Cities of Sigmar – Warscrolls
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Contents

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6"
1
5+
6
WARSCROLL

Black Ark Corsairs

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Repeater Handbow
Repeater Handbow9"25+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wicked Cutlass
Wicked Cutlass1"14+4+-1
Vicious Blade
Vicious Blade1"14+5+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 85
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is a Black Ark Fleetmaster

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Charrwind Beasthunters

DESCRIPTION

A unit of Black Ark Corsairs has any number of models. The unit is armed with a Vicious Blade and one of the following weapon options: Repeater Handbow; or Wicked Cutlass.

REAVER: 1 model in this unit can be a Reaver. Add 1 to hit rolls for attacks made by this model.

STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of units that include any Standard Bearers.

HORNBLOWER: 1 in every 10 models in this unit can be a Hornblower. Add 1 to run and charge rolls for units that include any Hornblowers.

ABILITIES

Flashing Steel: These warriors overwhelm the enemy in a blur of slashing blades.
Add 1 to hit rolls for attacks made by this unit if it has 15 or more models.

Sea Dragon Cloak: These cloaks of scaly hide protect the bearer from arrows and other projectiles.
Add 1 to save rolls for attacks made with missile weapons that target this unit.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, SCOURGE PRIVATEERS, BLACK ARK CORSAIRS


6"
1
4+
8
WARSCROLL

Black Guard

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ebon Halberd
Ebon Halberd2"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 135
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is DARKLING COVENS

DESCRIPTION

A unit of Black Guard has any number of models, each armed with an Ebon Halberd.

CAPTAIN: 1 model in this unit can be a Captain. 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 units that include any Standard Bearers.

DRUMMER: 1 in every 10 models in this unit can be a Drummer. Add 1 to run and charge rolls for units that include any Drummers.

ABILITIES

Elite Bodyguard: Those who stray too close to a Sorceress in the guard of these grim warriors will soon feel the taste of ebon steel.
Add 1 to hit rolls for attacks made by this unit if this unit is wholly within 12" of a friendly DARKLING COVEN HERO.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, DARKLING COVEN, BLACK GUARD


14"
2
4+
6
WARSCROLL

Dark Riders

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
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Repeater Crossbow
Repeater Crossbow16"35+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Barbed Spear
Barbed Spear2"14+4+-1
Vicious Bite
Vicious Bite1"24+5+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 115
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is SHADOWBLADES

DESCRIPTION

A unit of Dark Riders has any number of models, each armed with a Repeater Crossbow and Barbed Spear.

MOUNT: This unit’s Dark Steeds attack with their Vicious Bite.

HERALD: 1 model in this unit can be a Herald. Add 1 to hit rolls for attacks made with that model’s missile weapon.

STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of units that include any Standard Bearers.

HORNBLOWER: 1 in every 5 models in this unit can be a Hornblower. Add 1 to charge rolls for units that include any Hornblowers.

ABILITIES

Murderous Charge: Driven home by the momentum of their wielders’ charge, spears thrust deep into the enemy’s flesh.
This unit’s Barbed Spears have a Damage characteristic of 2 instead of 1 if this unit made a charge 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.
Subtract 1 from the Bravery characteristic of enemy units while they are within 12" of any friendly DARK RIDERS.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, SHADOWBLADES, DARK RIDERS


10"
4
3+
6
WARSCROLL

Demigryph Knights

Wielding gleaming lances and halberds, Demigryph Knights are amongst the finest warriors of the free cities. Their fleet-footed mounts have razor-sharp beaks that can tear through armour and flesh with ease.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Demigryph Knight’s Halberd
Demigryph Knight’s Halberd2"33+3+-11
Demigryph Knight’s Lance
Demigryph Knight’s Lance2"33+4+-1
Beak and Talons
Beak and Talons1"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 175
Battlefield Role: None
Base size: 75 x 42mm
Notes: Battleline if general is FREEGUILD

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Hammerhalian Lancers

DESCRIPTION

A unit of Demigryph Knights has any number of models. The unit is armed with one of the following weapon options: Demigryph Knight’s Halberd; or Demigryph Knight’s Lance.

MOUNT: This unit’s Demigryphs attack with their Beaks and Talons.

PRECEPTOR: 1 model in this unit can be a Preceptor. Add 1 to the Attacks characteristic of that model’s Demigryph Knight’s Halberd or Demigryph Knight’s Lance.

STANDARD BEARER: 1 in every 3 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of units that include any Standard Bearers.

HORNBLOWER: 1 in every 3 models in this unit can be a Hornblower. Add 1 to run and charge rolls for units that include any Hornblowers.

ABILITIES

Charging Lance: Demigryph Knights are deadly on the charge.
This unit’s Demigryph Knight’s Lances have a Rend characteristic of -2 instead of ‘-’ and a Damage characteristic of 2 instead of 1 if this unit made a charge move in the same turn.

Savage Ferocity: The sharp beak of a Demigryph can punch through enemy armour.
If the unmodified wound roll for an attack made with this unit’s Beak and Talons is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, FREEGUILD, DEMIGRYPH KNIGHTS


10"
6
4+
7
WARSCROLL

Drakespawn Chariots

Drakespawn Chariots are fleet-moving war machines equipped with vicious scythes to slice the limbs from passing foes and crewed by hunters who riddle their targets with barbed bolts from their repeater crossbows.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Repeater Crossbow
Repeater Crossbow16"45+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Barbed Spear
Barbed Spear2"23+4+-11
Ferocious Jaws
Ferocious Jaws1"43+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: None
Base size: 120 x 92mm
Notes: Battleline if general is ORDER SERPENTIS

DESCRIPTION

A unit of Drakespawn Chariots has any number of models. Each Drakespawn Chariot has a crew armed with a Barbed Spear and Repeater Crossbow.

MOUNT: This unit’s Drakespawn attack with their Ferocious Jaws.

ABILITIES

Scythed Runners: Vicious blades are fitted to this chariot, carving apart anything that gets in its way.
Each time a model from this unit finishes a charge move, you can pick 1 enemy unit within 1" of that model and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds. If this unit has more than 1 model, roll to determine if mortal wounds are inflicted after each model completes its charge move, but do not allocate the mortal wounds until after all of the models in the unit have moved.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, ORDER SERPENTIS, DRAKESPAWN CHARIOTS


10"
2
3+
7
WARSCROLL

Drakespawn Knights

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Barbed Lance
Barbed Lance2"13+4+-11
Ferocious Jaws
Ferocious Jaws1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 125
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is ORDER SERPENTIS

DESCRIPTION

A unit of Drakespawn Knights has any number of models, each armed with a Barbed Lance.

MOUNT: This unit’s Drakespawn attack with their Ferocious Jaws.

DREAD KNIGHT: 1 model in this unit can be a Dread Knight. Add 1 to the Attacks characteristic of that model’s melee weapon.

STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of units that include any Standard Bearers.

HORNBLOWER: 1 in every 5 models in this unit can be a Hornblower. Add 1 to charge rolls for units that include any Hornblowers.

ABILITIES

Lance Charge: As the Drakespawn thunder across the battlefield, lances are levelled ready to be driven deep into the enemy.
This unit’s Barbed Lances have a Rend characteristic of -2 instead of -1 and a Damage characteristic of 2 instead of 1 if this unit made a charge move in the same turn.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, ORDER SERPENTIS, DRAKESPAWN KNIGHTS


6"
1
4+
7
WARSCROLL

Executioners

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Executioner’s Draich
Executioner’s Draich1"23+3+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 130
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is DARKLING COVENS

DESCRIPTION

A unit of Executioners has any number of models, each armed with an Executioner’s Draich.

DRAICH MASTER: 1 model in this unit can be a Draich Master. 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 units that include any Standard Bearers.

DRUMMER: 1 in every 10 models in this unit can be a Drummer. Add 1 to run and charge rolls for units that include any Drummers.

ABILITIES

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 inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, DARKLING COVEN, EXECUTIONERS


6"
1
-
8
WARSCROLL

Flagellants

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Castigating Flails and Clubs
Castigating Flails and Clubs1"25+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 80
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is HUMAN

DESCRIPTION

A unit of Flagellants has any number of models, each armed with Castigating Flails and Clubs.

PROPHET: 1 model in this unit can be a Prophet. Add 1 to the Attacks characteristic of that model’s melee weapon.

ABILITIES

Glorious Martyrs: Hymns are sung of the venerated fallen, driving those who remain into a righteous battle frenzy.
Add 1 to the Attacks characteristic of this unit’s melee weapons if any models from this unit have been slain in the same turn. Add 2 to the Attacks characteristic instead of 1 if 5 or more models from this unit have been slain in the same turn.

Fanatical Fury: These warriors race into the fray without fear, striking down any that defy the glory of Sigmar.
Add 1 to hit and wound rolls for attacks made by this unit if it made a charge move in the same turn.

Reckless Abandon: When all hope is lost, a Flagellant will fling himself at the enemy with reckless abandon, heedless of his own survival.
Each time a model from this unit flees, you can pick 1 enemy unit within 6" of this unit and roll a dice. On a 4+, that enemy unit suffers 1 mortal wound.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, DEVOTED OF SIGMAR, FLAGELLANTS


5"
1
4+
6
WARSCROLL

Freeguild Greatswords

Greatsword units are composed of the best and most experienced warriors of the Freeguild regiments. Clad in finely wrought plate armour and wielding two-handed greatblades, they carve a bloody swathe through anything in their path.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Zweihander
Zweihander1"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 150
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is FREEGUILD

DESCRIPTION

A unit of Freeguild Greatswords has any number of models, each armed with a Zweihander.

GUILD CHAMPION: 1 model in this unit can be a Guild Champion. 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 units that include any Standard Bearers.

HORNBLOWER: 1 in every 10 models in this unit can be a Hornblower. Add 1 to run and charge rolls for units that include any Hornblowers.

ABILITIES

Decapitating Swing: A single strike from a Zweihander can take the head clean off the shoulders.
If the unmodified hit roll for an attack made with a Zweihander is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Oathsworn Honour Guard: These veteran warriors will not allow the enemy to close upon an officer in their guard.
Add 1 to hit rolls for attacks made with melee weapons by this unit if it is wholly within 18" of any friendly FREEGUILD HEROES.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, FREEGUILD, FREEGUILD GREATSWORDS


12"
2
5+
6
WARSCROLL

Freeguild Outriders

Outriders are light cavalry scouts armed with a variety of blackpowder weapons. They harry the flanks of the enemy’s formation, blasting away with pinpoint precision before wheeling their mounts about to evade retribution.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Grenade-launching Blunderbuss
Grenade-launching Blunderbuss12"14+3+-1D3
Brace of Pistols
Brace of Pistols9"23+3+-11
Repeater Handgun
Repeater Handgun16"D35+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Freeguild Cavalry Sabre
Freeguild Cavalry Sabre1"14+4+-1
Stamping Hooves
Stamping Hooves1"24+5+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 110
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline in a TEMPEST’S EYE army

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Aetherguard Windrunners

DESCRIPTION

A unit of Freeguild Outriders has any number of models, each armed with a Repeater Handgun and Freeguild Cavalry Sabre.

MOUNT: This unit’s Steeds attack with their Stamping Hooves.

SHARPSHOOTER: 1 model in this unit can be a Sharpshooter. Add 1 to the Attacks characteristic of that model’s Freeguild Cavalry Sabre. In addition, a Sharpshooter can replace their Repeater Handgun with one of the following weapon options: Grenade-launching Blunderbuss; or Brace of Pistols.

TRUMPETER: 1 in every 5 models in this unit can be a Trumpeter. Add 1 to run and charge rolls for units that include any Trumpeters.

ABILITIES

Expert Gunners: Outriders can unleash salvoes of fire with deadly precision if they are not in melee.
Add 1 to the Attacks characteristic of this unit’s Repeater Handguns if this unit is not within 3" of any enemy units.

Skilled Riders: Each of these soldiers is a master equestrian.
This unit can run and/or retreat and still shoot later in the same turn.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, FREEGUILD, FREEGUILD OUTRIDERS


12"
2
5+
5
WARSCROLL

Freeguild Pistoliers

Pistoliers are master horsemen skilled in both marksmanship and swordplay. As their hardy horses gallop towards the foe, these cavalrymen fire their pistols with devastating accuracy before switching to keen sabres to carry the charge home
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Brace of Pistols
Brace of Pistols9"24+3+-11
Repeater Handgun
Repeater Handgun16"D34+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sabre and Pistol Butt
Sabre and Pistol Butt1"24+4+-1
Stamping Hooves
Stamping Hooves1"24+5+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 105
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline in a TEMPEST’S EYE army

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Aetherguard Windrunners

DESCRIPTION

A unit of Freeguild Pistoliers has any number of models, each armed with a Brace of Pistols and a Sabre and Pistol Butt.

MOUNT: This unit’s Steeds attack with their Stamping Hooves.

OUTRIDER: 1 model in this unit can be a Outrider. Add 1 to the Attacks characteristic of that model’s Sabre and Pistol Butt. In addition, an Outrider can replace their Brace of Pistols with a Repeater Handgun.

TRUMPETER: 1 in every 5 models in this unit can be a Trumpeter. Add 1 to charge rolls for units that include any Trumpeters.

ABILITIES

Hail of Bullets: Pistoliers unleash a hail of bullets as they charge towards a foe.
After this unit makes a charge move, it can shoot with any Braces of Pistols it is armed with.

Reckless Riders: The young, brash warriors ride their mounts at a gallop even in the heat of battle.
You can re-roll run and charge rolls for this unit.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, FREEGUILD, FREEGUILD PISTOLIERS


12"
5
4+
6
WARSCROLL

Gyrobombers

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Clattergun
Clattergun20"44+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rotor Blades
Rotor Blades1"D35+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: None
Base size: 50mm

DESCRIPTION

A unit of Gyrobombers has any number of models, each armed with a Clattergun, Rotor Blades and Grudgebuster Bombs.

FLY: This unit can fly.

ABILITIES

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 and roll 1 dice for each model in this unit that passed across any models from that enemy unit. For each 2+, that enemy unit suffers D3 mortal wounds.

KEYWORDS
ORDER, DUARDIN, CITIES OF SIGMAR, IRONWELD ARSENAL, WAR MACHINE, GYROBOMBERS


16"
4
4+
6
WARSCROLL

Gyrocopters

Small and nimble single-duardin fighter craft, Gyrocopters roar over the heads of their targets in tight formation, strafing them with flames or flesh-melting steam before wheeling away to begin another attack run.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Brimstone Gun
Brimstone Gun16"33+3+-11
Steam Gun
Steam Gun8"See below3+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rotor Blades
Rotor Blades1"D35+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 75
Battlefield Role: None
Base size: 50mm

DESCRIPTION

A unit of Gyrocopters has any number of models. The unit is armed with Rotor Blades, Guild Bombs and one of the following weapon options: Brimstone Gun; or Steam Gun.

ELITE: Models in this unit can issue commands to their own unit.

FLY: This unit can fly.

ABILITIES

Steam Gun: This weapon sprays the foe with scalding vapour.
Before attacking with a Steam Gun, pick 1 enemy unit that is within range of the attacking model’s Steam Gun. The Attacks characteristic of that model’s Steam Gun is equal to the number of models from that enemy unit within range of the attacking model’s Steam Gun. All attacks made with that Steam Gun must target that enemy unit.

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 from that enemy unit. For each 2+, that enemy unit suffers D3 mortal wounds.

KEYWORDS
ORDER, DUARDIN, CITIES OF SIGMAR, IRONWELD ARSENAL, WAR MACHINE, GYROCOPTERS


4"
1
4+
7
WARSCROLL

Hammerers

Tasked with defending the rulers of the Dispossessed against all threats, Hammerers pound out a rhythmic beat on the skulls of their enemies as they swing their heavy weapons with bone-breaking force.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gromril Great Hammer
Gromril Great Hammer1"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 145
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is DISPOSSESSED

DESCRIPTION

A unit of Hammerers has any number of models, each armed with a Gromril Great Hammer.

KEEPER OF THE GATE: 1 model in this unit can be a Keeper of the Gate. 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 units that include any Standard Bearers.

MUSICIAN: 1 in every 10 models in this unit can be a Musician. Add 1 to run and charge rolls for units that include any Musicians.

ABILITIES

Kingsguard: These warriors will fight for their lords until the bitter end.
Do not take battleshock tests for this unit while it is wholly within 12" of a friendly DISPOSSESSED HERO.

Shattering Blow: A single strike from a gromril hammer can pulverise the victim’s ribcage or shatter their skull.
If the unmodified wound roll for an attack made with a Gromril Great Hammer is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

KEYWORDS
ORDER, DUARDIN, CITIES OF SIGMAR, DISPOSSESSED, HAMMERERS


4"
1
4+
7
WARSCROLL

Irondrakes

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Grudgehammer Torpedo
Grudgehammer Torpedo20"13+3+-2D3
Drakegun
Drakegun16"13+3+-11
Drakefire Pistol
Drakefire Pistol8"13+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Mailed Fist
Mailed Fist1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 160
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is DUARDIN

DESCRIPTION

A unit of Irondrakes has any number of models, each armed with a Drakegun and Mailed Fist.

IRONWARDEN: 1 model in this unit can be an Ironwarden. Add 1 to the Attacks characteristic of that model’s Mailed Fist. In addition, an Ironwarden can replace their Drakegun with one of the following weapon options: Grudgehammer Torpedo; Drakefire Pistol and Cinderblast Bomb; or a pair of Drakefire Pistols.

STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of units that include any Standard Bearers.

HORNBLOWER: 1 in every 10 models in this unit can be a Hornblower. Add 1 to run and charge rolls for units that include any Hornblowers.

ABILITIES

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 in the same turn.

Cinderblast Bomb: This weapon explodes in a burst of shrapnel and flame.
Once per battle, in your shooting phase, a model armed with a Cinderblast Bomb 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.

Forge-proven Gromril Armour: Missiles bounce harmlessly off the mastercrafted armour of these warriors.
Add 1 to save rolls for attacks made with missile weapons that target this unit.

Grudgehammer Torpedo: These armour-piercing warheads can bring down the mightiest foes.
A Grudgehammer Torpedo has a Damage characteristic of D6 instead of D3 if the target is a MONSTER.

Paired Drakefire Pistols: With a pistol in each hand, this warrior guns down the enemy.
Add 1 to the Attacks characteristic of a Drakefire Pistol for models armed with a pair of Drakefire Pistols.

KEYWORDS
ORDER, DUARDIN, CITIES OF SIGMAR, DISPOSSESSED, IRONDRAKES


6"
1
4+
7
WARSCROLL

Phoenix Guard

Each member of this elite band is a revenant warrior, reborn to safeguard the flame of the Ur-Phoenix and lay waste to the servants of darkness. They go about this task in grim silence, wielding their halberds with unmatched grace.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Phoenix Halberd
Phoenix Halberd2"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 175
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is PHOENIX TEMPLE

DESCRIPTION

A unit of Phoenix Guard has any number of models, each armed with a Phoenix Halberd.

KEEPER OF THE FLAME: 1 model in this unit can be a Keeper of the Flame. 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 units that include any Standard Bearers.

DRUMMER: 1 in every 10 models in this unit can be a Drummer. Add 1 to charge rolls for units that include any Drummers.

ABILITIES

Emboldened: The will of these warriors never falters in the presence of the Phoenix Temple’s champions.
Do not take battleshock tests for this unit while it is wholly within 12" of a friendly PHOENIX TEMPLE HERO.

Witness to Destiny: Incoming blows and bolts of sorcery somehow contrive to miss their mark.
Roll a dice each time you allocate a wound or mortal wound to this unit. On a 4+, that wound or mortal wound is negated.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, PHOENIX TEMPLE, PHOENIX GUARD


12"
6
5+
6
WARSCROLL

Scourgerunner Chariots

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ravager Harpoon
Ravager Harpoon18"23+3+-1D3
Repeater Crossbow
Repeater Crossbow16"45+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hook-spear
Hook-spear2"24+4+-1
Vicious Bite
Vicious Bite1"44+5+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: None
Base size: 120 x 92mm
Notes: Battleline if general is SCOURGE PRIVATEERS

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Charrwind Beasthunters

DESCRIPTION

A unit of Scourgerunner Chariots has any number of models. Each Scourgerunner Chariot has a crew armed with a Hook-spear, Ravager Harpoon and Repeater Crossbow.

MOUNT: This unit’s Dark Steeds attack with their Vicious Bite.

HIGH BEASTMASTER: If this unit has 3 or more models, 1 model in this unit can be a High Beastmaster. Add 1 to hit rolls for attacks made with that model’s missile weapons.

ABILITIES

Lay the Beast Low: Loosed by a keen-eyed aelf, a harpoon sails through the air and sinks deep into its target’s vital organs.
If the unmodified hit roll for an attack made with a Ravager Harpoon is 6, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, SCOURGE PRIVATEERS, SCOURGERUNNER CHARIOTS


6"
1
5+
6
WARSCROLL

Shadow Warriors

Utterly dedicated to the eradication of their enemies, the cloaked killers known as Shadow Warriors strike without warning, loosing a pinpoint hail of arrows before closing to finish their quarry with cold steel.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ranger Bow
Ranger Bow18"13+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Coldsteel Blade
Coldsteel Blade1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 120
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is SHADOWBLADES

DESCRIPTION

A unit of Shadow Warriors has any number of models, each armed with a Ranger Bow and Coldsteel Blade.

SHADOW WALKER: 1 model in this unit can be a Shadow Walker. Add 1 to hit rolls for attacks made with that model’s missile weapon.

ABILITIES

One with the Shadows: These warriors are experts at ambushes and guerilla warfare.
Instead of setting up this unit on the battlefield, you can place this unit to one side and say that it is set up in the shadows as a reserve unit. If you do so, at the end of your movement phase, you can set up this unit anywhere on the battlefield more than 9" from any enemy units. Any reserve units in the shadows that are not set up on the battlefield before the start of the fourth battle round are destroyed.

Strike Unseen: From deep cover, the Shadow Warriors draw a bead upon their quarry, bowstrings taut, arrows knocked and ready for the killing shot.
Add 1 to hit and wound rolls for attacks made with missile weapons by this unit if this unit is in cover.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, SHADOWBLADES, SHADOW WARRIORS


12"
2
5+
7
WARSCROLL

Sisters of the Thorn

The Sisters of the Thornare a fellowship of arcane warriors who summon the fury of the wilds to obliterate the enemies of nature even as they hurl deadly volleys of blackbriar javelins with uncanny accuracy.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blackbriar Javelin
Blackbriar Javelin9"24+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Deepwood Coven Staff
Deepwood Coven Staff2"14+4+-1
Antlers and Hooves
Antlers and Hooves1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 130
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is WANDERERS

DESCRIPTION

A unit of Sisters of the Thorn has any number models, each armed with a Deepwood Coven Staff and Blackbriar Javelin.

MOUNT: This unit’s Fey Steeds attack with their Antlers and Hooves.

HANDMAIDEN OF THE THORN: 1 model in this unit can be a Handmaiden of the Thorn. Add 1 to the Attacks characteristic of that model’s Deepwood Coven Staff.

STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of units that include any Standard Bearers.

HORNBLOWER: 1 in every 5 models in this unit can be a Hornblower. Add 1 to run and charge rolls for units that include any Hornblowers.

MAGIC

This unit is a WIZARD while it has 2 or more models. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Armour of Thorns spells.

Armour of Thorns: The Sisters cause crawling brambles to burst from the ground and form a living barrier around their allies.
Armour of Thorns has a casting value of 7. If successfully cast, pick 1 friendly WANDERERS unit wholly within 18" of the caster that is visible to them. Until that unit moves, that unit is treated as being in cover.

In addition, until that unit moves, if the unmodified save roll for an attack made with a melee weapon that targets that unit is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, WANDERER, WIZARD, SISTERS OF THE THORN


6"
1
5+
7
WARSCROLL

Sisters of the Watch

There are few finer sharpshooters in the realms than the Sisters of the Watch, warriors dedicated to protecting the ancient ley lines of the realms. Their enchanted bows loose not arrows of wood and iron but bolts of flaming arcane energy.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Watch Bow
Watch Bow18"13+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ithilmar Sword
Ithilmar Sword1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 180
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is WANDERERS

DESCRIPTION

A unit of Sisters of the Watch has any number of models, each armed with a Watch Bow and Ithilmar Sword.

HIGH SISTER: 1 model in this unit can be a High Sister. Add 1 to the Attacks characteristic of that model’s missile weapon.

ABILITIES

Eldritch Arrows: These magical bolts of bluewhite fire engulf their targets in flame.
If the unmodified wound roll for an attack made with a Watch Bow is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Loose Until the Last: As the enemy close in, these warriors hold fast, loosing a final devastating volley.
If an enemy unit finishes a charge move within 3" of this unit, this unit can receive the Unleash Hell command without the command being issued and without a command point being spent.

Quicksilver Shot: The martial discipline of these proud warriors is something to be feared as they unleash an endless hail of arrows.
Add 1 to the Attacks characteristic of this unit’s Watch Bows if there are no enemy models within 3" of this unit and this unit has not made a move in the same turn.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, WANDERER, SISTERS OF THE WATCH


12"
2
5+
8
WARSCROLL

Wild Riders

Wild Riders are vengeful fey warriors that bound into battle upon mystical steeds. They display a reckless indifference to danger as they direct their mounts to trample and gore the enemy while stabbing out with hunting spears.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hunting Spear
Hunting Spear2"23+4+-11
Antlers and Hooves
Antlers and Hooves1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 120
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is WANDERERS

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Viridian Pathfinders

DESCRIPTION

A unit of Wild Riders has any number of models, each armed with a Hunting Spear.

MOUNT: This unit’s Fey Steeds attack with their Antlers and Hooves.

WILD HUNTER: 1 model in this unit can be a Wild Hunter. Add 1 to the Attacks characteristic of that model’s Hunting Spear.

STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of units that include any Standard Bearers.

HORNBLOWER: 1 in every 5 models in this unit can be a Hornblower. Add 1 to run and charge rolls for units that include any Hornblowers.

ABILITIES

Unbound Fury: These warriors embody nature’s vengeful wrath.
This unit’s Hunting Spears have a Rend characteristic of -2 instead of -1 and a Damage characteristic of 2 instead of 1 if this unit made a charge move in the same turn.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, WANDERER, WILD RIDERS


6"
1
5+
7
WARSCROLL

Wildwood Rangers

Wildwood Rangers are tasked with hunting and slaying those monstrous abominations that despoil the majesty of nature. It is a calling that they carry out swiftly and brutally with their curved draich blades.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ranger’s Draich
Ranger’s Draich2"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 135
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is WANDERERS

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Viridian Pathfinders

DESCRIPTION

A unit of Wildwood Rangers has any number of models, each armed with a Ranger’s Draich.

WILDWOOD WARDEN: 1 model in this unit can be a Wildwood Warden. 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 units that include any Standard Bearers.

HORNBLOWER: 1 in every 10 models in this unit can be a Hornblower. Add 1 to run and charge rolls for units that include any Hornblowers.

ABILITIES

Guardians of the Kindred: The Wildwood Rangers track and slay the monstrous creatures that despoil the woods of the realms.
A Ranger’s Draich has a Damage characteristic of 2 instead of 1 if the target is a MONSTER.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, WANDERER, WILDWOOD RANGERS


4"
1
5+
6
WARSCROLL

Dispossessed Quarrellers

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Duardin Crossbow
Duardin Crossbow20"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ranger Axe
Ranger Axe1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 135
Battlefield Role: None

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
ORDER, CITIES OF SIGMAR, DUARDIN, DISPOSSESSED, QUARRELLERS


4"
1
5+
6
WARSCROLL

Dispossessed Thunderers

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Duardin Handgun
Duardin Handgun16"14+3+-11
Brace of Duardin Pistols
Brace of Duardin Pistols8"24+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Duardin Handgun
Duardin Handgun1"14+5+-1
Brace of Duardin Pistols
Brace of Duardin Pistols1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 135
Battlefield Role: None

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
ORDER, CITIES OF SIGMAR, DUARDIN, DISPOSSESSED, THUNDERERS


12"
2
4+
7
WARSCROLL

Dragon Blades

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Drake Lance and Drake Sword
Drake Lance and Drake Sword1"23+4+-1
Ithilmar-shod Hooves
Ithilmar-shod Hooves1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 135
Battlefield Role: None
Notes: Battleline if general is Order Draconis

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
ORDER, CITIES OF SIGMAR, AELF, ORDER DRACONIS, DRAGON BLADES


9"
2
-
6
WARSCROLL

Free City Gryph-hounds

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Vicious Beak and Claws
Vicious Beak and Claws1"43+4+-1
DESCRIPTION

Each model in a Free City Gryphhounds unit is armed with a Vicious Beak and Claws.

ABILITIES

Darting Attacks: After this unit has fought and all of its attacks have been resolved, it can retreat 6".

KEYWORDS
ORDER, CITIES OF SIGMAR, CELESTIAL, FREE CITY GRYPH-HOUNDS


16"
8
5+
6
WARSCROLL

Skycutters

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Swifthawk Bows
Swifthawk Bows16"34+4+-1
Eagle Eye Bolt Thrower
Eagle Eye Bolt Thrower16"14+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Agents’ Blades and Spears
Agents’ Blades and Spears2"24+4+-1
Raking Talons
Raking Talons3"33+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 135
Battlefield Role: None

DESCRIPTION

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.

FLY: This unit can fly.

MOUNT: This unit’s Swiftfeather Hawks are each armed with Raking Talons.

ABILITIES

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).

KEYWORDS
ORDER, CITIES OF SIGMAR, AELF, SWIFTHAWK AGENTS, SKYCUTTERS


12"
5
5+
6
WARSCROLL

Swifthawk Chariots

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Charioteers’ Bows
Charioteers’ Bows2"24+3+-2
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Swifthawk Spears
Swifthawk Spears2"34+4+-1
Swift Hooves
Swift Hooves3"33+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: None

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
ORDER, CITIES OF SIGMAR, AELF, SWIFTHAWK AGENTS, CHARIOTS


6"
1
3+
7
WARSCROLL

Swordmasters

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Greatsword
Greatsword1"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 155
Battlefield Role: None
Notes: Battleline if general is ELDRITCH COUNCIL

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
ORDER, CITIES OF SIGMAR, AELF, ELDRITCH COUNCIL, SWORDMASTERS


9"
6
4+
7
WARSCROLL

White Lion Chariots

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ranger Greataxes
Ranger Greataxes1"43+3+-11
Fangs and Claws
Fangs and Claws1"44+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: None

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
ORDER, CITIES OF SIGMAR, AELF, LION RANGERS, WHITE LION CHARIOTS


6"
1
4+
8
WARSCROLL

White Lions

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ranger Greataxe
Ranger Greataxe1"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 135
Battlefield Role: None

DESCRIPTION

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.

ABILITIES

Lion Cloaks: This unit has a ward of 6+.

KEYWORDS
ORDER, CITIES OF SIGMAR, AELF, LION RANGERS, WHITE LIONS


Artillery


3"
7
4+
5
WARSCROLL

Helblaster Volley Gun

A single Helblaster can mow down scores of enemy warriors. Its multiple barrels spit forth a fearsome hail of metal shot and can even be fired simultaneously in order to increase the weapon’s killing power.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Volley of Shots (1 Deck)
Volley of Shots (1 Deck)24"D64+3+-11
Volley of Shots (2 Decks)
Volley of Shots (2 Decks)24"2D64+3+-11
Volley of Shots (3 Decks)
Volley of Shots (3 Decks)24"3D64+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Crew’s Tools
Crew’s Tools1"35+5+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 125
Battlefield Role: Artillery
Base size: 90 x 52mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Greywater Artillery Company

DESCRIPTION

A Helblaster Volley Gun consists of a Volley Gun and a crew of three Ironweld Crew. The Volley Gun is armed with a Volley of Shots, while the Ironweld Crew are armed with Crew’s Tools.

The Volley Gun and its crew are treated as a single model, using the characteristics given above. The crew must remain within 1" of the Volley Gun.

ABILITIES

Point Blank: At close range, avoiding the massive amounts of firepower unleashed by this war machine becomes nigh impossible.
Add 1 to hit rolls for attacks made with this model’s missile weapons that target an enemy unit wholly within 12" of this model.

Helblaster Volley: It is possible for the crew to load all of the Volley Gun’s decks to deliver a devastating round of fire upon the enemy; however, doing so risks the weapon jamming.
Before attacking with a Volley of Shots, choose either the 1 Deck, 2 Decks or 3 Decks missile weapon characteristics for that shooting attack. However, if the roll to determine the Attacks characteristic includes a double, this model cannot shoot in that phase and instead suffers 1 mortal wound.

Working Like Clockwork: Ironweld Engineers know just how to tinker with Volley Guns to ensure they work at maximum efficiency and do not jam in the heat of battle.
You can re-roll any dice when rolling to determine the Attacks characteristic of this model’s Volley of Shots if this model is within 3" of a friendly IRONWELD ARSENAL ENGINEER.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, IRONWELD ARSENAL, WAR MACHINE, HELBLASTER VOLLEY GUN


3"
7
4+
5
WARSCROLL

Helstorm Rocket Battery

Imprecise yet utterly terrifying weapons, Helstorm Rocket Batteries fire off intense volleys of screaming missiles that rain down amidst the ranks of the enemy, blasting them into shreds.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Helstorm Rocket Salvo
Helstorm Rocket Salvo10"-36"35+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Crew’s Tools
Crew’s Tools1"35+5+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 135
Battlefield Role: Artillery
Base size: 90 x 52mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Greywater Artillery Company

DESCRIPTION

A Helstorm Rocket Battery consists of a Rocket Battery and a crew of three Gunnery Crew. The Rocket Battery is armed with a Helstorm Rocket Salvo, while the Gunnery Crew are armed with Crew’s Tools.

The Rocket Battery and its crew are treated as a single model, using the characteristics given above. The crew must remain within 1" of the Rocket Battery.

ABILITIES

Rocket Salvo: A relentless bombardment of rockets rains down upon the enemy, detonating in a series of blossoming fireballs.
Add 1 to hit rolls for attacks made with this model’s Helstorm Rocket Salvo if all of the attacks made by that Helstorm Rocket Salvo in the same phase target the same enemy unit.

Calculated Trajectory: Ironweld engineers are excellent judges of wind speed, orientation and other factors, and they can vastly improve a Rocket Battery’s chances of hitting the foe.
You can re-roll hit rolls of 1 for attacks made with this model’s Helstorm Rocket Salvo if this model is within 3" of a friendly IRONWELD ARSENAL ENGINEER.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, IRONWELD ARSENAL, WAR MACHINE, HELSTORM ROCKET BATTERY


2"
4
5+
6
WARSCROLL

Ironweld Arsenal Cannon

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cannon Shell
Cannon Shell32"24+2+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Artillery Toolss
Artillery Toolss1"34+5+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Artillery
Notes: Single

DESCRIPTION

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.

ABILITIES

Explosive Shells: Add 1 to hit rolls for a Cannon Shell if the target unit has more than 5 models.

KEYWORDS
ORDER, CITIES OF SIGMAR, IRONWELD ARSENAL, WAR MACHINE, CANNON


Battleline


6"
1
4+
6
WARSCROLL

Bleakswords

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Darkling Sword
Darkling Sword1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 95
Battlefield Role: Battleline
Base size: 25mm

DESCRIPTION

A unit of Bleakswords has any number of models, each armed with a Darkling Sword.

LORDLING: 1 model in this unit can be a Lordling. 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 units that include any Standard Bearers.

HORNBLOWER: 1 in every 10 models in this unit can be a Hornblower. Add 1 to run and charge rolls for units that include any Hornblowers.

ABILITIES

Quicksilver Strike: These warriors seem to move in the blink of an eye, unleashing lethal ripostes and counter-strikes.
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 and save roll for each hit.

Ranks of Cold Steel: The massed ranks of the Darkling Covens fight with deadly coordination.
Add 1 to hit rolls for attacks made by this unit if it has 10 or more models.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, DARKLING COVEN, BLEAKSWORDS


6"
1
5+
6
WARSCROLL

Darkshards

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Repeater Crossbow
Repeater Crossbow16"24+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cruel Dagger
Cruel Dagger1"15+5+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 115
Battlefield Role: Battleline
Base size: 25mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Kraeth’s Shadowhost

DESCRIPTION

A unit of Darkshards has any number of models, each armed with a Repeater Crossbow and Cruel Dagger.

GUARDMASTER: 1 model in this unit can be a Guardmaster. Add 1 to hit rolls for attacks made with this model’s missile weapon.

STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of units that include any Standard Bearers.

HORNBLOWER: 1 in every 10 models in this unit can be a Hornblower. Add 1 to run and charge rolls for units that include any Hornblowers.

ABILITIES

Storm of Iron-tipped Bolts: The 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 if it has 10 or more models.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, DARKLING COVEN, DARKSHARDS


6"
1
4+
6
WARSCROLL

Dreadspears

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Darkling Spear
Darkling Spear2"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 90
Battlefield Role: Battleline
Base size: 25mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Kraeth’s Shadowhost

DESCRIPTION

A unit of Dreadspears has any number of models, each armed with a Darkling Spear.

LORDLING: 1 model in this unit can be a Lordling. 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 units that include any Standard Bearers.

HORNBLOWER: 1 in every 10 models in this unit can be a Hornblower. Add 1 to run and charge rolls for units that include any Hornblowers.

ABILITIES

Coven Guard: These warriors are trained to wait for the perfect moment before thrusting their spears into the heart of the foe.
If the unmodified hit roll for an attack made with a Darkling Spear is 6, that weapon has a Rend characteristic of -1 instead of ‘-’ for that attack.

Ranks of Cold Steel: The massed ranks of the Darkling Covens fight with deadly coordination.
Add 1 to hit rolls for attacks made by this unit if it has 10 or more models.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, DARKLING COVEN, DREADSPEARS


6"
1
4+
7
WARSCROLL

Eternal Guard

The grim warriors of the Eternal Guard safeguard the nomadic paths of the Wanderers, slaying anything that threatens the survival of their kindred with thrusts from their deadly spear-staves.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spear-stave
Spear-stave2"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 125
Battlefield Role: Battleline
Base size: 25mm

DESCRIPTION

A unit of Eternal Guard has any number of models, each armed with a Spear-stave.

ETERNAL WARDEN: 1 model in this unit can be an Eternal Warden. 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 units that include any Standard Bearers.

HORNBLOWER: 1 in every 10 models in this unit can be a Hornblower. Add 1 to run and charge rolls for units that include any Hornblowers.

ABILITIES

Fortress of Boughs: Eternal Guard are skilled at deflecting enemy strikes, forming an impenetrable wall.
Add 1 to save rolls for attacks that target this unit if this unit has not made a move in the same turn.

Form Fortress of Boughs: The Eternal Guard form into a phalanx, their spears thrusting and cutting with graceful yet disciplined efficiency.
Add 1 to hit and wound rolls for attacks made by this unit if this unit has not made a move in the same turn.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, WANDERER, ETERNAL GUARD


5"
1
6+
5
WARSCROLL

Freeguild Crossbowmen

The crossbow is a favoured weapon of Freeguild marksmen. Easy to master and capable of punching through steel plate, a unit of trained sharpshooters armed with such a weapon can pepper their quarry with a lethal hail of bolts.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Freeguild Crossbow
Freeguild Crossbow24"14+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Dagger
Dagger1"15+5+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 105
Battlefield Role: Battleline
Base size: 25mm

DESCRIPTION

A unit of Freeguild Crossbowmen has any number of models, each armed with a Freeguild Crossbow and Dagger.

MARKSMAN: 1 model in this unit can be a Marksman. Add 1 to hit rolls for attacks made with this model’s Freeguild Crossbow.

STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of units that include any Standard Bearers.

PIPER: 1 in every 10 models in this unit can be a Piper. Add 1 to run and charge rolls for units that include any Pipers.

ABILITIES

Reload, Fire!: Crossbowmen rely upon massed hails of bolts to overwhelm their enemies.
Add 1 to the Attacks characteristic of this unit’s Freeguild Crossbows if it has 10 or more models, there are no enemy models within 3" of this unit, and this unit has not made a move in the same turn.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, FREEGUILD, FREEGUILD CROSSBOWMEN


5"
1
5+
5
WARSCROLL

Freeguild Guard

TheFreeguild Guard form the backbone of the military forces of the free cities. Armed with swords, spears and whatever other weapons they can scavenge, these soldiers form a wall of steel and broad shields against the enemies of mortalkind.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Freeguild Halberd
Freeguild Halberd1"14+3+-11
Freeguild Spear
Freeguild Spear2"14+4+-1
Freeguild Sword
Freeguild Sword1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 85
Battlefield Role: Battleline
Base size: 25mm

DESCRIPTION

A unit of Freeguild Guard has any number of models. The unit is armed with one of the following weapon options: Freeguild Halberd; Freeguild Spear; or Freeguild Sword and Shield.

SERGEANT: 1 model in this unit can be a Sergeant. Add 1 to the Attacks characteristic of that model’s melee weapon.

DRUMMER: 1 in every 10 models in this unit can be a Drummer. Add 1 to run and charge rolls for units that include any Drummers.

STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of units that include any Standard Bearers.

ABILITIES

Massed Ranks: The regiments of the Freeguild Guard are organised and disciplined.
Add 1 to hit rolls for attacks made by this unit if it has 10 or more models.

Parry and Block: Wielding a shield in battle offers protection from enemy attacks.
Add 1 to save rolls for attacks that target a unit armed with Freeguild Swords and Shields.

Wall of Spears: Only the foolish dare charge a regiment bristling with spears and pikes.
Add 1 to wound rolls for attacks made with Freeguild Spears that target an enemy unit that made a charge move in the same turn.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, FREEGUILD, FREEGUILD GUARD


5"
1
6+
5
WARSCROLL

Freeguild Handgunners

Armed with long-barrelled wheellock firearms,these soldiers are drilled to hammer the enemy with relentless, raking volleys of metal shot. Should any foes survive, they switch to daggers and gun butts to finish them off
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Long Rifle
Long Rifle30"14+3+-12
Repeater Handgun
Repeater Handgun16"D34+3+-11
Freeguild Handgun
Freeguild Handgun16"14+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Dagger
Dagger1"15+5+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 105
Battlefield Role: Battleline
Base size: 25mm

DESCRIPTION

A unit of Freeguild Handgunners has any number of models, each armed with a Freeguild Handgun and Dagger.

MARKSMAN: 1 model in this unit can be a Marksman. A Marksman may replace their Freeguild Handgun with one of the following weapon options: Long Rifle; or Repeater Handgun. In addition, add 2 to hit rolls for attacks made with that model’s Freeguild Handgun.

STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of units that include any Standard Bearers.

PIPER: 1 in every 10 models in this unit can be a Piper. Add 1 to run and charge rolls for units that include any Pipers.

ABILITIES

Stand and Shoot: As the enemy charge, these warriors make one last shot, praying it will be enough to blunt their advance.
If an enemy unit finishes a charge move within 3" of this unit, this unit can receive the Unleash Hell command without the command being issued and without a command point being spent.

Steady Aim: Taking a deep breath and steadying their hands, each gunner draws a bead upon a single target.
Add 1 to hit rolls for attacks made by this unit if it has 10 or more models, there are no enemy models within 3" of this unit, and this unit has not made a move in the same turn.

Crack Shot: Tales are told of battles won with a single, well-paced shot from a long rifle.
Enemy HEROES do not benefit from the Look Out, Sir! rule for attacks made with a Long Rifle.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, FREEGUILD, FREEGUILD HANDGUNNERS


4"
1
3+
7
WARSCROLL

Ironbreakers

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Drakefire Pistol
Drakefire Pistol8"24+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ironbreaker Weapon
Ironbreaker Weapon1"23+4+-1
Mailed Fist
Mailed Fist1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 115
Battlefield Role: Battleline
Base size: 25mm

DESCRIPTION

A unit of Ironbreakers has any number of models, each armed with an Ironbreaker Weapon.

IRONBEARD: 1 model in this unit can be an Ironbeard. An Ironbeard can replace their Ironbreaker Weapon with a Mailed Fist and one of the following weapon options: Drakefire Pistol and Cinderblast Bomb; or a pair of Drakefire Pistols. In addition, 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 units that include any Standard Bearers.

DRUMMER: 1 in every 10 models in this unit can be a Drummer. Add 1 to run and charge rolls for units that include any Drummers.

ABILITIES

Cinderblast Bomb: This weapon explodes in a burst of shrapnel and flame.
Once per battle, in your shooting phase, a model armed with a Cinderblast Bomb can throw it. If they do so, pick 1 enemy unit within 6" of that model and roll a dice. On a 2+, that unit suffers D3 mortal wounds.

Paired Drakefire Pistols: With a pistol in each hand, this warrior guns down the enemy.
Add 1 to the Attacks characteristic of a Drakefire Pistol for models armed with a pair of Drakefire Pistols.

KEYWORDS
ORDER, DUARDIN, CITIES OF SIGMAR, DISPOSSESSED, IRONBREAKERS


4"
1
4+
7
WARSCROLL

Longbeards

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ancestral Great Axe
Ancestral Great Axe1"13+3+-11
Ancestral Weapon
Ancestral Weapon1"13+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 105
Battlefield Role: Battleline
Base size: 25mm

DESCRIPTION

A unit of Longbeards has any number of models. The unit is armed with one of the following weapon options: Ancestral Great Axe; or Ancestral Weapon and Gromril Shield.

OLD GUARD: 1 model in this unit can be a Old Guard. 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 units that include any Standard Bearers.

MUSICIAN: 1 in every 10 models in this unit can be a Musician. Add 1 to run and charge rolls for units that include any Musicians.

ABILITIES

Gromril Shieldwall: A wall of duardin-forged steel is a nigh impenetrable barrier.
Add 1 to save rolls for attacks made with melee weapons that target a unit with Gromril Shields.

Old Grumblers: Longbeards are always grumbling about something, from the youth of today not properly respecting their elders to their enemies’ cowardly reliance upon magic.
In your hero phase, you can say that this unit is grumbling. If you do so, pick 1 of the complaints below. That complaint is in effect until the start of your next hero phase.

‘I thought duardin were made of sterner stuff!’: Add 1 to the Bravery characteristic of friendly DISPOSSESSED units while they are wholly within 12" of any units with this complaint.

‘Put your back into it, beardling!’: You can re-roll wound rolls of 1 for attacks made by friendly DISPOSSESSED units while they are wholly within 12" of any units with this complaint.

‘Too much damned magic flying about these days!’: A unit with this complaint can attempt to dispel 1 endless spell in your hero phase.

KEYWORDS
ORDER, DUARDIN, CITIES OF SIGMAR, DISPOSSESSED, LONGBEARDS


4"
1
4+
6
WARSCROLL

Dispossessed Warriors

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Duardin Axe or Duardin Hammer
Duardin Axe or Duardin Hammer1"13+4+-1
Double-handed Duardin Axe
Double-handed Duardin Axe1"14+3+-11
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 100
Battlefield Role: Battleline

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
ORDER, CITIES OF SIGMAR, DUARDIN, DISPOSSESSED, WARRIORS


5"
1
6+
5
WARSCROLL

Freeguild Archers

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bow
Bow18"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Shortsword
Shortsword1"15+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 110
Battlefield Role: Battleline

DESCRIPTION

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.

ABILITIES

Huntsmen: After deployment, you can move this unit up to 2D6".

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, FREE PEOPLES, FREEGUILD ARCHERS


6"
1
6+
6
WARSCROLL

Glade Guard

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Longbow
Longbow20"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Glade Blade
Glade Blade1"15+5+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 135
Battlefield Role: Battleline

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
ORDER, CITIES OF SIGMAR, AELF, WANDERERS, GLADE GUARD


Leader


6"
5
4+
7
WARSCROLL

Anointed

Commanders of the Phoenix Guard, the Anointed have been granted the blessing of the Ur-Phoenix. Theymarch through the thickest storms of enemy magic without injury, before sweeping their foes aside with gleaming halberds.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Great Phoenix Halberd
Great Phoenix Halberd2"43+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 25mm
Notes: Single

DESCRIPTION

An Anointed is a single model armed with a Great Phoenix Halberd.

ABILITIES

Blessing of the Ur-Phoenix: Motes of elemental magic sparkle about this warrior, protecting them from harm.
This model can attempt to dispel 1 endless spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Witness to Destiny: Incoming blows and bolts of sorcery somehow contrive to miss their mark.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 4+, that wound or mortal wound is negated.

COMMAND ABILITIES

Captain of the Phoenix Guard: Marked for greatness by their deity, the commanders of the Phoenix Guard can inspire their warriors to acts of greatness.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly HERO with this command ability. Until the end of that phase, you can re-roll wound rolls for attacks made by friendly PHOENIX TEMPLE units while they are wholly within 12" of that HERO.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, PHOENIX TEMPLE, HERO, ANOINTED


6"
5
5+
7
WARSCROLL

Assassin

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Poison-coated Blades
Poison-coated Blades1"63+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Leader
Base size: 25mm
Notes: Single

DESCRIPTION

An Assassin is a single model armed with Poison-coated Blades.

ABILITIES

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, that attack inflicts D3 mortal wounds and the attack sequence ends (do not make a save roll).

Hidden Murderer: Concealed within a mass of soldiers, the Assassin only reveals their identity when they launch a killing strike.
Instead of setting up this model on the battlefield, you can place it to one side and say that it is set up in hiding as a reserve unit. If you do so, at the start of a combat phase, you can set up this model within 1" of a friendly CITIES OF SIGMAR unit that has 5 or more models and a Wounds characteristic of 1. If this model is not set up on the battlefield before the start of the fourth battle round, it is slain.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, SHADOWBLADES, HERO, ASSASSIN


5"
5
6+
6
WARSCROLL

Battlemage

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wizard’s Staff
Wizard’s Staff2"14+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 115
Battlefield Role: Leader
Base size: 25mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Xintil War-magi

DESCRIPTION

A Battlemage is a single model armed with a Wizard’s Staff.

ABILITIES

Magic of the Realms: Battlemages are as varied as the Mortal Realms themselves, and each knows how to harness the arcane might of the land they call home.
When you select this model to be part of your army, you must choose the realm that your Battlemage comes from. You can choose from the following realms: Aqshy, Azyr, Chamon, Ghur, Ghyran, Hysh, Shyish or Ulgu. Add 1 to casting rolls for this model if the battle is taking place in the realm it comes from.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt and Mystic Shield spells.

In addition, this model knows the spell from this warscroll that includes the name of the realm it comes from. For example, Battlemages that come from Azyr know Chain Lightning.

Chain Lightning (Azyr): Lightning bursts from the wizard’s fingertips and arcs towards the enemy with crackling fury.
Chain Lightning has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. That unit suffers D3 mortal wounds. Then,roll a dice for every other enemy unit within 6" of the original target. On a 4+, that unit suffers D3 mortal wounds.

Fireball (Aqshy): The wizard claps their hands, conjuring a small orb of flame that they hurl at the foe.
Fireball has a casting value of 5. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. If the enemy unit has 1 model, it suffers 1 mortal wound; if it has 2 to 9 models, it suffers D3 mortal wounds; and if it has 10 or more models, it suffers D6 mortal wounds.

Mystifying Miasma (Ulgu): The wizard creates a numbing fog that causes their foolish foes to listlessly stagger and stumble.
Mystifying Miasma has a casting value of 4. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. That unit cannot run until your next hero phase. In addition, subtract 2 from charge rolls for that unit until your next hero phase.

Pall of Doom (Shyish): A cloud of terrifying darkness pours forth and engulfs the wizard’s foes.
Pall of Doom has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. Subtract 2 from the Bravery characteristic of that unit until your next hero phase.

Pha’s Protection (Hysh): The wizard calls upon the beneficent Guardians of Light to protect their allies from harm.
Pha’s Protection has a casting value of 5. If successfully cast, pick 1 friendly unit within 18" of the caster that is visible to them. Subtract 1 from hit rolls for attacks that target that unit until your next hero phase.

Shield of Thorns(Ghyran): At the wizard’s command, crawling brambles burst from the ground, forming a living barrier around their allies.
Shield of Thorns has a casting value of 5. If successfully cast, pick 1 friendly unit within 18" of the caster that is visible to them. Until your next hero phase, any enemy unit that finishes a charge move within 3" of that unit suffers D3 mortal wounds.

Transmutation of Lead (Chamon): As the wizard gestures at their foes, their weapons and armour become significantly heavier and more cumbersome.
Transmutation of Lead has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. Until your next hero phase, halve the Move characteristic of the unit you picked, rounding up. In addition, if that unit has a Save characteristic of 2+, 3+ or 4+, you can re-roll hit rolls of 1 for attacks that target that unit until your next hero phase.

Wildform (Ghur): The wizard transforms their allies into swift-moving bestial forms.
Wildform has a casting value of 5. If successfully cast, pick 1 friendly unit within 12" of the caster that is visible to them. Add 2 to run and charge rolls for that unit until your next hero phase.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, COLLEGIATE ARCANE, HERO, WIZARD, BATTLEMAGE


6"
5
4+
7
WARSCROLL

Black Ark Fleetmaster

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Black Ark Cutlass
Black Ark Cutlass1"33+4+-1
Murder Hook
Murder Hook1"24+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 70
Battlefield Role: Leader
Base size: 25mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Charrwind Beasthunters

DESCRIPTION

A Black Ark Fleetmaster is a single model armed with a Black Ark Cutlass and Murder Hook.

ABILITIES

Murderous Swashbuckler: Fleetmasters are master duellists who carve their foes apart one graceful strike at a time.
If the unmodified hit roll for an attack made with a Black Ark Cutlass is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

Sea Dragon Cloak: These cloaks of scaly hide protect the bearer from arrows and other projectiles.
Add 1 to save rolls for attacks made with missile weapons that target this model.

COMMAND ABILITIES

At Them,You Curs!: Under the command of their captain, Scourge Corsairs slaughter the enemy without mercy.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly SCOURGE PRIVATEERS unit wholly within 12" of a friendly HERO with this command ability. Add 1 to the Attacks characteristic of that unit’s melee weapons until the end of that phase. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, SCOURGE PRIVATEERS, HERO, BLACK ARK FLEETMASTER


4"
5
5+
7
WARSCROLL

Cogsmith

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Grudge-raker
Grudge-raker16"D34+3+-11
Duardin Pistols
Duardin Pistols8"24+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cog Axe
Cog Axe1"43+4+-1
Gun Butt
Gun Butt1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 70
Battlefield Role: Leader
Base size: 25mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Greywater Artillery Company

DESCRIPTION

A Cogsmith is a single model armed with Duardin Pistols and Gun Butt. In addition, it is armed with one or both of the following weapon options: Grudge-raker; or Cog Axe.

ABILITIES

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 model’s melee weapons if it is not armed with a Grudge-raker.

Master Engineer: Extensive field repairs are conducted by Cogsmiths in the heat of battle.
In your hero phase, you can pick 1 friendly IRONWELD ARSENAL WAR MACHINE unit within 3" of this model. You can heal up to D3 wounds allocated to that unit.

KEYWORDS
ORDER, DUARDIN, CITIES OF SIGMAR, IRONWELD ARSENAL, HERO, ENGINEER, COGSMITH


5"
5
4+
7
WARSCROLL

Freeguild General

Freeguild Generals inspire their soldiers to acts of astonishing bravery with their mere presence. Master duellists and peerless strategists, they are as comfortable crossing blades with the foe as they are issuing decisive commands that lead to glorious victory.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Zweihander
Zweihander1"33+3+-2D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Base size: 25mm
Notes: Single

DESCRIPTION

A Freeguild General is a single model armed with a Zweihander.

ABILITIES

Decapitating Swing: A single strike from a Zweihander can take the head clean off the shoulders.
If the unmodified hit roll for an attack made with a Zweihander is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Inspiring Leader: This officer is a respected and consummate commander.
Add 1 to the Bravery characteristic of friendly FREEGUILD units while they are wholly within 18" of this model.

COMMAND ABILITIES

Hold the Line: This warrior stands strong in the face of the enemy and inspires their fellow soldiers to do the same.
You can use this command ability in your hero phase. If you do so, pick up to 3 friendly FREEGUILD units wholly within 18" of a friendly FREEGUILD HERO with this command ability. Until the start of your next hero phase, add 1 to hit and wound rolls for attacks made by those friendly units if they have not made a normal move or a charge move in the same turn. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, FREEGUILD, HERO, FREEGUILD GENERAL


6"
5
3+
8
WARSCROLL

Nomad Prince

It is the task of the Nomad Princes to lead the hosts of the Wanderers against their many enemies. Masters of forest and fen, they guide their kin along ancient paths to battle, directing their arrows and blades to purge the corrupted and the unclean.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Starlight Spear
Starlight Spear2"43+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: no
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Viridian Pathfinders

DESCRIPTION

A Nomad Prince is a single model armed with a Starlight Spear.

ABILITIES

Harrying Bird of Prey: The Princes of the forest train hunting hawks to scout ahead of their armies and pluck out the eyes of unsuspecting foes.
In your hero phase, you can pick 1 enemy HERO within 16" of this model. Until your next hero phase, subtract 1 from casting, dispelling and unbinding rolls for that model, and subtract 1 from hit rolls for attacks made by that model.

COMMAND ABILITIES

Lord of the Deepwood Host: Nomad Princes command the forest armies of the Wanderers with great cunning and merciless aggression.
You can use this command ability at the start of your shooting phase or at the start of the combat phase. If you do so, pick 1 friendly HERO with this command ability. Until the end of that phase, add 1 to hit rolls for attacks made by friendly WANDERER units while they are wholly within 12" of that HERO. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, WANDERER, HERO, NOMAD PRINCE


4"
5
4+
7
WARSCROLL

Runelord

Runelords have mastered the ancient art of rune-shaping. Throughrituals of hammercraft,they can unbind hostile magic or imbue the weapons of their kin with fearsome killing power.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rune Staff
Rune Staff1"14+3+-D3
Forgehammer
Forgehammer1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Base size: 25mm
Notes: Single

DESCRIPTION

A Runelord is a single model armed with a Rune Staff and Forgehammer.

ABILITIES

Runes of Spellbreaking: Runelords dampen the magic of their enemies with ancient sigils of unbinding.
This model can attempt to dispel 1 endless spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. Add 2 to dispelling and unbinding rolls for this model.

Rune Lore: Calling upon the latent magic of runic engravings, Runelords imbue the weapons and armour of their kin with ancient power.
This unit knows the following prayers:

Ancestral Shield: This prayer has an answer value of 2 and a range of 12". If answered, pick 1 friendly DISPOSSESSED unit wholly within range of the chanter that is visible to them. That unit has a ward of 6+ until the start of your next hero phase.

Forgefire: This prayer has an answer value of 2 and a range of 12". If answered, pick 1 friendly DISPOSSESSED unit wholly within range of the chanter that is visible to them. Improve the Rend characteristic of that unit’s weapons by 1 until the start of your next hero phase.

KEYWORDS
ORDER, DUARDIN, CITIES OF SIGMAR, DISPOSSESSED, HERO, PRIEST, RUNELORD


6"
5
6+
7
WARSCROLL

Sorceress

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Witchstaff
Witchstaff2"14+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 95
Battlefield Role: Leader
Base size: 25mm
Notes: Single

DESCRIPTION

A Sorceress is a single model armed with a Witchstaff.

ABILITIES

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 COVEN model within 3" to be slain. If you do so, add 2 to casting rolls for this model until the end of that phase.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Word of Pain spells.

Word of Pain: The Sorceress utters a forbidden name, wracking her foes with unbearable pain.
Word of Pain has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. That unit suffers D3 mortal wounds. In addition, subtract 1 from hit rolls for attacks made by that unit until your next hero phase.

COMMAND ABILITIES

Command Underlings: The cold-hearted rulers of the Darkling Covens wield absolute control over their ensorcelled underlings, commanding them to do their bidding.
You can use this command ability in your hero phase. If you do so, pick 1 friendly DARKLING COVEN unit wholly within 12" of a friendly DARKLING COVEN HERO with this command ability. Until your next hero phase, that unit can run and still shoot and/or charge later in the same turn.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, DARKLING COVEN, HERO, WIZARD, SORCERESS


4"
5
3+
8
WARSCROLL

Warden King

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rune Hammer
Rune Hammer1"43+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Base size: 25mm
Notes: Single

DESCRIPTION

A Warden King is a single model armed with a Rune Hammer.

ABILITIES

Oath Stone: Carved with runes that tell of the glorious deeds of their forebears, this relic stone ignites the will of the King’s warriors with a fiery determination.
In your hero phase, you can say this model will stand atop its oath stone. If you do so, until the start of your next turn, this model cannot move. In addition, until the start of your next turn, do not take battleshock tests for friendly DISPOSSESSED units wholly within 18" of this model.

COMMAND ABILITIES

Ancestral Grudge: Past insults are never forgotten by the Warden Kings. Therewill come a time when all slights are repaid in blood.
You can use this command ability at the start of the combat phase. If you do so, pick 1 enemy unit within 18" of a friendly HERO with this command ability. Until the end of that phase, add 1 to the Attacks characteristic of attacks made with melee weapons used by friendly DISPOSSESSED units that target that unit. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
ORDER, DUARDIN, CITIES OF SIGMAR, DISPOSSESSED, HERO, WARDEN KING


5"
5
4+
8
WARSCROLL

Doralia ven Denst

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Crossbow
Crossbow24"13+3+-22
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Witch Hunter’s Sword
Witch Hunter’s Sword1"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 115
Battlefield Role: Leader
Base size: 28mm
Notes: Single

DESCRIPTION

Doralia ven Denst is a named character that is a single model. She is armed with a Crossbow and Witch Hunter’s Sword.

ABILITIES

Grim Resolve: Witch hunters are tenacious opponents, ignoring the pain of wounds that would fell a lesser person.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+, that wound or mortal wound is negated.

Sureshot: Doralia rarely misses when she takes up position with her crossbow, each shot putting a bolt between the eyes of another opponent.
Add 1 to the Attacks characteristic of this model’s Crossbow and add 1 to hit rolls for attacks made with this model’s Crossbow if this model has not made a move in the same turn.

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 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.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, HERO, WITCH HUNTER, DORALIA VEN DENST


6"
5
4+
8
WARSCROLL

Galen ven Denst

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pistol
Pistol9"33+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Broadsword
Broadsword1"63+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 115
Battlefield Role: Leader
Base size: 28mm
Notes: Single

DESCRIPTION

Galen ven Denst is a named character that is a single model. He is armed with a Pistol and Broadsword.

ABILITIES

Grim Resolve: Witch hunters are tenacious opponents, ignoring the pain of wounds that would fell a lesser person.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+, that wound or mortal wound is negated.

Agile Opponent: Galen is always on the move, fighting with the utmost balance and surety.
This model can retreat and still shoot and/or charge in the same turn.

Weapons of Banishment: Inlaid with nullstone and silver, Galen’s pistol shot and broadsword 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 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.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, HERO, WITCH HUNTER, GALEN VEN DENST


6"
7
4+
7
WARSCROLL

Brutogg Corpse-Eater

This mercenary ogor prides himself on his ability to eat anything, even the rotting corpses of the undead. He savours the thought of one day devouring Radukar, and fights alongside those that dare to challenge the Wolfs dominance over Ulfenkarn.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Marrowmasher
Marrowmasher1"33+3+-12
Gutgouger
Gutgouger1"13+3+-2D3
Gulping Bite
Gulping Bite1"13+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Brutogg Corpse-Eater is a named character that is a single model. He is armed with Marrowmasher, Gutgouger and a Gulping Bite.

ABILITIES

Devour the Enemy: Brutogg feasts on the remains of his crushed foes, taking a particular delight in the cadavers of the undead.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that phase, you can heal D3 wound allocated to this model. If any of the slain models had the DEATH keyword, you can heal D6 wounds allocated to this model instead.

Denizen of Ulfenkarn: Though Ulfenkarn is now ruled by a vampiric aristocracy, many mortals reside within the city’s walls.
ULFENKARN is a city keyword (this means that this model cannot gain another city keyword if it is included in a Cities of Sigmar army - see the Strongholds of Order battle trait).

KEYWORDS
ORDER, OGOR, CITIES OF SIGMAR, ULFENKARN, HERO, BRUTOGG CORPSE-EATER


5"
5
3+
8
WARSCROLL

Captain Emelda Braskov

Once a beloved commander of the Ulfenkarn’s military, Captain Emelda Braskov is filled with an inner steel and a cold determination to bring the vile vampires that rule the city to justice.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Dawnlight
Dawnlight1"33+3+-2D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Captain Emelda Braskov is a named character that is a single model. She is armed with Dawnlight.

ABILITIES

Deathblow: Emelda wields a mighty blade, Dawnlight, that can decapitate the foe with a single strike.
If the unmodified hit roll for an attack made with Dawnlight is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Shining Exemplar: Emelda inspires the warriors under her command by leading them into wherever the fray is thickest.
While this model is within 3" of any enemy units, do not take battleshock tests for friendly units wholly within 9" of this model.

Denizen of Ulfenkarn: Though Ulfenkarn is now ruled by a vampiric aristocracy, many mortals reside within the city’s walls.
ULFENKARN is a city keyword (this means that this model cannot gain another city keyword if it is included in a Cities of Sigmar army - see the Strongholds of Order battle trait.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, ULFENKARN, HERO, CAPTAIN EMELDA BRASKOV


5"
5
6+
7
WARSCROLL

Cleona Zeitengale

A doomsayer from the Cult of the Comet, Cleona Zeitengale’s dire warnings fell on deaf ears before Radukar seized power. Now, she has determined that actions speak louder than words, and seeks to slay the vampire by bringing Sigmar’s wrath down upon him.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Heavensbolt Stilettos
Heavensbolt Stilettos8"14+3+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Thrice-blessed Mace
Thrice-blessed Mace1"14+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Cleona Zeitengale is a named character that is a single model. She is armed with a Thrice-blessed Mace and Heavensbolt Stilettos.

ABILITIES

Celestial Prayers: In battle, Cleona can use her powers to heal her allies or summon a comet from the aetheric void itself and send it crashing down upon her enemies.
In your hero phase, this model can chant 1 of the following prayers. If it does so, pick 1 of the prayers and then make a prayer roll by rolling a dice. On a 1-3, the prayer is not answered. On a 4+, the prayer is answered.

Invigorating Touch: Pick 1 friendly model within 3" of this model. You can heal up to D6 wounds allocated to that model.

Cometary Blast: Pick a point on the battlefield within 18" of this model that is visible to them. Roll a dice for each unit within 3" of that point. On a 4-5, that unit suffers 1 mortal wound. On a 6, that unit suffers D3 mortal wounds.

Denizen of Ulfenkarn: Though Ulfenkarn is now ruled by a vampiric aristocracy, many mortals reside within the city’s walls.
ULFENKARN is a city keyword (this means that this model cannot gain another city keyword if it is included in a Cities of Sigmar army - see the Strongholds of Order battle trait).

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, ULFENKARN, HERO, PRIEST, CLEONA ZEITENGALE


5"
5
4+
6
WARSCROLL

Glaurio ven Alten III

Glaurio is the last of his line still living, and is determined to bring vengeance upon those who betrayed his family. He is an accomplished duellist and is armed with two heirlooms of the ven Alten line, the rapier Gheistsever and the pistol Noblesse.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Noblesse
Noblesse9"13+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gheistsever
Gheistsever1"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Glaurio ven Alten III is a named character that is a single model. He is armed with Gheistsever and Noblesse.

ABILITIES

Point-blank Shot: Noblesse packs a powerful punch, and can easily penetrate plate armour when fired at close range.
If an attack made with Noblesse scores a hit on a target within 3" of the attacking model, that attack inflicts 1 mortal wound on the target and the attack sequence ends.

Unrivalled Duellist: Trained from a young age by his family’s seneschal, Glaurio is a master swordsman, deftly parrying blows before delivering the perfect riposte.
Subtract 1 from hit rolls for attacks made with melee weapons that target this model. In addition, if the unmodified hit roll for an attack made with a melee weapon that targets this model is 1, the attacking unit sufFers 1 mortal wound after all of its attacks have been resolved.

Denizen of Ulfenkarn: Though Ulfenkarn is now ruled by a vampiric aristocracy, many mortals reside within the city’s walls.
ULFENKARN is a city keyword (this means that this model cannot gain another city keyword if it is included in a Cities of Sigmar army - see the Strongholds of Order battle trait).

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, ULFENKARN, HERO, GLAURIO VEN ALTEN III


5"
5
5+
7
WARSCROLL

Jelsen Darrock

Jelsen Darrock is a feared vampire hunter who has come to Ulfenkarn to slay Radukar the Wolf. Armed with stakes carved from Aqshian firewood and his rifle, Judgement, he kills any vampire he finds without hesitation or remorse.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Judgement
Judgement18"13+
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ardent Blade
Ardent Blade1"34+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Jelsen Darrock is a named character that is a single model. He is armed with an Ardent Blade and Judgement.

ABILITIES

Firewood Stakes: Carved from Aqshian firewood, 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 model and roll a dice. Add 1 to the roll if the unit has the DEATH keyword. On a 3+, that unit suffers 1 mortal wound.

Judgement: With deadly accuracy, Jelsen fires bullets of sanctified mortsilver from this long-barrelled rifle that punch through armour, flesh and bone with equal ease.
If an attack made with Judgement scores a hit, the attack sequence ends and you must roll a dice. If the roll is at least double the target unit’s Wounds characteristic, 1 model from that unit is slain after all of this model’s attacks have been resolved. If the roll is less than double the target unit’s Wounds characteristic, that unit suffers 1 mortal wound after all of this model’s attacks have been resolved.

Denizen of Ulfenkarn: Though Ulfenkarn is now ruled by a vampiric aristocracy, many mortals reside within the city’s walls.
ULFENKARN is a city keyword (this means that this model cannot gain another city keyword if it is included in a Cities of Sigmar army - see the Strongholds of Order battle trait).

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, ULFENKARN, HERO, JELSEN DARROCK


5"
5
6+
6
WARSCROLL

Octren Glimscry

This sinister scholar is said to teeter on the threshold of life and undeath. Long has he delved into the mysteries of the Shyishan realmstone, grave-sand. Now he hunts his former colleague, Torgiilius, who has stolen his research and fled to Ulfenkarn.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hexbrand
Hexbrand2"14+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Octren Glimscry is a named character that is a single model. He is armed with Hexbrand.

ABILITIES

Master of Mortality: Octren Glimscry is said to have lived many times the span of a normal mortal due to his experiments with grave-sand.
Each time you allocate a wound or mortal wound to this model, roll a dice. On a 6+, that wound or mortal wound is negated.

Denizen of Ulfenkarn: Though Ulfenkarn is now ruled by a vampiric aristocracy, many mortals reside within the city’s walls.
ULFENKARN is a city keyword (this means that this model cannot gain another city keyword if it is included in a Cities of Sigmar army - see the Strongholds of Order battle trait).

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Withering Hex spells.

Withering Hex: A wave of Shyishan magic buffets the foe and saps their strength.
Withering Hex has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. That unit suffers D3 mortal wounds. In addition, for the rest of the battle, that unit is affected by Octren’s Hex. Subtract 1" from the Move characteristic of units affected by Octren’s Hex.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, ULFENKARN, HERO, WIZARD, OCTREN GLIMSCRY


6"
5
6+
7
WARSCROLL

Archmage

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Seerstaff
Seerstaff1"15+5+-1
Swift Hooves
Swift Hooves1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
Notes: Single

DESCRIPTION

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".

ABILITIES

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.

KEYWORDS
ORDER, CITIES OF SIGMAR, AELF, ELDRITCH COUNCIL, HERO, WIZARD, ARCHMAGE


6"
5
4+
8
WARSCROLL

Dragon Noble

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Reaver Bow
Reaver Bow20"33+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Star Blade
Star Blade1"63+4+-1
Star Lance
Star Lance2"33+4+-12
Enchanted Polearm
Enchanted Polearm1"33+3+-1D3
Ithilmar-shod Hooves
Ithilmar-shod Hooves1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
Notes: Single

DESCRIPTION

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".

ABILITIES

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.

KEYWORDS
ORDER, AELF, ORDER DRACONIS, HERO, DRAGON NOBLE


6"
5
4+
8
WARSCROLL

Excelsior Warpriest

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warhammer
Warhammer1"44+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader
Notes: Single

DESCRIPTION

An Excelsior Warpriest is armed with a Warhammer.

ABILITIES

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.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, CELESTIAL, DEVOTED OF SIGMAR, HERO, PRIEST, EXCELSIOR WARPRIEST


12"
5
4+
7
WARSCROLL

Freeguild General on Warhorse

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pistol
Pistol9"13+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sigmarite Weapon
Sigmarite Weapon1"53+4+-11
Freeguild Lance
Freeguild Lance2"33+4+-12
Steel-shod Hooves
Steel-shod Hooves1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 115
Battlefield Role: Leader
Notes: Single

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, FREE PEOPLES, HERO, FREEGUILD GENERAL


6"
5
3+
7
WARSCROLL

Loremaster

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Greatsword
Greatsword1"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 155
Battlefield Role: Leader
Notes: Single

DESCRIPTION

A Loremaster is armed with a Greatsword.

ABILITIES

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.

KEYWORDS
ORDER, CITIES OF SIGMAR, AELF, ELDRITCH COUNCIL, HERO, WIZARD, LOREMASTER


8"
5
6+
8
WARSCROLL

Mistweaver Saih

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aelven Blade
Aelven Blade1"34+4+-1
Mistweaver’s Staff
Mistweaver’s Staff2"14+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 135
Battlefield Role: Leader
Notes: Single

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
ORDER, CITIES OF SIGMAR, AELF, HERO, WIZARD, MISTWEAVER SAIH


16"
8
5+
7
WARSCROLL

Skywarden

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Zephyr Trident
Zephyr Trident2"24+3+-2
Ithilmar Blade
Ithilmar Blade1"34+4+-1
Agent’s Blade and Spear
Agent’s Blade and Spear2"14+4+-1
Raking Talons
Raking Talons3"33+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 175
Battlefield Role: Leader
Notes: Single

DESCRIPTION

A Skywarden is armed with an Ithilmar Blade and one of the following weapon options: Zephyr trident; or Swifthawk Pennant.

FLY: This unit can fly.

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.

ABILITIES

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.

KEYWORDS
ORDER, CITIES OF SIGMAR, AELF, SWIFTHAWK AGENTS, HERO, SKYWARDEN


6"
5
6+
7
WARSCROLL

Spellweaver

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blows of Mystic Power
Blows of Mystic Power1"34+3+-1
Heartwood Staff
Heartwood Staff2"14+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
Notes: Single

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
ORDER, CITIES OF SIGMAR, AELF, WANDERERS, HERO, WIZARD, SPELLWEAVER


8"
5
5+
8
WARSCROLL

Tenebrael Shard

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bladed Barbs
Bladed Barbs1"64+4+-1
Reaper Gauntlets
Reaper Gauntlets2"23+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
Notes: Single

DESCRIPTION

A Tenebrael Shard is armed with Bladed Barbs and Reaper Gauntlets.

ABILITIES

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.

KEYWORDS
ORDER, CITIES OF SIGMAR, AELF, HERO, TENEBRAEL SHARD


5"
5
4+
7
WARSCROLL

Warrior Priest

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sigmarite Warhammer
Sigmarite Warhammer1"44+4+-1
Paired Sigmarite Warhammers
Paired Sigmarite Warhammers1"64+4+-1
Sigmarite Greathammer
Sigmarite Greathammer1"24+3+-11
Steel-shod Hooves
Steel-shod Hooves1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader
Notes: Single

DESCRIPTION

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".

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, CELESTIAL, DEVOTED OF SIGMAR, HERO, PRIEST, WARRIOR PRIEST


6"
5
4+
8
WARSCROLL

Wayfinder

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Greatbow
Greatbow20"33+3+-11
Hooked Beak
Hooked Beak18"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Kindred Blade
Kindred Blade1"33+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader
Notes: Single

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
ORDER, CITIES OF SIGMAR, AELF, WANDERERS, HERO, WAYFINDER


6"
5
4+
8
WARSCROLL

Waystrider

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Longbow
Longbow20"33+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Starlight Greatblade
Starlight Greatblade1"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader
Notes: Single

DESCRIPTION

A Waystrider is armed with a Longbow and Starlight Greatblade.

ABILITIES

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.

KEYWORDS
ORDER, CITIES OF SIGMAR, AELF, WANDERERS, HERO, WAYSTRIDER


6"
5
4+
8
WARSCROLL

Waywatcher

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Waystalker Bow: Fast Shots
Waystalker Bow: Fast Shots22"63+3+-11
Waystalker Bow: Precise Shots
Waystalker Bow: Precise Shots22"33+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Waystalker Blade
Waystalker Blade1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 135
Battlefield Role: Leader
Notes: Single

DESCRIPTION

A Waywatcher is armed with a Waystalker Bow and Waystalker Blade.

ABILITIES

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.

KEYWORDS
ORDER, CITIES OF SIGMAR, AELF, WANDERERS, HERO, WAYWATCHER


5"
5
5+
7
WARSCROLL

Witch Hunter

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Baroque Pistol
Baroque Pistol9"13+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blessed Rapier
Blessed Rapier1"43+4+-1
Silver Greatsword
Silver Greatsword1"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 50
Battlefield Role: Leader
Notes: Single

DESCRIPTION

A Witch Hunter is armed with one of the following weapon options: Baroque Pistol and Silver Greatsword; or Baroque Pistol and Blessed Rapier.

ABILITIES

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.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, CELESTIAL, DEVOTED OF SIGMAR, HERO, WITCH HUNTER


Leader, Behemoth


12
4+
8
WARSCROLL

Anointed on Flamespyre Phoenix

Trailing blazing streams of fire, Flamespyre Phoenixes sweep low over the heads of their prey, engulfing them in a magical inferno. Even if brought low by blade or spell, these creatures are reborn in a blinding burst of light and heat.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Flaming Talons
Flaming Talons2"4+3+-12
Great Phoenix Halberd
Great Phoenix Halberd2"43+3+-11
DAMAGE
Wounds SufferedMoveFlaming TalonsWake of Fire
0-216"65
3-414"54
5-712"43
8-910"32
10+8"21
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 290
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Flamespyre Phoenix is a single model armed with Flaming Talons.

ANOINTED: This model include 1 Anointed armed with a Great Phoenix Halberd. Any command traits or artefacts of power only affect attacks made by the Anointed.

FLY: This model can fly.

ABILITIES

Attuned to Magic: The spawn of the Ur-Phoenix are imbued with potent magical energy.
In your hero phase, if a friendly WIZARD within 12" of this model casts a spell that is not unbound, this model is imbued with magical energy until the start of your next hero phase. Add 1 to save rolls for attacks that target this model while it is imbued with magical energy, (this ability can never add more than 1 to the save roll).

Phoenix Reborn: In the fires of battle, the Phoenix is born anew.
The first time this model is slain, before removing it from the battlefield,roll a dice. On a 1-3, this model is slain. On a 4-6, this model is not slain, all wounds allocated to it are healed, and any wounds that currently remain to be allocated to it are negated.

Wake of Fire: Streams of flames follow in the wake of this creature, engulfing the enemy in a fiery inferno.
After this model has made a normal move, pick 1 enemy unit that has any models that this model passed across and roll a dice. On a 2+, that unit suffers a number of mortal wounds equal to the Wake of Fire value shown on this model’s damage table.

Witness to Destiny: Incoming blows and bolts of sorcery somehow contrive to miss their mark.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 4+, that wound or mortal wound is negated.

COMMAND ABILITIES

Captain of the Phoenix Guard: Marked for greatness by their deity, the commanders of the Phoenix Guard can inspire their warriors to acts of greatness.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly FLAMESPYRE PHOENIX that includes an Anointed. Until the end of that phase, you can re-roll wound rolls for attacks made by friendly PHOENIX TEMPLE units that are wholly within 12" of that FLAMESPYRE PHOENIX.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, PHOENIX TEMPLE, MONSTER, HERO, FLAMESPYRE PHOENIX


12
4+
9
WARSCROLL

Anointed on Frostheart Phoenix

Some of the Ur-Phoenix’s spawn radiate the elemental power of ice. Surrounded by a freezing aura that slows nearby foes to a crawl, these Frostheart Phoenixes strike from on high with deadly force, ripping and tearing their prey to pieces.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ice-cold Talons
Ice-cold Talons2"3+3+-12
Great Phoenix Halberd
Great Phoenix Halberd2"43+3+-11
DAMAGE
Wounds SufferedMoveIce-cold TalonsBlizzard Aura
0-216"89"
3-414"66"
5-712"53"
8-910"42"
10+8"31"
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 315
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Frostheart Phoenix is a single model armed with Ice-cold Talons.

ANOINTED: This model include 1 Anointed armed with a Great Phoenix Halberd. Any command traits or artefacts of power only affect attacks made by the Anointed.

FLY: This model can fly.

ABILITIES

Attuned to Magic: The spawn of the Ur-Phoenix are imbued with potent magical energy.
In your hero phase, if a friendly WIZARD within 12" of this model casts a spell that is not unbound, this model is imbued with magical energy until the start of your next hero phase. Add 1 to save rolls for attacks that target this model while it is imbued with magical energy (this ability can never add more than 1 to the save roll).

Blizzard Aura: The chilling aura given off by a Frostheart Phoenix encases nearby foes in ice, slowing them and restricting their movement.
Subtract 1 from wound rolls for attacks made with melee weapons by enemy units within range of the Blizzard Aura ability of any friendly models. The range of the Blizzard Aura ability for this model is shown on the damage table above.

Witness to Destiny: Incoming blows and bolts of sorcery somehow contrive to miss their mark.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 4+, that wound or mortal wound is negated.

COMMAND ABILITIES

Captain of the Phoenix Guard: Marked for greatness by their deity, the commanders of the Phoenix Guard can inspire their warriors to acts of greatness.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly FROSTHEART PHOENIX that includes an Anointed. Until the end of that phase, you can re-roll wound rolls for attacks made by friendly PHOENIX TEMPLE units that are wholly within 12" of that FROSTHEART PHOENIX.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, PHOENIX TEMPLE, MONSTER, HERO, FROSTHEART PHOENIX


13
5+
6
WARSCROLL

Battlemage on Griffon

When mounted atop a furious, twin-headed Ghurish Griffon, an Amber Battlemage can lay waste to their foes from afar or strike from on high in a vicious frenzy of stabbing beaks and ripping talons.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Beaststaff
Beaststaff2"14+3+-1D3
Twin Beaks
Twin Beaks2"43+3+-1
Razor Claws
Razor Claws2"4+3+-12
DAMAGE
Wounds SufferedMoveTwin BeaksRazor Claws
0-315"36
4-613"25
7-911"24
10-119"13
12+7"12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 275
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Battlemage on Griffon is a single model armed with a Beaststaff.

MOUNT: This model’s Griffon attacks with its Twin Beaks and Razor Claws.

FLY: This model can fly.

ABILITIES

Amber Battlemage: An affinity with Ghur runs through the veins of each of these mages.
Add 1 to casting rolls for this model if the battle is taking place in Ghur.

Two-headed: This Ghurish cousin to the Azyrite griffon has two razor-beaked heads.
If the unmodified hit roll for an attack made with Twin Beaks is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield, Amber Spear and Wildform spells.

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 an imaginary straight line 1mm wide between that point and the closest part of the caster’s base. Roll a dice for each unit that has models passed across by this line. On a 2+, that unit suffers D3 mortal wounds.

Wildform: The wizard transforms their allies into swift-moving bestial forms.
Wildform has a casting value of 5. If successfully cast, pick 1 friendly unit within 12" of the caster that is visible to them. Add 2 to run and charge rolls for that unit until your next hero phase.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, COLLEGIATE ARCANE, MONSTER, HERO, WIZARD, BATTLEMAGE


11
4+
6
WARSCROLL

Celestial Hurricanum with Celestial Battlemage

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Storm of Shemtek
Storm of Shemtek18"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wizard’s Staff
Wizard’s Staff2"14+3+-1D3
Arcane Tools
Arcane Tools1"45+5+-1
Steel-shod Hooves
Steel-shod Hooves1"44+4+-1
DAMAGE
Wounds SufferedMovePortents of BattleStorm of Shemtek
0-210"10"3
3-49"8"2
5-68"6"2
7-87"4"1
9+6"2"1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 280
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Xintil War-magi

DESCRIPTION

A Celestial Hurricanum is a single model armed with the Storm of Shemtek.

CELESTIAL BATTLEMAGE: This model include 1 Celestial Battlemage armed with a Wizard’s Staff. The Look Out, Sir! rule does not apply to this model, and any command traits or artefacts of power only affect attacks made by the Celestial Battlemage.

CREW: This model has a crew of Acolytes that attack with their Arcane Tools. For rules purposes, the crew are treated in the same manner as a mount.

MOUNT: This unit’s Warhorses attack with their Steel-shod Hooves.

ABILITIES

Celestial Battlemage: Natives of Azyr, these wizards have an unrivalled affinity for celestial magic.
Add 1 to casting rolls for this model if the battle is taking place in Azyr.

Locus of Azyr: Fellow mages in the vicinity of the Hurricanum feel their arcane might strengthened.
Add 1 to casting rolls made for friendly COLLEGIATE ARCANE WIZARDS wholly within 12" of any friendly CELESTIAL HURRICANUMS.

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 models within range of the Portents of Battle ability of any friendly CELESTIAL HURRICANUMS. The range of the Portents of Battle ability for this model is shown on the damage table above.

Storm of Shemtek: A Celestial Hurricanum can summon a magical storm to batter the foe with the fury of the heavens.
Do not use the attack sequence for an attack made with the Storm of Shemtek. Instead, roll a number of dice equal to the Storm of Shemtek value shown on this model’s damage table. For each 2+, the target suffers D3 mortal wounds.

MAGIC

A Celestial Battlemage is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield, Chain Lightning and Comet of Casandora spells.

Chain Lightning: Lightning bursts from the wizard’s fingertips and arcs towards the enemy with crackling fury.
Chain Lightning has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. That unit suffers D3 mortal wounds. Then, roll a dice for every other enemy unit within 6" of the original target. On a 4+, that unit suffers D3 mortal wounds.

Comet of Casandora: Reaching out to the heavens, the wizard grasps a flaming comet and sends it crashing down upon the battlefield.
Comet of Casandora has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them and roll 2D6. If the roll is less than or equal to that unit’s Move characteristic, that unit suffers D3 mortal wounds. If the roll is greater than that unit’s Move characteristic, that unit suffers D6 mortal wounds.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, COLLEGIATE ARCANE, HERO, WIZARD, CELESTIAL HURRICANUM


14
4+
8
WARSCROLL

Dreadlord on Black Dragon

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Repeater Crossbow
Repeater Crossbow16"44+4+-1
Noxious Breath
Noxious Breath6"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Exile Blade
Exile Blade1"63+4+-1
Lance of Spite
Lance of Spite2"33+3+-11
Fearsome Jaws
Fearsome Jaws3"34+-2D6
Razor-sharp Claws
Razor-sharp Claws2"4+3+-12
DAMAGE
Wounds SufferedMoveFearsome JawsRazor-sharp Claws
0-314"1+6
4-612"2+5
7-910"3+4
10-128"4+3
13+6"5+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 290
Battlefield Role: Leader, Behemoth
Base size: 105 x 70mm
Notes: Single

DESCRIPTION

A Dreadlord on Black Dragon is a single model armed with one 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 a pair of Exile Blades.

MOUNT: This model’s Black Dragon attacks with its Fearsome Jaws, Razor-sharp Claws and Noxious Breath.

FLY: This model can fly.

ABILITIES

Lance of Spite: The ensorcelled tip of this lance can punch through the thickest armour with contemptuous ease.
This model’s Lance of Spite has a Rend characteristic of -2 instead of -1 and a Damage characteristic of 2 instead of 1 if this model made a charge move in the same turn.

Noxious Breath: The Black Dragon vomits forth a cloud of noxious gas.
Do not use the attack sequence for an attack made with a Black Dragon’s Noxious Breath. Instead, roll a number of dice equal to the number of models from the target unit that are in range of the attack. For each 6, the target unit suffers 1 mortal wound.

Paired Exile Blades: A Dreadlord can more easily land a killing blow when equipped with two swords.
You can re-roll hit rolls for attacks made with a pair of Exile Blades.

Tyrant Shield: Strikes from the enemy are effortlessly battered aside by this impervious shield.
Add 1 to save rolls for attacks that target this model if it is armed with a Tyrant Shield.

COMMAND ABILITIES

Do Not Disappoint Me: Warriors who serve a Dreadlord would rather die upon the blades of the enemy than risk the ire of their black-hearted master.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly HERO that knows this ability. Add 1 to wound rolls for attacks made by friendly ORDER SERPENTIS units that are wholly within 18" of that HERO. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, ORDER SERPENTIS, MONSTER, DRAGON, HERO, DREADLORD


13
4+
7
WARSCROLL

Freeguild General on Griffon

A Freeguild General 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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sigmarite Runesword
Sigmarite Runesword1"53+4+-12
Sigmarite Greathammer
Sigmarite Greathammer1"33+3+-2D3
Freeguild Lance
Freeguild Lance2"43+4+-12
Razor Claws
Razor Claws2"4+3+-12
Deadly Beak
Deadly Beak2"23+3+-2
DAMAGE
Wounds SufferedMoveRazor ClawsDeadly Beak
0-315"64
4-613"53
7-911"42
10-119"31
12+7"21
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 305
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Aetherguard Windrunners
 • Hammerhalian Lancers

DESCRIPTION

A Freeguild General on Griffon is a single model armed with one of the following weapon options: Sigmarite Runesword; Sigmarite Greathammer; or Freeguild Lance. A Freeguild General on Griffon can also carry a Freeguild Shield.

MOUNT: This model’s Griffon attacks with its Razor Claws and Deadly Beak.

FLY: This model can fly.

ABILITIES

Charging Lance: Expert cavalrymen one and all, Freeguild Generals armed with lances can shatter an enemy line with their well-timed strikes.
This model’s Freeguild Lance has a Rend characteristic of -2 instead of -1 if this model made a charge move in the same turn.

Freeguild Shield: With breathtaking skill and speed, this general pivots upon their mount to deflect harmful blows from the enemy.
Add 1 to save rolls for attacks that target this model if this model carries a Freeguild Shield.

Skilled Rider: Foregoing their shield, this general uses their free hand to deftly steer their mount into the fray.
Add 1 to run and charge rolls for this model if it does not carry a Freeguild Shield.

Piercing Bloodroar: The shrill war cry of a mighty griffon can shatter the enemy’s resolve.
Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of any friendly units with this ability.

COMMAND ABILITIES

Rousing Battle Cry: Atop their griffon, this general implores the warriors under their command to run down the enemy and strike true in the name of Sigmar.
You can use this command ability at the start of your charge phase. If you do so, pick 1 friendly FREEGUILD HERO with this command ability. Until the end of that phase, add 1 to charge rolls for friendly FREEGUILD units while they are wholly within 12" of that HERO. In addition, in the next combat phase, add 1 to hit rolls for attacks made with melee weapons by friendly FREEGUILD units while they are wholly within 12" of that HERO. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, FREEGUILD, MONSTER, HERO, FREEGUILD GENERAL


11
4+
6
WARSCROLL

Luminark of Hysh with White Battlemage

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Searing Beam of Light
Searing Beam of Light30"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wizard’s Staff
Wizard’s Staff2"14+3+-1D3
Arcane Tools
Arcane Tools1"45+5+-1
Steel-shod Hooves
Steel-shod Hooves1"44+4+-1
DAMAGE
Wounds SufferedMoveAura of ProtectionSearing Beam of Light
0-210"10"2+
3-49"8"3+
5-68"6"4+
7-87"4"5+
9+6"2"6+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 275
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Luminark is a single model armed with a Searing Beam of Light.

WHITE BATTLEMAGE: This model include 1 White Battlemage armed with a Wizard’s Staff. The Look Out, Sir! rule does not apply to this model, and any command traits or artefacts of power only affect attacks made by the White Battlemage.

CREW: This model has a crew of Acolytes that attack with their Arcane Tools. For rules purposes, the crew are treated in the same manner as a mount.

MOUNT: This unit’s Warhorses attack with their Steel-shod Hooves.

ABILITIES

Aura of Protection: Luminarks of Hysh are surrounded by a protective magical aura.
Roll a dice each time you allocate a wound or mortal wound to a friendly CITIES OF SIGMAR model within range of the Aura of Protection ability of any friendly LUMINARKS OF HYSH. On a 6+, that wound or mortal wound is negated. The range of the Aura of Protection ability for this model is shown on the damage table above.

Locus of Hysh: The light of Hysh fills the minds of spellcasters nearby, allowing them to utter words of unbinding with pristine clarity.
Add 1 to unbinding rolls for friendly COLLEGIATE ARCANE WIZARDS wholly within 12" of any friendly LUMINARKS OF HYSH.

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 this model’s Searing Beam of Light. Instead, pick 1 point on the battlefield within range of this model’s Searing Beam of Light that is visible to this model and draw an imaginary straight line 1mm wide between that point and the closest part of this model’s base. Roll a dice for each unit that has models passed across by this line. For each roll that is equal to or greater than the Searing Beam of Light value shown on this model’s damage table, that unit suffers D3 mortal wounds

White Battlemage: These arcane experts have mastered the magical winds of Hysh.
Add 1 to casting rolls for this model if the battle is taking place in Hysh.

MAGIC

A White Battlemage is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield, Burning Gaze and Pha’s Protection spells.

Burning Gaze: Bolts of burning light fly from the wizard’s eyes, searing all that they touch.
Burning Gaze has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" that is visible to the caster. That unit suffers D3 mortal wounds. Double the number of wounds inflicted if that unit has 10 or more models, or triple the number of wounds inflicted if that unit has 20 or more models.

Pha’s Protection: The wizard calls upon the benevolent Guardians of Light to protect their allies from harm.
Pha’s Protection has a casting value of 5. If successfully cast, pick 1 friendly unit within 18" of the caster that is visible to them. Subtract 1 from hit rolls for attacks that target that unit until your next hero phase.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, COLLEGIATE ARCANE, HERO, WIZARD, LUMINARK OF HYSH


14
5+
7
WARSCROLL

Sorceress on Black Dragon

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Noxious Breath
Noxious Breath6"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Witch Rod
Witch Rod1"14+3+-1D3
Darkling Sword
Darkling Sword1"34+4+-1
Witch Lash
Witch Lash2"13+4+-1
Fearsome Jaws
Fearsome Jaws3"34+-2D6
Razor-sharp Claws
Razor-sharp Claws2"4+3+-12
DAMAGE
Wounds SufferedMoveFearsome JawsRazor-sharp Claws
0-314"1+6
4-612"2+5
7-910"3+4
10-128"4+3
13+6"5+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 295
Battlefield Role: Leader, Behemoth
Base size: 105 x 70mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Kraeth’s Shadowhost

DESCRIPTION

A Sorceress on Black Dragon is a single model armed with one of the following weapon options: Witch Rod; or Darkling Sword. A Sorceress on Black Dragon can also be armed with a Witch Lash.

MOUNT: This unit’s Black Dragon attacks with its Fearsome Jaws, Razor-sharp Claws and Noxious Breath.

FLY: This model can fly.

ABILITIES

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 COVEN model within 3" to be slain. If you do so, add 2 to casting rolls for this model until the end of that phase.

Noxious Breath: The Black Dragon unleashes a cloud of caustic, choking gas.
Do not use the attack sequence for an attack made with a Black Dragon’s Noxious Breath. Instead, roll a number of dice equal to the number of models from the target unit that are in range of the attack. For each 6, the target unit suffers 1 mortal wound.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Bladewind spells.

Bladewind: The Sorceress summons a storm of ethereal blades to slice her foes to ribbons.
Bladewind has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them and roll 9 dice. For each roll that is lower than that unit’s Save characteristic, that unit suffers 1 mortal wound.

COMMAND ABILITIES

Command Underlings: The cold-hearted rulers of the Darkling Covens wield absolute control over their ensorcelled underlings, commanding them to do their bidding.
You can use this command ability in your hero phase. If you do so, pick 1 friendly DARKLING COVEN unit wholly within 12" of a friendly DARKLING COVEN HERO with this command ability. Until your next hero phase, that unit can run and still shoot and/or charge later in the same turn.

Inspire Hatred: Dark words of power spoken by the Sorceress fill her underlings with an unbridled malice that fuels their attacks upon the enemy.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly DARKLING COVEN unit wholly within 12" of a friendly DARKLING COVEN HERO with this command ability. You can re-roll wound rolls of 1 for attacks made by that unit in that combat phase.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, DARKLING COVEN, MONSTER, DRAGON, HERO, WIZARD, SORCERESS


12
3+
8
WARSCROLL

Steam Tank with Commander

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Steam Cannon
Steam Cannon14+2+-2D6
Steam Gun
Steam Gun8"2D64+-1
Long Rifle
Long Rifle30"13+3+-12
Repeater Handgun
Repeater Handgun16"D34+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Crushing Wheels
Crushing Wheels1"D64+3+-12
Sword or Rod
Sword or Rod1"25+4+-1
DAMAGE
Wounds SufferedMoveSteam CannonSteam Gun
0-22D6"30"2+
3-42D6"24"3+
5-7D6"18"4+
8-9D6"12"5+
10+D3"6"6+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 230
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Steam Tank is a single model armed with a Steam Cannon, Steam Gun and Crushing Wheels.

COMMANDER: This model include 1 Commander armed with a Long Rifle, Repeater Handgun, and Sword or Rod. The Look Out, Sir! rule does not apply to this model, and any command traits or artefacts of power only affect attacks made by the Commander.

ABILITIES

Bouncing Cannon Balls: Large blocks of enemy troops are prime targets for a Steam Cannon.
Add 1 to hit rolls for attacks made by this model’s Steam Cannon that target an enemy unit that has 10 or more models.

I’ll Fix It: Steam Tank Commanders are known to make spot repairs during battle.
In your hero phase, you can heal up to D3 wounds allocated to this model if it has not used the More Pressure! ability.

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 model, until the start of your next hero phase, you can add 2 to this model’s Move characteristic and add 2 to the Attacks characteristic of this model’s Steam Gun.

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.

COMMAND ABILITIES

Target Sighted: From atop the turret, the Commander directs the other tanks in their division to let loose a thundering salvo upon the enemy lines.
You can use this command ability at the start of your shooting phase. If you do so, pick 1 friendly IRONWELD ARSENAL HERO with this command ability and 1 enemy unit. Until the end of that phase, add 1 to hit rolls for attacks that target that enemy unit made by friendly STEAM TANKS while they are within 6" of that friendly IRONWELD ARSENAL HERO. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, IRONWELD ARSENAL, WAR MACHINE, HERO, STEAM TANK


14
5+
7
WARSCROLL

Archmage on Dragon

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Magestaff
Magestaff2"14+3+-1D3
Sorcerous Blade
Sorcerous Blade1"34+4+-1
Claws
Claws2"4+3+-12
Fearsome Jaws
Fearsome Jaws3"34+-2D6
DAMAGE
Wounds SufferedMoveClawsFearsome Jaws
0-514"62+
6-812"53+
9-1110"43+
12+8"34+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 350
Battlefield Role: Leader, Behemoth
Notes: Single

DESCRIPTION

An Archmage on Dragon is armed with a Magestaff and Sorcerous Blade.

MOUNT: This unit’s Dragon is armed with Claws and Fearsome Jaws.

FLY: This unit can fly.

ABILITIES

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.

KEYWORDS
ORDER, CITIES OF SIGMAR, AELF, DRAGON, ELDRITCH COUNCIL, HERO, WIZARD, MONSTER, ARCHMAGE


14
4+
8
WARSCROLL

Dragonlord

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Reaver Bow
Reaver Bow20"33+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Dragon Lance
Dragon Lance2"33+3+-12
Dragon Blade
Dragon Blade2"43+3+-1D3
Claws
Claws2"4+3+-12
Fearsome Jaws
Fearsome Jaws3"34+-2D6
DAMAGE
Wounds SufferedMoveClawsFearsome Jaws
0-514"62+
6-812"53+
9-1110"43+
12+8"34+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 420
Battlefield Role: Leader, Behemoth
Notes: Single

DESCRIPTION

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.

FLY: This unit can fly.

MOUNT: This unit’s Dragon is armed with Claws and Fearsome Jaws.

ABILITIES

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.

KEYWORDS
ORDER, CITIES OF SIGMAR, AELF, DRAGON, ORDER DRACONIS, HERO, MONSTER, DRAGONLORD


14
5+
7
WARSCROLL

Drakeseer

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sunstaff
Sunstaff2"24+3+-1D3
Claws
Claws2"4+3+-12
Fearsome Jaws
Fearsome Jaws3"34+-2D6
DAMAGE
Wounds SufferedMoveClawsFearsome Jaws
0-514"62+
6-812"53+
9-1110"43+
12+8"34+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 330
Battlefield Role: Leader, Behemoth
Notes: Single

DESCRIPTION

A Drakeseer is armed with a Sunstaff.

MOUNT: This unit’s Dragon is armed with Claws and Fearsome Jaws.

FLY: This unit can fly.

ABILITIES

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.

KEYWORDS
ORDER, CITIES OF SIGMAR, AELF, DRAGON, ELDRITCH COUNCIL, HERO, WIZARD, MONSTER, DRAKESEER


11
4+
7
WARSCROLL

War Altar of Sigmar

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Light of Banishment
Light of Banishment20"D33+-13
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sigmarite Greathammer
Sigmarite Greathammer1"34+3+-11
Sigmarite Warhammer
Sigmarite Warhammer1"44+4+-1
Staff of Sigmar
Staff of Sigmar1"14+3+-D3
Steel-shod Hooves
Steel-shod Hooves1"44+4+-1
DAMAGE
Wounds SufferedMoveSigmar’s ShieldLight of Banishment
0-410"15"2+
5-69"12"3+
7-88"9"3+
9+7"6"4+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 275
Battlefield Role: Leader, Behemoth
Notes: Single

DESCRIPTION

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.

ABILITIES

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+.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, CELESTIAL, DEVOTED OF SIGMAR, TOTEM, HERO, PRIEST, WAR ALTAR OF SIGMAR


Behemoth


11
4+
6
WARSCROLL

Celestial Hurricanum

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Storm of Shemtek
Storm of Shemtek18"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Arcane Tools
Arcane Tools1"45+5+-1
Steel-shod Hooves
Steel-shod Hooves1"44+4+-1
DAMAGE
Wounds SufferedMovePortents of BattleStorm of Shemtek
0-210"10"3
3-49"8"2
5-68"6"2
7-87"4"1
9+6"2"1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 230
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Celestial Hurricanum is a single model armed with the Storm of Shemtek.

CREW: This model has a crew of Acolytes that attack with their Arcane Tools. For rules purposes, the crew are treated in the same manner as a mount.

MOUNT: This unit’s Warhorses attack with their Steel-shod Hooves.

ABILITIES

Locus of Azyr: Fellow mages in the vicinity of the Hurricanum feel their arcane might strengthened.
Add 1 to casting rolls made for friendly COLLEGIATE ARCANE WIZARDS wholly within 12" of any friendly CELESTIAL HURRICANUMS.

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 models within range of the Portents of Battle ability of any friendly CELESTIAL HURRICANUMS. The range of the Portents of Battle ability for this model is shown on the damage table above.

Storm of Shemtek: A Celestial Hurricanum can summon a magical storm to batter the foe with the fury of the heavens.
Do not use the attack sequence for an attack made with the Storm of Shemtek. Instead, roll a number of dice equal to the Storm of Shemtek value shown on this model’s damage table. For each 2+, the target suffers D3 mortal wounds.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, COLLEGIATE ARCANE, CELESTIAL HURRICANUM


12
4+
8
WARSCROLL

Flamespyre Phoenix

Trailing blazing streams of fire, Flamespyre Phoenixes sweep low over the heads of their prey, engulfing them in a magical inferno. Even if brought low by blade or spell, these creatures are reborn in a blinding burst of light and heat.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Flaming Talons
Flaming Talons2"4+3+-12
DAMAGE
Wounds SufferedMoveFlaming TalonsWake of Fire
0-216"65
3-414"54
5-712"43
8-910"32
10+8"21
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 205
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Flamespyre Phoenix is a single model armed with Flaming Talons.

FLY: This model can fly.

ABILITIES

Attuned to Magic: The spawn of the Ur-Phoenix are imbued with potent magical energy.
In your hero phase, if a friendly WIZARD within 12" of this model casts a spell that is not unbound, this model is imbued with magical energy until the start of your next hero phase. Add 1 to save rolls for attacks that target this model while it is imbued with magical energy, (this ability can never add more than 1 to the save roll).

Phoenix Reborn: In the fires of battle, the Phoenix is born anew.
The first time this model is slain, before removing it from the battlefield,roll a dice. On a 1-3, this model is slain. On a 4-6, this model is not slain, all wounds allocated to it are healed, and any wounds that currently remain to be allocated to it are negated.

Wake of Fire: Streams of flames follow in the wake of this creature, engulfing the enemy in a fiery inferno.
After this model has made a normal move, pick 1 enemy unit that has any models that this model passed across and roll a dice. On a 2+, that unit suffers a number of mortal wounds equal to the Wake of Fire value shown on this model’s damage table.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, PHOENIX TEMPLE, MONSTER, FLAMESPYRE PHOENIX


12
4+
9
WARSCROLL

Frostheart Phoenix

Some of the Ur-Phoenix’s spawn radiate the elemental power of ice. Surrounded by a freezing aura that slows nearby foes to a crawl, these Frostheart Phoenixes strike from on high with deadly force, ripping and tearing their prey to pieces.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ice-cold Talons
Ice-cold Talons2"3+3+-12
DAMAGE
Wounds SufferedMoveIce-cold TalonsBlizzard Aura
0-216"89"
3-414"66"
5-712"53"
8-910"42"
10+8"31"
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Frostheart Phoenix is a single model armed with Ice-cold Talons.

FLY: This model can fly.

ABILITIES

Attuned to Magic: The spawn of the Ur-Phoenix are imbued with potent magical energy.
In your hero phase, if a friendly WIZARD within 12" of this model casts a spell that is not unbound, this model is imbued with magical energy until the start of your next hero phase. Add 1 to save rolls for attacks that target this model while it is imbued with magical energy (this ability can never add more than 1 to the save roll).

Blizzard Aura: The chilling aura given off by a Frostheart Phoenix encases nearby foes in ice, slowing them and restricting their movement.
Subtract 1 from wound rolls for attacks made with melee weapons by enemy units within range of the Blizzard Aura ability of any friendly models. The range of the Blizzard Aura ability for this model is shown on the damage table above.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, PHOENIX TEMPLE, MONSTER, FROSTHEART PHOENIX


12
4+
6
WARSCROLL

Kharibdyss

A monstrous abomination dragged up from the Stygian depths of the deep ocean, the Kharibdyss rampages across the battlefield, its fanged tentacles lashing out to clamp upon heads and tear off limbs.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fanged Tentacles
Fanged Tentacles3"4+3+-12
Spiked Tail
Spiked Tail2"D64+-1
Clawed Limbs
Clawed Limbs1"23+3+-11
Cruel Goads and Whips
Cruel Goads and Whips2"24+4+-1
DAMAGE
Wounds SufferedMoveFanged TentaclesSpiked Tail
0-17"62+
2-36"53+
4-55"44+
6-75"35+
8+4"26+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 165
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single. Battleline in an ANVILGARD army

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Charrwind Beasthunters

DESCRIPTION

A Kharibdyss is a single model armed with Fanged Tentacles, a Spiked Tail and Clawed Limbs.

CREW: This model has a crew of Handlers that attack with their Cruel Goads and Whips. For rules purposes, the crew are treated in the same manner as a mount.

ABILITIES

Abyssal Howl: These creatures let loose spinechilling roars when they scent the blood of their prey.
Subtract 1 from the Bravery characteristic of enemy units within 12" of any models with this ability.

Feast of Bones: The grisly remains of the enemy are snatched up and devoured by the many-fanged maws of this terrible creature.
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 D3 wounds allocated to this model.

Quick With The Lash: Scarred handlers lash their whips to drive the war beast into a terrible rage. They must be wary, however, for the creature’s fury can easily be turned upon its masters.
Before you make a charge roll for this model, you can say that its Handlers are going to apply the lash. If you do so, roll 3D6, remove 1 dice of your choice, and then use the remaining 2D6 to determine the charge roll. However, if the 3D6 roll was a triple, this model suffers 1 mortal wound and it cannot make a charge move in that phase.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, SCOURGE PRIVATEERS, MONSTER, KHARIBDYSS


11
4+
6
WARSCROLL

Luminark of Hysh

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Searing Beam of Light
Searing Beam of Light30"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Arcane Tools
Arcane Tools1"45+5+-1
Steel-shod Hooves
Steel-shod Hooves1"44+4+-1
DAMAGE
Wounds SufferedMoveAura of ProtectionSearing Beam of Light
0-210"10"2+
3-49"8"3+
5-68"6"4+
7-87"4"5+
9+6"2"6+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Xintil War-magi

DESCRIPTION

A Luminark is a single model armed with a Searing Beam of Light.

CREW: This model has a crew of Acolytes that attack with their Arcane Tools. For rules purposes, the crew are treated in the same manner as a mount.

MOUNT: This unit’s Warhorses attack with their Steel-shod Hooves.

ABILITIES

Aura of Protection: Luminarks of Hysh are surrounded by a protective magical aura.
Roll a dice each time you allocate a wound or mortal wound to a friendly CITIES OF SIGMAR model within range of the Aura of Protection ability of any friendly LUMINARKS OF HYSH. On a 6+, that wound or mortal wound is negated. The range of the Aura of Protection ability for this model is shown on the damage table above.

Locus of Hysh: The light of Hysh fills the minds of spellcasters nearby, allowing them to utter words of unbinding with pristine clarity.
Add 1 to unbinding rolls for friendly COLLEGIATE ARCANE WIZARDS wholly within 12" of any friendly LUMINARKS OF HYSH.

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 this model’s Searing Beam of Light. Instead, pick 1 point on the battlefield within range of this model’s Searing Beam of Light that is visible to this model and draw an imaginary straight line 1mm wide between that point and the closest part of this model’s base. Roll a dice for each unit that has models passed across by this line. For each roll that is equal to or greater than the Searing Beam of Light value shown on this model’s damage table, that unit suffers D3 mortal wounds

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, COLLEGIATE ARCANE, LUMINARK OF HYSH


12
3+
8
WARSCROLL

Steam Tank

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Steam Cannon
Steam Cannon14+2+-2D6
Steam Gun
Steam Gun8"2D64+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Crushing Wheels
Crushing Wheels1"D64+3+-12
DAMAGE
Wounds SufferedMoveSteam CannonSteam Gun
0-22D6"30"2+
3-42D6"24"3+
5-7D6"18"4+
8-9D6"12"5+
10+D3"6"6+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 195
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single. Battleline if general is a Steam Tank with Commander

DESCRIPTION

A Steam Tank is a single model armed with a Steam Cannon, Steam Gun and Crushing Wheels.

ABILITIES

Bouncing Cannon Balls: Large blocks of enemy troops are prime targets for a Steam Cannon.
Add 1 to hit rolls for attacks made by this model’s Steam Cannon that target an enemy unit that has 10 or more models.

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 model, until the start of your next hero phase, you can add 2 to this model’s Move characteristic and add 2 to the Attacks characteristic of this model’s Steam Gun.

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.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, IRONWELD ARSENAL, WAR MACHINE, STEAM TANK


12
4+
6
WARSCROLL

War Hydra

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fiery Breath
Fiery Breath9"3+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Razor-sharp Fangs
Razor-sharp Fangs2"4+3+-1D3
Clawed Limbs
Clawed Limbs1"23+3+-11
Cruel Goads and Whips
Cruel Goads and Whips2"24+4+-1
DAMAGE
Wounds SufferedMoveFiery BreathRazor-sharp Fangs
0-28"66
3-57"55
6-76"44
8-95"33
10+4"22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single. Battleline in an ANVILGARD army

DESCRIPTION

A War Hydra is a single model armed with Fiery Breath, Razor-sharp Fangs and Clawed Limbs.

CREW: This model has a crew of Handlers that attack with their Cruel Goads and Whips. For rules purposes, the crew are treated in the same manner as a mount.

ABILITIES

Quick with the Lash: Scarred handlers lash their whips to drive the war beast into a terrible rage. Theymust be wary, however, for the creature’s fury can easily be turned upon its masters.
Before you make a charge roll for this model, you can say that its Handlers are going to apply the lash. If you do so, roll 3D6, remove 1 dice of your choice, and then use the remaining 2D6 to determine the charge roll. However, if the 3D6 roll was a triple, this model suffers 1 mortal wound and it cannot make a charge move in that phase.

Sever One Head, Another Takes Its Place: It is almost impossible to kill a Hydra, for they regenerate wounds and regrow severed heads at an alarming rate.
At the start of each of your hero phases, you can heal up to D3 wounds allocated to this model.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, ORDER SERPENTIS, MONSTER, WAR HYDRA


14
3+
10
WARSCROLL

Carmine Dragon

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soul-sheering Blast
Soul-sheering Blast12"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Raking Claws
Raking Claws2"4+3+-22
Amethyst Fangs
Amethyst Fangs3"33+-2D6
DAMAGE
Wounds SufferedMoveRaking ClawsAmethyst Fangs
0-616"82+
7-914"73+
10-1111"64+
12+9"55+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 475
Battlefield Role: Behemoth
Base size: 100mm
Notes: Single

DESCRIPTION

A Carmine Dragon is armed with Raking Claws, Amethyst Fangs and a Soul-sheering Blast.

FLY: This model can fly.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the ORDER keyword.

ABILITIES

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.

KEYWORDS
ORDER, DRAGON, MONSTER, CARMINE DRAGON


14
3+
6
WARSCROLL

Dread Maw

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slime Spray
Slime Spray12"14+3+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cavernous Maw
Cavernous Maw3"33+2+D6
Writhing Coils
Writhing Coils2"4+4+-11
DAMAGE
Wounds SufferedMoveCavernous MawWrithing Coils
0-614"-33D6
7-812"-22D6
9-1010"-2D6
11+8"-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 495
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
MONSTER, DREAD MAW


14
10
WARSCROLL

Incarnate Elemental of Beasts

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Amber Breath
Amber Breath12"D65+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Savage Talons
Savage Talons2"3+4+-21
Impaling Horns
Impaling Horns2"44+3+-1D3
DAMAGE
Wounds SufferedMoveSaveSavage Talons
0-510"3+12
6-88"4+10
9-117"4+8
12+6"5+6
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
GHUR, MONSTER, INCARNATE ELEMENTAL OF BEASTS


14
10
WARSCROLL

Incarnate Elemental of Fire

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fiery Bolts
Fiery Bolts18"4+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tendrils of Fire
Tendrils of Fire2"63+4+-1
Burning Lance
Burning Lance3"33+2+-22
DAMAGE
Wounds SufferedMoveSaveFiery Bolts
0-38"3+10
4-67"4+8
7-96"4+6
10-125"5+4
13+4"6+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

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.

ABILITIES

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).

KEYWORDS
AQSHY, MONSTER, INCARNATE ELEMENTAL OF FIRE


20
4+
6
WARSCROLL

Magma Dragon

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Brimstone Dragonfire
Brimstone Dragonfire18"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Furnace-hot Jaws
Furnace-hot Jaws3"43+2+D6
Crushing Claws
Crushing Claws2"4+3+-12
DAMAGE
Wounds SufferedMoveFurnace-hot JawsCrushing Claws
0-1016"-38
11-1314"-37
14-1612"-26
17+10"-25
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 585
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single

DESCRIPTION

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.

FLY: This model can fly.

ABILITIES

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.

KEYWORDS
DRAGON, MONSTER, MAGMA DRAGON


12
4+
5
WARSCROLL

Merwyrm

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 go into battle against them.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chill Breath
Chill Breath8"64+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hideous Jaws
Hideous Jaws1"33+3+D3
Powerful Tail
Powerful Tail2"14+3+-1
DAMAGE
Wounds SufferedMoveHideous JawsPowerful Tail
0-58"-36
6-77"-2D6
8-96"-2D3
10+5"-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 280
Battlefield Role: Behemoth
Notes: Single

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
MONSTER, MERWYRM


Warscroll Battalion


Warscroll Battalion

Aetherguard Windrunners

ORGANISATION
 • 1 TEMPEST’S EYE Freeguild General on Griffon
 • 3-6 units of TEMPEST’S EYE Freeguild Outriders or TEMPEST’S EYE Freeguild Pistoliers
 • 0-2 TEMPEST’S EYE Grundstok Gunhaulers
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

ABILITIES

Swift Like the Wind: Whether mounted on horseback or in the seat of a flying engine, warriors of Tempest’s Eye strike with a swiftness that leaves their enemies reeling.
Units from this battalion can retreat and still shoot and/or charge later in the same turn.


Warscroll Battalion

Charrwind Beasthunters

ORGANISATION
 • 1 ANVILGARD Black Ark Fleetmaster
 • 3 units of ANVILGARD Black Ark Corsairs
 • 1-3 units of ANVILGARD Scourgerunner Chariots
 • 0-1 ANVILGARD Kharibdyss
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

ABILITIES

Beasthunters: Veterans of the wild Charrwind Coast, these warriors show no mercy as they ruthlessly hunt their prey.
Add 1 to wound rolls for attacks made by units from this battalion that target an enemy MONSTER.


Warscroll Battalion

Greywater Artillery Company

PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

ABILITIES

A Greywater Welcome: The artillery companies of Greywater Fastness introduce themselves with a prolonged and punishing bombardment upon the enemy battle line. In your shooting phase in the first battle round, friendly WAR MACHINES from this battalion can shoot twice if they are within 6" of a friendly HERO from this battalion and are not within 3" of any enemy units.


Warscroll Battalion

Hammerhalian Lancers

Hammerhalian Lancers are renowned across the realms for their deadly cavalry charges and utter lack of fear. Led by a General sat astride a noble griffon,these dashing warriors charge their armoured Demigryphs into the heart of the enemy line with lances levelled, obliterating their foes in a single, devastating blow.
ORGANISATION
 • 1 HAMMERHAL Freeguild General on Griffon
 • 3-6 units of HAMMERHAL Demigryph Knights
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Glorious Cavalry Charge: Lances are levelled in unison as these elite cavalry riders thunder across the battlefield.
Add 1 to hit and wound rolls for attacks made with melee weapons by units from this battalion that made a charge move in the same turn and are wholly within 18" of the Freeguild General on Griffon from the same battalion.


Warscroll Battalion

Phoenix Flight

ORGANISATION
 • 1-2 PHOENICIUM FROSTHEART PHOENIXES
 • 1-2 PHOENICIUM FLAMESPYRE PHOENIXES
PITCHED BATTLE PROFILE

Unit Size: -      Points: 130
Battlefield Role: Warscroll Battalion

ABILITIES

Golden Aura of the Phoenicium: Amber light radiates from the fledglings of the Ur-Phoenix, cauterising wounds with a golden glow.
At the start of your hero phase, you can heal 1 wound allocated to each friendly PHOENICIUM unit wholly within 12" of any units from this battalion.


Warscroll Battalion

Viridian Pathfinders

ORGANISATION
 • 1 LIVING CITY Nomad Prince
 • 3 units of LIVING CITY Wildwood Rangers
 • 0-1 units of LIVING CITY Wild Riders
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Masters of Ambush: Striking from quarters unseen, these warriors are amidst their foes with blades whirling before the enemy even realises their doom.
Add 1 to charge rolls for friendly units from this battalion if they used the Hunters of the Hidden Paths battle trait to set up on the battlefield in the same turn.


Warscroll Battalion

Whitefire Retinue

ORGANISATION
 • 3-6 HALLOWHEART HERO WIZARDS
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Triarch Covenant: These powerful wizards wage war in tandem, forming a powerful nexus of sorcery upon the battlefield.
Add 1 to casting and unbinding rolls for friendly WIZARDS from this battalion while they are within 6" of another friendly model from the same battalion.


Warscroll Battalion

Kraeth’s Shadowhost

The sorceress Drusa Kraeth is the power behind the scenes in Anvilgard, utilising an army of ensorcelled agents to carry out the will of the Blackscale Coil. She commands a Shadowhost of her most favoured thralls, each of whom would charge through fire and raining arrows to protect their mistress. Such is Kraeth’s expertise at subterfuge and manipulation that she never enters battle without an enormous advantage over her unsuspecting foes.
ORGANISATION
 • 1 Sorceress on Black Dragon (Drusa Kraeth)
 • 1 Dreadspears unit
 • 1 Darkshards unit
The Sorceress on Black Dragon from this battalion is a unique named character. All units from this battalion must have either the ANVILGARD keyword or the HAR KURON keyword.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 160
Battlefield Role: Warscroll Battalion

ABILITIES

Subjugated: The warriors of the Shadowhost are completely controlled by Kraeth, and will do whatever she commands.
In your hero phase, if the SORCERESS from this battalion is on the battlefield, you can declare she will compel her minions to attack savagely. If you do so, until your next hero phase, add 1 to the Attacks characteristic of weapons used by DREADSPEARS and DARKSHARDS units from this battalion, but subtract 1 from save rolls for attacks that target those units.

COMMAND TRAIT

If Drusa Kraeth is your army’s general, she must have this command trait instead of one from Battletome: Cities of Sigmar or Har Kuron command traits:

The Whisperers: Drusa Kraeth is a master in the art of mind-controlling enchantments, and has a network of mentally dominated secret agents that provide her with information.
At the start of the first hero phase of the first battle round, you receive 1 extra command point.


Warscroll Battalion

Xintil War-magi

An air of eccentric jubilation fills the air as Xintil’s finest battle wizards bring their creations to the front line. The visionary Hyshian mage Arcobalde Lazerne leads the way, using his Luminark, Beacon of Intellect, to protect his comrades and send beams of intense Hyshian energy burning into the ranks of his adversaries.
ORGANISATION
 • 1 Battlemage (Arcobalde Lazerne)
 • 1 Luminark of Hysh (Beacon of Intellect)
 • 1 Celestial Hurricanum with Celestial Battlemage
The Battlemage from this battalion is a unique named character and must be from Hysh. All units from this battalion must have the SETTLER’S GAIN keyword.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Xintil War-magi

ABILITIES

Beacon of Intellect: The lens array of this mighty Luminark has been modified by none other than Arcobalde Lazerne, master of the Collegiate Arcane mages in Settler’s Gain.
When you use the Searing Beam of Light ability for the Luminark of Hysh from this battalion, you can re-roll the roll that determines if a unit suffers D3 mortal wounds. In addition, when you use the Aura of Protection ability for the Luminark of Hysh from this battalion, add 1 to the roll that determines if a wound or mortal wound is negated.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

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

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

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

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.

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

None
Leader
Behemoth

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

None
Battleline
Leader
Leader, Behemoth
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

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

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

Leader
Leader, Behemoth

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

None
Battleline
Leader
Leader, Behemoth

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

None
Leader

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

None

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

None
Leader

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

None
Battleline
Leader
Leader, Behemoth
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

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

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

None
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