Drakegun |
| Drakegun | 15" | 1 | 3+ | 3+ | -1 | 1 |
Drakefire Pistol |
| Drakefire Pistol | 9" | 2 | 3+ | 3+ | -1 | 1 |
Plated Fist |
| Plated Fist | 1" | 1 | 3+ | 3+ | - | 1 |
Unit Size: 10 Points: 160
Battlefield Role: None
Base size: 25mm
Notes: For each Ironbreakers unit included in an army, 1 Irondrakes unit can be included in the army as a Battleline unit.
Each model in an Irondrakes unit is armed with a Drakegun and a Plated Fist.
CHAMPION: 1 model in this unit can be an Ironwarden. An Ironwarden can replace its Drakegun with 1 of the following weapon options: Grudgehammer Torpedo; or Drakefire Pistols and a Cinderblast Bomb.
STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic ofthis unit while it includes any Standard Bearers.
MUSICIAN: 1 in every 10 models in this unit can be a Hornblower. Add 1 to
run rolls and
charge rolls for this unit while it includes any Hornblowers.
Blaze Away: Once in position, Irondrakes rain unrelenting fire upon the foe.
Add 1 to the Attacks characteristic of this unit’s missile weapons if there are no enemy units within 3" of this unit and this unit has not made a move or been set up in the same turn.
Cinderblast Bomb: This weapon explodes in a burst ofshrapnel and flame.
It this unit includes a model armed with a Cinderblast Bomb, once per battle, in your
shooting phase, that model can throw it. Ifit does so, pick 1 enemy unit within 6" of that model and roll a dice. On a 2+, that unit suffers D3
mortal wounds.
Grudgehammer Torpedo: These armour-piercing warheads can bring down the mightiest foes.
The Damage characteristic of this unit’: Grudgehammer Torpedo is 3 if the target of the attack is a
MONSTER.
ORDER, CITIES OF SIGMAR, DUARDIN, DISPOSSESSED, IRONDRAKES |
Employed to chase down fast-moving prey, Scourgerunner Chariots are swift and deadly war machines armed with a deadly harpoon launcher that can cripple even the most fearsome monster.
Ravager Harpoon |
| Ravager Harpoon | 18" | 2 | 3+ | 3+ | -2 | D3 |
Repeater Crossbow |
| Repeater Crossbow | 18" | 4 | 4+ | 4+ | - | 1 |
Hook-spear |
| Hook-spear | 2" | 2 | 4+ | 4+ | - | 1 |
Vicious Bite |
| Vicious Bite | 1" | 4 | 4+ | 4+ | - | 1 |
Unit Size: 1/3 - 1 Points: 80/240
Battlefield Role: None
Base size: 120 x 92mm
Notes: Single. Each time you include this unit in your army, it can have 3 models. If it has 1 model, the points value is 80. If it has 3 models, the points value is 240.
Each model in a Scourgerunner Chariots unit is armed with a Ravager Harpoon, Repeater Crossbow and Hook-spear.
MOUNT: This unit’s Dark Steeds are armed with Vicious Bites.
CHAMPION: If this unit has 2 or more models, 1 model in this unit can be a High Beastmaster. Add 1 to the Attacks characteristic of that model’s missile weapons.
Lay the Beast Low: Loosed by a keeneyed aelf, a harpoon sails through the air and sinks deep into its target's vital organs.
The Damage characteristic of this unit’s Ravager Harpoon is 3 for attacks that target an enemy
MONSTER.
ORDER, CITIES OF SIGMAR, AELF, SCOURGE PRIVATEERS, SCOURGERUNNER CHARIOTS |
Trackers, scouts and outdoorsmen, the Wildercorps are experts in attacking from the cover of thick foliage and broken ground. Their warhounds surge forward, sinking fangs into flesh even as skilled marksmen pick out their targets with crossbows and arbalests.
Hunting Crossbow |
| Hunting Crossbow | 18" | 2 | 4+ | 4+ | -1 | 1 |
Hunting Arbalest |
| Hunting Arbalest | 18" | 2 | 3+ | 3+ | -2 | D3 |
Hunting Weapons |
| Hunting Weapons | 1" | 2 | 4+ | 4+ | - | 1 |
Ferocious Bite |
| Ferocious Bite | 1" | 3 | 4+ | 3+ | - | 1 |
Unit Size: 11
Points: 130
Battlefield Role: None
|
Wildercorps Warden, Arbalest | 40mm |
2 x Leatherhides and Trailblazer | 28.5mm |
2 x Scouts and 4 x Trailhounds | 25mm |
Notes: For each
Freeguild Steelhelms unit included in an army, 1 Wildercorps Hunters unit can be included in the army as a Battleline unit.
Each model in a Wildercorps Hunters unit is armed with a Hunting Crossbow and Hunting Weapons.
WILDERCORPS WARDEN: 1 in every 11 models in this unit must be a Wildercorps Warden. That model is armed with a Ferocious Bite in addition to its other weapons. Wildercorps Wardens can
issue commands to their own unit.
TRAILHOUNDS: 4 in every 11 models in this unit must be a Trailhound. Each ofthose models is armed with a Ferocious Bite instead of any other weapons.
ARBALESTER: 1 in every 11 models in this unit must be an Arbalester. That model is armed with a Hunting Arbalest instead of a Hunting Crossbow.
Expert Trackers: These soldiers are tasked with scouting ahead of the main advance, luring out enemy warriors and alerting their allies to any dangers that lie before them.
After deployment but before the first battle round begins, this unit can make a
normal move (it cannot
run).
Hidden and Dangerous: Lurking unseen by the enemy, Wildercorps Hunters stalk their quarry sometimes for days on end before they launch surprise volleys of crossbow boltsfrom hidden positions.
This unit is not visible to enemy units while it is in
cover or while it is more than 12" away from them. In addition, improve the Rend characteristic of this unit’s missile weapons by 1 while all of the models in this unit are within 1" of a
terrain feature.
ORDER, CITIES OF SIGMAR, HUMAN, FREEGUILD, WILDERCORPS HUNTERS |
Hanniver Toll has assembled a rogue’s gallery to aid him in his quest to purify the God-King’s cities. The master thief Lyssa Revenya and the information broker Mistress Verentia are as cunning as they are deadly, while Valius, Keeper Aqshian of Hammerhal, brings his celestial strength to the cause.
Cane Gun |
| Cane Gun | 12" | 2 | 4+ | 3+ | -1 | 1 |
Perfectly Balanced Sabre |
| Perfectly Balanced Sabre | 1" | 4 | 3+ | 3+ | -1 | 1 |
Decking Rope and Grapnel |
| Decking Rope and Grapnel | 2" | 1 | 4+ | 2+ | -2 | 3 |
Castellant’s Sword |
| Castellant’s Sword | 1" | 6 | 3+ | 3+ | -1 | 1 |
Vicious Beak and Claws |
| Vicious Beak and Claws | 1" | 4 | 3+ | 4+ | - | 1 |
Unit Size: 3 - 350
Points: 350
Battlefield Role: None
|
Valius, the Keeper Aqshian | 40mm |
Mistress Verentia and Lyssa Revenya | 32mm |
Notes: Single, Unique.
Callis and Toll and Toll’s Companions units must be taken as a set referred to as the Saviours of Cinderfall. Although taken as a set, each is a separate unit.
The models in Toll’s Companions are Valius, the Keeper Aqshian, Mistress Verentia and Lyssa Revenya. Valius, the Keeper Aqshian, is armed with a Castellant’s Sword. Mistress Verentia is armed with a Cane Gun and Perfectly Balanced Sabre. Lyssa Revenya is armed with a Decking Rope and Grapnel.
ELITE: Models in this unit can
issue commands to their own unit.
COMPANION: This unit is accompanied by a Gryph-hound armed with a Vicious Beak and Claws.
VALIUS, THE KEEPER AQSHIAN: Valius, the Keeper Aqshian, has a Wounds characteristic of 5.
They Will Break Upon My Shield: There are few combat techniques Valius has not learnt to counter.
While this unit includes Valius, the Keeper Aqshian, ignore negative
modifiers to
save rolls for attacks that target this unit.
Secrets from the Shadows: Mistress Verentia uses information gathered by her spies to predict her foes’ manoeuvres.
While this unit includes Mistress Verentia, each time an enemy unit within 12" of this unit
receives a command, roll a dice. On a 5+, you receive 1
command point.
Silent as Death: A locked door is to be picked, a high wall is to be scaled and the shadows are to be embraced.
During deployment, instead of setting up this unit and a friendly
CALLIS AND TOLL unit on the battlefield, you can place those units to one side and say that they are keeping to the shadows as
reserve units. At the end of your
movement phase, you can set up this unit wholly within 3" of any
terrain features or
faction terrain features and more than 9" from all enemy units. Then, set up the friendly
CALLIS AND TOLL unit within 3" of this unit and more than 9" from all enemy units. Both units can be set up in the same
garrison.
ORDER, CITIES OF SIGMAR, HUMAN, ORDER OF AZYR, HAMMERHAL AQSHA, HERO, SAVIOURS OF CINDERFALL, TOLL’S COMPANIONS |
The Brethren of the Bolt worship Sigmar in his aspect as a bringer of divine lightning, and they channel electrical charge from the air into their weapons. Each carries a crude disc of hammered copper in order to better guide lightning towards them.
Lectroshock Club |
| Lectroshock Club | 1" | 3 | 4+ | 4+ | -1 | 2 |
Brethren Weapons |
| Brethren Weapons | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 4
Points: 120
Battlefield Role: None
|
Friar Galvic | 32mm |
Soror Tazat, Acolyte Arcus and Scorched Yakob | 25mm |
Notes: Single, Unique.
Pater Filius and Brethren of the Bolt units must be taken as a set. Although taken as a set, each is a separate unit.
The models in the Brethren of the Bolt are Friar Galvic, Soror Tazat, Acolyte Arcus and Scorched Yakob. Friar Galvic is armed with a Lectroshock Club. Soror Tazat, Acolyte Arcus and Scorched Yakob are each armed with Brethren Weapons.
Crackling with Faith: The half-sane Brethren of the Bolt draw their power from the Azyrite thunderstorms above to charge their weapons and smite the foes of Sigmar.
If an unmodified
hit roll for an attack made by this unit is 6, you can pick another enemy unit within 6" of this unit that was not targeted by that attack. That enemy unit suffers 1
mortal wound after the attack has been resolved.
ORDER, CITIES OF SIGMAR, HUMAN, DEVOTED OF SIGMAR, BRETHREN OF THE BOLT |
Duardin Crossbow |
| Duardin Crossbow | 20" | 1 | 4+ | 4+ | - | 1 |
Ranger Axe |
| Ranger Axe | 1" | 1 | 4+ | 4+ | - | 1 |
Unit Size: 10 Points: 135
Battlefield Role: None
Each model in a Dispossessed Quarrellers unit is armed with a Duardin Crossbow and Ranger Axe.
CHAMPION: 1 model in this unit can be a Veteran. Add 1 to the Attacks characteristic of that model’s Ranger Axe.
STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Standard Bearers.
MUSICIAN: 1 in every 10 models in this unit can be a Drummer. You can add 1 to
charge rolls for this unit if it includes any Drummers.
Precision Fire: Add 1 to the Attacks characteristic of this unit’s Duardin Crossbows if it has not made a normal move in the same turn.
ORDER, CITIES OF SIGMAR, DUARDIN, DISPOSSESSED, QUARRELLERS |
Duardin Handgun |
| Duardin Handgun | 16" | 1 | 4+ | 3+ | -1 | 1 |
Brace of Duardin Pistols |
| Brace of Duardin Pistols | 8" | 2 | 4+ | 3+ | -1 | 1 |
Duardin Handgun |
| Duardin Handgun | 1" | 1 | 4+ | 5+ | - | 1 |
Brace of Duardin Pistols |
| Brace of Duardin Pistols | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 10 Points: 135
Battlefield Role: None
Each model in a Dispossessed Thunderers unit is armed with a Duardin Handgun.
CHAMPION: 1 model in this unit can be a Veteran. A Veteran is armed with a Brace of Duardin Pistols instead of a Duardin Handgun.
STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Standard Bearers.
MUSICIAN: 1 in every 10 models in this unit can be a Drummer. You can add 1 to
charge rolls for this unit if it includes any Drummers.
Precision Fire: Add 1 to hit rolls for this unit’s Duardin Handguns if it has not made a normal move in the same turn.
ORDER, CITIES OF SIGMAR, DUARDIN, DISPOSSESSED, THUNDERERS |
Drake Lance and Drake Sword |
| Drake Lance and Drake Sword | 1" | 2 | 3+ | 4+ | - | 1 |
Ithilmar-shod Hooves |
| Ithilmar-shod Hooves | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 5 Points: 135
Battlefield Role: None
Notes: Battleline if general is Order Draconis
Each model in a Dragon Blades unit is armed with a Drake Lance and Drake Sword.
MOUNT: This unit’s Aelven Purebreeds are each armed with Ithilmar-shod Hooves.
CHAMPION: 1 model in this unit can be a Drakemaster. Add 1 to the Attacks characteristic of that model’s Drake Lance and Drake Sword.
STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Standard Bearers. Add 2 to the Bravery characteristic of this unit instead if this unit includes any Standard Bearers and is within 8" of another friendly
ORDER DRACONIS unit.
MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. Add 1 to
run rolls and
charge rolls for this unit if it includes any Hornblowers.
Lance Charge: Add 1 to the
wound rolls and Damage of this unit’s Drake Lances and Swords if it charged in the same turn.
Dragon Lance: If this unit makes a
charge move, until the end of the turn, add 1 to
wound rolls for attacks made with its Drake Lances and Drake Swords and add 1 to the damage inflicted by each successful attack made with its Drake Lances and Drake Swords.
Drake Shields: Add 1 to
save rolls for attacks that target this unit.
Ancient Dignity: Do not take battleshock tests for this unit if it is within 16" of a friendly ORDER DRACONIS HERO.
ORDER, CITIES OF SIGMAR, AELF, ORDER DRACONIS, DRAGON BLADES |
Gryph-hounds are pack-hunting creatures from the realm of Azyr, noble beasts that detest corruption. Their sharp senses pierce deception as easily as their beaks and claws shred the flesh of the unfaithful. Packs of Gryph-hounds are known to ally themselves to those fighting for a just cause, and they offer loyal protection to their companions.
Vicious Beak and Claws |
| Vicious Beak and Claws | 1" | 4 | 3+ | 4+ | - | 1 |
Each model in a Free City Gryphhounds unit is armed with a Vicious Beak and Claws.
Darting Attacks: After this unit has fought and all of its attacks have been resolved, it can retreat 6".
ORDER, CITIES OF SIGMAR, CELESTIAL, FREE CITY GRYPH-HOUNDS |
Swifthawk Bows |
| Swifthawk Bows | 16" | 3 | 4+ | 4+ | - | 1 |
Eagle Eye Bolt Thrower |
| Eagle Eye Bolt Thrower | 16" | 1 | 4+ | 3+ | -1 | D3 |
Agents’ Blades and Spears |
| Agents’ Blades and Spears | 2" | 2 | 4+ | 4+ | - | 1 |
Raking Talons |
| Raking Talons | 3" | 3 | 3+ | 4+ | -1 | 1 |
Unit Size: 1 Points: 135
Battlefield Role: None
Each model in a Skycutters unit is armed with one of the following weapon options: Eagle Eye Bolt Thrower and Agents’ Blades and Spears; or Swifthawk Bows and Agents’ Blades and Spears. Each model in the unit must be armed with the same weapon option.
MOUNT: This unit’s Swiftfeather Hawks are each armed with Raking Talons.
Aelven Shields: Add 1 to
save rolls for attacks that target this unit.
Agents’ Blades and Spears: If this unit is armed with Swifthawk Bows and Agents’ Blades and Spears, add 1 to the Attacks characteristic of its Agents’ Blades and Spears.
Fleet of Wing: Roll 2D6 instead of single dice when making a
run roll for this unit.
Sky Chariot: This unit can
run and still
shoot later in the turn.
Swifthawk Discipline: If you fail a
battleshock test for this unit whilst it is within 16" of a friendly
SWIFTHAWK AGENTS HERO, halve the number of models that flee (rounding up).
ORDER, CITIES OF SIGMAR, AELF, SWIFTHAWK AGENTS, SKYCUTTERS |
Charioteers’ Bows |
| Charioteers’ Bows | 2" | 2 | 4+ | 3+ | - | 2 |
Swifthawk Spears |
| Swifthawk Spears | 2" | 3 | 4+ | 4+ | - | 1 |
Swift Hooves |
| Swift Hooves | 3" | 3 | 3+ | 4+ | -1 | 1 |
Unit Size: 1 Points: 90
Battlefield Role: None
Each model in a Swifthawk Charioteers unit is armed with Charioteers’ Bows and Swifthawk Spears.
MOUNT: This unit’s Aelven Purebreeds are armed with Swift Hooves.
Graceful Charge: You can re-roll
wound rolls for attacks made with melee weapons by this unit if it made a
charge move in the same turn.
Swift and Deadly: When you pick this unit to run, you do not need to make a
run roll. Instead, add 6" to the Move characteristic of the models in this unit in that phase.
In addition, this unit is eligible to fight in the
combat phase if it is within 6" of an enemy unit instead of 3", and it can move an extra 3" when it
piles in.
ORDER, CITIES OF SIGMAR, AELF, SWIFTHAWK AGENTS, CHARIOTS |
Greatsword |
| Greatsword | 1" | 2 | 3+ | 3+ | -1 | 1 |
Unit Size: 10 Points: 155
Battlefield Role: None
Notes: Battleline if general is ELDRITCH COUNCIL
Each model in a Swordmasters unit is armed with a Greatsword.
CHAMPION: 1 model in this unit can be a Bladelord. Add 1 to the Attacks characteristic of that model’s Greatsword.
STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Standard Bearers.
MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. You can add 1 to
charge rolls for this unit if it includes any Hornblowers.
A Blur of Blades: If the unmodified hit roll for an attack made by this unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound roll and save roll for each hit.
ORDER, CITIES OF SIGMAR, AELF, ELDRITCH COUNCIL, SWORDMASTERS |
Ranger Greataxes |
| Ranger Greataxes | 1" | 4 | 3+ | 3+ | -1 | 1 |
Fangs and Claws |
| Fangs and Claws | 1" | 4 | 4+ | 3+ | - | 1 |
Unit Size: 1 Points: 90
Battlefield Role: None
Each model in a White Lion Chariots unit is armed with Ranger Greataxes.
MOUNT: This unit’s War Lions are armed with Fangs and Claws.
Unbridled Ferocity: After a model in this unit finishes a charge move, roll a dice for each enemy unit within 1" of that model. On a 3+, that unit suffers D3 mortal wounds. If this unit has more than 1 model, roll to determine if mortal wounds are inflicted after each model finishes its charge move, but do not allocate the mortal wounds until all of the models in the unit have finished their charge moves.
ORDER, CITIES OF SIGMAR, AELF, LION RANGERS, WHITE LION CHARIOTS |
Ranger Greataxe |
| Ranger Greataxe | 1" | 2 | 3+ | 3+ | -1 | 1 |
Unit Size: 10 Points: 135
Battlefield Role: None
Each model in a White Lions unit is armed with a Ranger Greataxe.
CHAMPION: 1 model in this unit can be a Guardian. Add 1 to the Attacks characteristic of that model’s Ranger Greataxe.
STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Standard Bearers.
MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. You can add 1 to
charge rolls for this unit if it includes any Hornblowers.
Lion Cloaks: This unit has a ward of 6+.
ORDER, CITIES OF SIGMAR, AELF, LION RANGERS, WHITE LIONS |
Behemoth
One of the most complex and deadly creations of the Collegiate, the Celestial Hurricanum is a gigantic arcane orrery that can summon a furious magical storm to lay waste to enemy warriors.
Arcane Tools |
| Arcane Tools | 1" | 4 | 5+ | 5+ | - | 1 |
Steel-shod Hooves |
| Steel-shod Hooves | 1" | 4 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 230
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
A Celestial Hurricanum is armed with Arcane Tools.
MOUNT: This unit’s Warhorses are armed with Steel-shod Hooves.
Storm of Shemtek: A Celestial Hurricanum can summon a magical storm to batter the foe with the fury o f the heavens. As the battle rages, the tempest grows ever stronger.
In your
hero phase, you can pick 1 enemy unit within 18" of this unit and roll a number of dice equal to the number of the current battle round. For each roll of 2+, that enemy unit suffers D3
mortal wounds.
Portents of Battle: Celestial Hurricanums leak magical energy, granting nearby soldiers visions of the imminent future that allow them to land their blows with uncanny accuracy.
Add 1 to
hit rolls for attacks made by friendly
CITIES OF SIGMAR HUMAN units wholly within 9" of any friendly units with this ability.
ORDER, CITIES OF SIGMAR, HUMAN, COLLEGIATE ARCANE, WAR MACHINE, CELESTIAL HURRICANUM |
The Kharibdyss is a deep-sea abomination that inspires primal terror in its prey. These beasts are employed by the Scourge Privateers to shatter enemy formations, where upon the scattered and broken survivors are picked off by the cruel Corsairs.
Fanged Tentacles |
| Fanged Tentacles | 3" | 5 | 4+ | 3+ | -1 | 3 |
Spiked Tail |
| Spiked Tail | 3" | D6 | 3+ | 3+ | - | 1 |
Cruel Goads and Whips |
| Cruel Goads and Whips | 2" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 160
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
A Kharibdyss is armed with Fanged Tentacles and a Spiked Tail.
CREW: This unit’s handlers are armed with Cruel Goads and Whips.
Abyssal Howl: These creatures let loose spine-chilling roars when they scent the blood of their prey.
Enemy units cannot receive the
Rally and
Inspiring Presence commands while they are within 12" of this unit.
ORDER, CITIES OF SIGMAR, AELF, SCOURGE PRIVATEERS, MONSTER, KHARIBDYSS |
The Luminark of Hysh is a devastating arcane war machine, capable of focusing light through its aetherquartz optics in order to unleash a beam of soulfire that vaporises everything in its path.
Searing Beam of Light |
| Searing Beam of Light | 30" | 1 | |
Arcane Tools |
| Arcane Tools | 1" | 4 | 5+ | 5+ | - | 1 |
Steel-shod Hooves |
| Steel-shod Hooves | 1" | 4 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 200
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
A Luminark of Hysh is armed with a Searing Beam of Light and Arcane Tools
MOUNT: This unit’s Warhorses attack with their Steel-shod Hooves.
Searing Beam of Light: As interlocking lenses of aetherquartz click into place, a beam of blinding white light burns forth to immolate all before it.
Do not use the attack sequence for an attack made with Searing Beam of Light. Instead, pick 1 point on the battlefield within range ofthe shooting model that is visible to it and draw a straight line between that point and the closest point on the shooting model’s base. Roll a dice for each unit that has any models passed across by that line. For each roll of 2+, that unit suffers D3
mortal wounds.
Aura of Protection: Luminarks of Hysh are surrounded by a protective magical aura.
Friendly
CITIES OF SIGMAR HUMAN units have a
ward of 6+ while they are wholly within 9" of any friendly units with this ability.
ORDER, CITIES OF SIGMAR, HUMAN, COLLEGIATE ARCANE, WAR MACHINE, LUMINARK OF HYSH |
Clanking monstrosities of steel and iron, Steam Tanks rattle across the battlefield, blasting away at targets with their cannons and steam-spewing guns while grinding yet more to paste beneath their metal-clad wheels.
Steam Cannon |
| Steam Cannon | 24" | 1 | 4+ | 2+ | -2 | D3+2 |
Steam Gun |
| Steam Gun | 8" | 2D6 | 3+ | 3+ | - | 1 |
Crushing Wheels |
| Crushing Wheels | 1" | 6 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 260
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single. Battleline if general is a STEAM TANK COMMANDER
A Steam Tank is a single model armed with a Steam Cannon, Steam Gun and Crushing Wheels.
Steel Behemoth: Enemy warriors are crushed beneath the ironclad bulk of this war machine.
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.
More Pressure!: Pumping pressure into the valves and pistons of a Steam Tank can improve its performance – but risks a catastrophic backfire.
At the start of your
hero phase, you can choose to overpressure this model’s boiler. If you do so, roll 2D6. If the roll is less than the number of wounds currently allocated to this model, this model immediately suffers D3
mortal wounds.
If the roll is equal to or greater than the number of wounds currently allocated to this unit, pick 1 of the following effects to apply to this unit until the start of your next hero phase:
Power the Wheels: This unit can
run and
shoot and/or
charge in the same turn.
Power the Guns: Add 1 to the Attacks characteristic ofthis unit’s Steam Cannon and add D6 to the Attacks characteristic of this unit’s Steam Gun.
ORDER, CITIES OF SIGMAR, HUMAN, IRONWELD ARSENAL, WAR MACHINE, STEAM TANK |
Stoked into a killing rage by the goads and lashing whips of their handlers, War Hydras lumber forward into battle, their multiple heads spitting flesh-melting gouts of flame as they stomp and crush the enemy to bloody paste.
Fiery Breath |
| Fiery Breath | 9" | See below | 2+ | 3+ | -1 | 1 |
Razor-sharp Fangs |
| Razor-sharp Fangs | 3" | 6 | 4+ | 3+ | -1 | 3 |
Cruel Goads and Whips |
| Cruel Goads and Whips | 2" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 170
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
A War Hydra is armed with Fiery Breath and Razor-sharp Fangs.
CREW: This unit’s handlers are armed with Cruel Goads and Whips.
Fiery Breath: Each of the Hydra's many heads lets loose a torrent of flames that engulf the enemy.
The Attacks characteristic of Fiery Breath is equal to the number of models in the target unit, to a maximum Attacks characteristic of 10.
Sever One Head, Another Takes Its Place: It is almost impossible to kill a Hydra, for they regenerate wounds and regrow severed heads with alarming speed.
At the end of the
combat phase, you can
heal up to 5
wounds allocated to this model.
ORDER, CITIES OF SIGMAR, AELF, ORDER SERPENTIS, MONSTER, WAR HYDRA |
The Carmine Dragon is a creature saturated with the arcane power of Shyish, its claws and fangs rippling with amethyst magic. With every roar, it unleashes deadly blasts of dark energy that strip its terrified victims of their souls.
Soul-sheering Blast |
| Soul-sheering Blast | 12" | 1 | |
Raking Claws |
| Raking Claws | 2" | | 4+ | 3+ | -2 | 2 |
Amethyst Fangs |
| Amethyst Fangs | 3" | 3 | 3+ | | -2 | D6 |
0-6 | 16" | 8 | 2+ |
7-9 | 14" | 7 | 3+ |
10-11 | 11" | 6 | 4+ |
12+ | 9" | 5 | 5+ |
Unit Size: 1 Points: 475
Battlefield Role: Behemoth
Base size: 100mm
Notes: Single
A Carmine Dragon is armed with Raking Claws, Amethyst Fangs and a Soul-sheering Blast.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
ORDER keyword.
Deathly Dark Scales: The Carmine Dragon’s hide is nigh-on impenetrable to all but the strongest of blows.
This model has a
ward of 5+.
Soul-sheering Blast: Gouts of amethyst flame erupt from the Carmine Dragon’s open maw, sheering souls from their mortal forms and leaving bodies rendered to nothing more than a purple-glowing pile of ash.
Do not use the
attack sequence for an attack made with Soul-sheering Blast. Instead, roll a dice. On a 5+, the target unit suffers D6
mortal wounds.
Spell Devourer: With the amethyst energies of the Realm of Endings coalescing through its body, the Carmine Dragon can force a magical effect to die off with a single pulse of thought.
Each time this model is affected by a
spell or the ability of an
endless spell, you can roll a dice. On a 4+, ignore the effects of that spell or the ability of that endless spell on this model.
ORDER, DRAGON, MONSTER, CARMINE DRAGON |
Dread Maws are massive reptilian worms that spend most of their lives below ground, only surfacing to hunt. They use their hard rock-like coils to bind and crush their prey, and are able to tunnel through rock and soil as a fish swims through water.
Slime Spray |
| Slime Spray | 12" | 1 | 4+ | 3+ | -2 | D6 |
Cavernous Maw |
| Cavernous Maw | 3" | 3 | 3+ | 2+ | | D6 |
Writhing Coils |
| Writhing Coils | 2" | | 4+ | 4+ | -1 | 1 |
0-6 | 14" | -3 | 3D6 |
7-8 | 12" | -2 | 2D6 |
9-10 | 10" | -2 | D6 |
11+ | 8" | -1 | D3 |
Unit Size: 1 Points: 495
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
A Dread Maw is armed with a Cavernous Maw, Writhing Coils and Slime Spray.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION or
ORDER keyword.
Devourer From Below: The Dread Maw’s ability to burrow through the ground means that it can emerge from any part of a battlefield without hindrance, taking its prey by surprise.
During deployment, instead of setting up this model on the battlefield, you can place it to one side and say that it is tunnelling through the earth in
reserve. If you do so, at the end of your second
movement phase, you must set up this model anywhere on the battlefield more than 9" from all enemy units.
Impenetrable Hide: Long exposure to the taint left behind from the Age of Chaos has made the armoured scales of Dread Maws all but impervious to harm.
This model has a
ward of 5+.
Tunnel Worm: The Dread Maw grinds through rock and soil without resistance.
When this model makes a move, it can pass across
terrain features and other models in the same manner as a model that can
fly.
Yawning Maw: Their circular mouths studded with rows of sickle-shaped teeth, Dread Maws can swallow a fully armoured man whole.
Add 1
wound rolls for attacks made a Cavernous Maw if the target unit has a Wounds characteristic of 2 or less.
Elementals of Beasts are gruesome fusions of meat and bone, bound together and given will by the raw magic of Ghur. Savage beyond imagining, they slash and gore their way through whole armies, reducing their enemies to mutilated heaps of flesh.
Amber Breath |
| Amber Breath | 12" | D6 | 5+ | 3+ | -2 | D3 |
Savage Talons |
| Savage Talons | 2" | | 3+ | 4+ | -2 | 1 |
Impaling Horns |
| Impaling Horns | 2" | 4 | 4+ | 3+ | -1 | D3 |
0-5 | 10" | 3+ | 12 |
6-8 | 8" | 4+ | 10 |
9-11 | 7" | 4+ | 8 |
12+ | 6" | 5+ | 6 |
Unit Size: 1 Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
An Incarnate Elemental of Beasts is armed with Savage Talons, Impaling Horns and Amber Breath.
MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the
DESTRUCTION or
ORDER keyword.
Savage Frenzy: These creatures are at their most dangerous in their final moments, lashing out at their enemies in vengeful hatred.
If this model is slain, before removing it from play, it can fight. This model is then removed from play.
Howl of the Great Beast: The howl of an Incarnate Elemental of Beasts can freeze the blood of all who hear it.
Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of this model.
Incarnate of Ghur: Incarnate Elementals are able to draw upon the energies from their realm to increase their strength.
Add 1 to
wound rolls for attacks made by this model if it is within 1" of any
terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (
core rules, 28.1.3).
The Lure of Spilt Blood: The potent aroma of freshly spilt blood sends these creatures into a frenzy.
You can re-roll
charge rolls for this model if it is within 12" of any enemy models that have any wounds allocated to them.
GHUR, MONSTER, INCARNATE ELEMENTAL OF BEASTS |
An Incarnate Elemental of Fire is a magical creature formed from the wantonly destructive forces of Aqshy, the Realm of Fire. It appears as a great burning figure of cindered flesh engulfed in robes of furnace-hot flames.
Fiery Bolts |
| Fiery Bolts | 18" | | 4+ | 4+ | -1 | 1 |
Tendrils of Fire |
| Tendrils of Fire | 2" | 6 | 3+ | 4+ | - | 1 |
Burning Lance |
| Burning Lance | 3" | 3 | 3+ | 2+ | -2 | 2 |
0-3 | 8" | 3+ | 10 |
4-6 | 7" | 4+ | 8 |
7-9 | 6" | 4+ | 6 |
10-12 | 5" | 5+ | 4 |
13+ | 4" | 6+ | 2 |
Unit Size: 1 Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
An Incarnate Elemental of Fire is armed with Tendrils of Fire, a Burning Lance and Fiery Bolts.
MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the
DESTRUCTION or
ORDER keyword.
Ashes to Ashes: The burning power of an Incarnate Elemental of Fire is no natural flame, but an insidious and almost wilfully destructive arcane force that eats into anything it touches, destroying them from within.
If the unmodified
hit roll for an attack made by this model is 6, double the weapon’s Damage characteristic for that attack.
Gift of Elemental Fire: The very presence of an Incarnate Elemental of Fire brings destruction, as the heat that radiates off its form is enough to scorch metal and kindle flesh into bright flame.
At the end of the
combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers D3
mortal wounds.
Incarnate of Aqshy: Incarnate Elementals are able to draw upon the energies from their realm to heal their bodies and increase their strength.
Add 1 to
wound rolls for attacks made by this model if it is within 1" of any
terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (
core rules, 28.1.3).
AQSHY, MONSTER, INCARNATE ELEMENTAL OF FIRE |
These primordial beasts are among the most malevolent of dragon kind. Their gullet burns with the intensity of a raging volcano, and when roused to wrath they incinerate their foes with jets of flame, or else tear them to shreds with their enormous claws and fangs.
Brimstone Dragonfire |
| Brimstone Dragonfire | 18" | 1 | |
Furnace-hot Jaws |
| Furnace-hot Jaws | 3" | 4 | 3+ | 2+ | | D6 |
Crushing Claws |
| Crushing Claws | 2" | | 4+ | 3+ | -1 | 2 |
0-10 | 16" | -3 | 8 |
11-13 | 14" | -3 | 7 |
14-16 | 12" | -2 | 6 |
17+ | 10" | -2 | 5 |
Unit Size: 1 Points: 585
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single
A Magma Dragon is armed with Furnace-hot Jaws, Crushing Claws and Brimstone Dragonfire.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION or
ORDER keyword.
Brimstone Dragonfire: Unleashing the heat within, the Magma Dragon spews gouts of whitehot fire upon its prey.
Do not use the
attack sequence for an attack made with this model’s Brimstone Dragonfire. Instead, roll a dice. On a 2+, the target unit suffers D6
mortal wounds. If the target unit has 10 or more models, it suffers 2D6 mortal wounds instead of D6.
Burning Blood: The lifeblood that flows through Magma Dragons is molten rock. To spill it is akin to standing beside a volcanic eruption.
Roll a dice each time a
wound or
mortal wound that was caused by a melee weapon is allocated to this model. On a 4+, the attacking unit suffers 1 mortal wound. On a 6, the attacking unit suffers D3 mortal wounds instead.
DRAGON, MONSTER, MAGMA DRAGON |
Merwyrms are nightmarish creatures able to traverse both land and sea. Harbouring a malice cultivated in their endless struggle for survival upon the ocean floor, they loose this hatred upon any foolish enough to go into battle against them.
Chill Breath |
| Chill Breath | 8" | 6 | 4+ | 3+ | -1 | 1 |
Hideous Jaws |
| Hideous Jaws | 1" | 3 | 3+ | 3+ | | D3 |
Powerful Tail |
| Powerful Tail | 2" | 1 | 4+ | 3+ | -1 | |
0-5 | 8" | -3 | 6 |
6-7 | 7" | -2 | D6 |
8-9 | 6" | -2 | D3 |
10+ | 5" | -1 | 2 |
Unit Size: 1 Points: 280
Battlefield Role: Behemoth
Notes: Single
A Merwyrm is armed with Chill Breath, Hideous Jaws and a Powerful Tail.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION or
ORDER keyword.
Abyssal Predator: The Merwyrm’s usual prey are the leviathans of the deep, and they have a talent for latching onto their quarry and tearing away great chunks of flesh.
If the unmodified
wound roll for an attack made with this model’s Hideous Jaws is 6, the Damage characteristic of that weapon for that attack is D6 instead of D3.
Stench of the Deep: The air around this beast is filled with an unholy stench of rotting flesh and brackish filth. This putrid smell upturns stomachs and stings eyes, weakening and blinding its enemies before they can attack.
Subtract 1 from
hit rolls for attacks made with melee weapons that target this model.
Unnatural Metabolism: The Merwyrm’s cavernous jaws are so huge that stories abound of its ability to swallow a person whole, its wounds sealing each time it devours an unfortunate victim.
At the end of the
combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can
heal up to D3 wounds allocated to this model.
Artillery
The massive artillery pieces known as Ironweld Great Cannons act as the bastions of the Castelite formations. Protected by thick oaken 1 gun-shields affixed to the weapon’s fore, the crew tirelessly load and reload their weapon to ensure the barrage upon the enemy is relentless.
Great Cannon: Cannonball |
| Great Cannon: Cannonball | 24" | 2 | 4+ | 2+ | -2 | D3+2 |
Great Cannon: Armour-piercing Shell |
| Great Cannon: Armour-piercing Shell | 24" | 2 | 4+ | 2+ | -4 | D6 |
Great Cannon: Grapeshot |
| Great Cannon: Grapeshot | 12" | 5 | 3+ | 3+ | -1 | 2 |
Tools and Sidearms |
| Tools and Sidearms | 1" | 3 | 4+ | 5+ | - | 1 |
Unit Size: 1 Points: 140
Battlefield Role: Artillery
Base size: 90mm
Notes: Single
An Ironweld Great Cannon is armed with a Great Cannon.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Castelite Formation
CREW: This unit’s crew are armed with Tools and Sidearms.
Shot and Shell: The engineers of the Ironweld Arsenal have developed a range of different ammunition for the Great Cannon to fire.
Each time a model shoots with a Great Cannon, choose either the Cannonball, Armour-piercing Shell or Grapeshot missile weapon characteristics for that shooting attack. The Cannonball and Armour-piercing Shot can only be chosen while this unit is in a fortified position.
Fortified Position: This lumbersome war machine is wheeled into position with its heavy oaken shieldfacing the enemy, protecting the crewfrom enemyfire.
At the start of the battle, this unit is in a fortified position. In addition, at the end of your
movement phase, if this unit both remained stationary and was not set up in that phase, it can establish a fortified position. Once this unit is in a fortified position, it remains so until it moves or is removed from the battlefield. While this unit is in a fortified position, you can ignore negative
modifiers to
save rolls for attacks made with missile weapons that target it.
ORDER, CITIES OF SIGMAR, HUMAN, CASTELITE, IRONWELD ARSENAL, WAR MACHINE, IRONWELD GREAT CANNON |
Cannon Shell |
| Cannon Shell | 32" | 2 | 4+ | 2+ | -2 | D6 |
Artillery Toolss |
| Artillery Toolss | 1" | 3 | 4+ | 5+ | - | 1 |
Unit Size: 1 Points: 160
Battlefield Role: Artillery
Notes: Single
An Ironweld Arsenal Cannon is armed with Cannon Shells.
CREW: An Ironweld Arsenal Cannon has 3 Duardin Crew, who are armed with Artillery Tools. The crew must remain within 1" of the Ironweld Arsenal Cannon. For rules purposes, the Ironweld Arsenal Cannon and its crew are treated as a single model.
Explosive Shells: Add 1 to hit rolls for a Cannon Shell if the target unit has more than 5 models.
ORDER, CITIES OF SIGMAR, IRONWELD ARSENAL, WAR MACHINE, CANNON |
Warscroll Battalion
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| With a shieldwall of heavy pavises planted into the mud, the soldiers of a Castelite Formation become a living stronghold, ready to withstand the brunt of the enemy assault and mete out retribution in turn. Hold Formation!: These soldiers have campaigned together from the moment they took the Coin Malleus, forming steadfast bonds in battle. Now they fight and die as one, and will hold the line with every ounce of strength they can muster.
When a unit in this battalion receives the Inspiring Presence command, roll a dice for each other unit in this battalion wholly within 12" of that unit. On a 4+, do not take battleshock tests in that phase for the unit being rolled for. | |
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| The warriors of the Dispossessed fight proudly in the reclamation of their ancient holds and in the settling of not-forgotten grudges. Stubborn to the End: The Dispossessed are renowned for their stubborn refusal to admit defeat, especially in the face of overwhelming odds.
Subtract 1 from wound rolls for attacks that target a unit in this battalion in the third and subsequent battle rounds. | |
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| Ensorcelled by the unbreakable will of a Sorceress, the warriors of this warhost hurl themselves into battle, each aelf compelled to give their life for their dark and terrible mistress should she demand it. ‘Have No Mercy!’: With enemies closing in on all sides, the Sorceress who leads this bleak host commands her underlings to murder the foe with pitiless efficiency.
Once per battle, at the start of the combat phase, if the SORCERESS in this battalion is within 12" of any enemy units, you can say that she will command her underlings. If you do so, add 1 to wound rolls for attacks made with melee weapons by units in this battalion until the end of that phase. | |
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Regiment of Renown
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| From scions of the Dark Gods to marauding orruk warlords, threats to Sigmar’s people lurk in every corner of the realms. It is Neave Blacktalon, the God-King’s foremost assassin, who must put down these fell champions. Neave travels upon winds of magic during battle to unleash storms of never-ending axe blows. With her come the Blacktalons, tightly knit companions and warriors of deadly renown all. Justice Will Be Served: When a potential target is near, the Blacktalons are resolute in their determination to deliver Azyrite justice.
Friendly THE BLACKTALONS units have a ward of 6+. | |
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| The soulpod grove in which Elthwin’s lamentiri was incubated was ransacked by ghouls and touched with maddening energies. Over time, the spirit-song that naturally envelops her fellow Sylvaneth has become torturously faint to Elthwin, and it is only the Arch-Revenant’s strength of will that has staved off insanity. Gossamid Champion: Elthwin has fought alongside her Gossamid Archers innumerable times. Under her command, their arrows unerringly strike the weak points of their targets.
Add 1 to wound rolls for attacks made by the GOSSAMID ARCHERS unit in this regiment of renown while it is wholly within 12" of the ARCH-REVENANT in this regiment of renown.
Flight of the Zephyrspites: In their effort to return to Alarielle’s court, Elthwin’s Thorns are carried by swift and loyal Zephyrspites.
If the GOSSAMID ARCHERS unit in this regiment of renown is within 3" of the ARCH-REVENANT in this regiment of renown when you roll a 2+ to retreat using its Zephyrspites ability, instead of retreating, you can remove both units from the battlefield, then immediately set them up again so that the GOSSAMID ARCHERS unit is wholly within 3" of a terrain feature, the ARCH-REVENANT is wholly within 3" of the GOSSAMID ARCHERS unit, and both units are more than 9" from all enemy units. | |
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| Unit Size: - Points: 540 Battlefield Role: Warscroll Battalion Notes: Unique, Single. These units must be taken as a set referred to as Fjori’s Flamebearers. Although taken as a set, each is a separate unit.
Toe to Toe: The duardin who follow Fjori into battle do not back down from any foe, no matter the size.
Enemy MONSTERS within 3" of any units in this regiment of renown cannot contest objectives.
Defiance of Grimnir: For these vengeful Fyreslayers, the bigger the enemy, the better.
Units in this regiment of renown cannot be picked when your opponent carries out a monstrous rampage. | |
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