Leader, Behemoth
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.
Flaming Talons |
| Flaming Talons | 2" |  | 4+ | 3+ | -1 | 2 |
Great Phoenix Halberd |
| Great Phoenix Halberd | 2" | 4 | 3+ | 3+ | -1 | 1 |
0-2 | 16" | 6 | 5 |
3-4 | 14" | 5 | 4 |
5-7 | 12" | 4 | 3 |
8-9 | 10" | 3 | 2 |
10+ | 8" | 2 | 1 |
Unit Size: 1 Points: 290
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single
This warscroll can be used in the following warscroll battalions:
•
Phoenix Flight
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.
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.
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.
ORDER, AELF, CITIES OF SIGMAR, PHOENIX TEMPLE, MONSTER, HERO, FLAMESPYRE 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.
Ice-cold Talons |
| Ice-cold Talons | 2" |  | 3+ | 3+ | -1 | 2 |
Great Phoenix Halberd |
| Great Phoenix Halberd | 2" | 4 | 3+ | 3+ | -1 | 1 |
0-2 | 16" | 8 | 9" |
3-4 | 14" | 6 | 6" |
5-7 | 12" | 5 | 3" |
8-9 | 10" | 4 | 2" |
10+ | 8" | 3 | 1" |
Unit Size: 1 Points: 320
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single
This warscroll can be used in the following warscroll battalions:
•
Phoenix Flight
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.
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.
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.
ORDER, AELF, CITIES OF SIGMAR, PHOENIX TEMPLE, MONSTER, HERO, FROSTHEART PHOENIX |
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.
Beaststaff |
| Beaststaff | 2" | 1 | 4+ | 3+ | -1 | D3 |
Twin Beaks |
| Twin Beaks | 2" | 4 | 3+ | 3+ | -1 |  |
Razor Claws |
| Razor Claws | 2" |  | 4+ | 3+ | -1 | 2 |
0-3 | 15" | 3 | 6 |
4-6 | 13" | 2 | 5 |
7-9 | 11" | 2 | 4 |
10-11 | 9" | 1 | 3 |
12+ | 7" | 1 | 2 |
Unit Size: 1 Points: 240
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single
This warscroll can be used in the following warscroll battalions:
•
Whitefire Retinue
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.
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.
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.
ORDER, HUMAN, CITIES OF SIGMAR, COLLEGIATE ARCANE, MONSTER, HERO, WIZARD, 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.
Storm of Shemtek |
| Storm of Shemtek | 18" | 1 | |
Wizard’s Staff |
| Wizard’s Staff | 2" | 1 | 4+ | 3+ | -1 | D3 |
Arcane Tools |
| Arcane Tools | 1" | 4 | 5+ | 5+ | - | 1 |
Steel-shod Hooves |
| Steel-shod Hooves | 1" | 4 | 4+ | 4+ | - | 1 |
0-2 | 10" | 10" | 3 |
3-4 | 9" | 8" | 2 |
5-6 | 8" | 6" | 2 |
7-8 | 7" | 4" | 1 |
9+ | 6" | 2" | 1 |
Unit Size: 1 Points: 290
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single
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.
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.
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.
ORDER, HUMAN, CITIES OF SIGMAR, COLLEGIATE ARCANE, HERO, WIZARD, CELESTIAL HURRICANUM |
The feared warlords of the Order Serpentis delight in inflicting pain and terror upon their foes. They ride to war on obsidian-scaled dragons that can lay waste to entire armies with their dagger-like claws and foul, choking breath.
Repeater Crossbow |
| Repeater Crossbow | 16" | 4 | 4+ | 4+ | - | 1 |
Noxious Breath |
| Noxious Breath | 6" | 1 | |
Exile Blade |
| Exile Blade | 1" | 6 | 3+ | 4+ | - | 1 |
Lance of Spite |
| Lance of Spite | 2" | 3 | 3+ | 3+ | -1 | 1 |
Fearsome Jaws |
| Fearsome Jaws | 3" | 3 | 4+ |  | -2 | D6 |
Razor-sharp Claws |
| Razor-sharp Claws | 2" |  | 4+ | 3+ | -1 | 2 |
0-3 | 14" | 1+ | 6 |
4-6 | 12" | 2+ | 5 |
7-9 | 10" | 3+ | 4 |
10-12 | 8" | 4+ | 3 |
13+ | 6" | 5+ | 2 |
Unit Size: 1 Points: 250
Battlefield Role: Leader, Behemoth
Base size: 105 x 70mm
Notes: Single
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.
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.
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.
ORDER, AELF, CITIES OF SIGMAR, ORDER SERPENTIS, MONSTER, DRAGON, HERO, DREADLORD |
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.
Sigmarite Runesword |
| Sigmarite Runesword | 1" | 5 | 3+ | 4+ | -1 | 2 |
Sigmarite Greathammer |
| Sigmarite Greathammer | 1" | 3 | 3+ | 3+ | -2 | D3 |
Freeguild Lance |
| Freeguild Lance | 2" | 4 | 3+ | 4+ | -1 | 2 |
Razor Claws |
| Razor Claws | 2" |  | 4+ | 3+ | -1 | 2 |
Deadly Beak |
| Deadly Beak | 2" | 2 | 3+ | 3+ | -2 |  |
0-3 | 15" | 6 | 4 |
4-6 | 13" | 5 | 3 |
7-9 | 11" | 4 | 2 |
10-11 | 9" | 3 | 1 |
12+ | 7" | 2 | 1 |
Unit Size: 1 Points: 270
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single
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.
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.
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.
ORDER, HUMAN, CITIES OF SIGMAR, FREEGUILD, MONSTER, HERO, FREEGUILD GENERAL |
The Luminark of Hysh is a devastating arcane war machine, capable of focusing light through its aetherquartz optics in order to unleash a beam of soulfire that vaporises everything in its path.
Searing Beam of Light |
| Searing Beam of Light | 30" | 1 | |
Wizard’s Staff |
| Wizard’s Staff | 2" | 1 | 4+ | 3+ | -1 | D3 |
Arcane Tools |
| Arcane Tools | 1" | 4 | 5+ | 5+ | - | 1 |
Steel-shod Hooves |
| Steel-shod Hooves | 1" | 4 | 4+ | 4+ | - | 1 |
0-2 | 10" | 10" | 2+ |
3-4 | 9" | 8" | 3+ |
5-6 | 8" | 6" | 4+ |
7-8 | 7" | 4" | 5+ |
9+ | 6" | 2" | 6+ |
Unit Size: 1 Points: 270
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single
This warscroll can be used in the following warscroll battalions:
•
Whitefire Retinue
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.
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.
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.
ORDER, HUMAN, CITIES OF SIGMAR, COLLEGIATE ARCANE, HERO, WIZARD, LUMINARK OF HYSH |
Many Sorceresses go to war upon fearsome Black Dragons, delighting in the terror in the eyes of their enemies as the scaled beasts spit clouds of choking black fumes and rip their prey apart with sword-sized talons.
Noxious Breath |
| Noxious Breath | 6" | 1 | |
Witch Rod |
| Witch Rod | 1" | 1 | 4+ | 3+ | -1 | D3 |
Darkling Sword |
| Darkling Sword | 1" | 3 | 4+ | 4+ | - | 1 |
Witch Lash |
| Witch Lash | 2" | 1 | 3+ | 4+ | - | 1 |
Fearsome Jaws |
| Fearsome Jaws | 3" | 3 | 4+ |  | -2 | D6 |
Razor-sharp Claws |
| Razor-sharp Claws | 2" |  | 4+ | 3+ | -1 | 2 |
0-3 | 14" | 1+ | 6 |
4-6 | 12" | 2+ | 5 |
7-9 | 10" | 3+ | 4 |
10-12 | 8" | 4+ | 3 |
13+ | 6" | 5+ | 2 |
Unit Size: 1 Points: 260
Battlefield Role: Leader, Behemoth
Base size: 105 x 70mm
Notes: Single
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.
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.
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 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.
ORDER, AELF, CITIES OF SIGMAR, DARKLING COVEN, MONSTER, DRAGON, HERO, WIZARD, SORCERESS |
Clanking monstrosities of steel and iron, Steam Tanks rattle across the battlefield, blasting away at targets with their cannons and steam-spewing guns while grinding yet more to paste beneath their metal-clad wheels.
Steam Cannon |
| Steam Cannon |  | 1 | 4+ | 2+ | -2 | D6 |
Steam Gun |
| Steam Gun | 8" | 2D6 | 4+ |  | - | 1 |
Long Rifle |
| Long Rifle | 30" | 1 | 3+ | 3+ | -1 | 2 |
Repeater Handgun |
| Repeater Handgun | 16" | D3 | 4+ | 3+ | -1 | 1 |
Crushing Wheels |
| Crushing Wheels | 1" | D6 | 4+ | 3+ | -1 | 2 |
Sword or Rod |
| Sword or Rod | 1" | 2 | 5+ | 4+ | - | 1 |
0-2 | 2D6" | 30" | 2+ |
3-4 | 2D6" | 24" | 3+ |
5-7 | D6" | 18" | 4+ |
8-9 | D6" | 12" | 5+ |
10+ | D3" | 6" | 6+ |
Unit Size: 1 Points: 200
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single
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.
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.
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.
ORDER, HUMAN, CITIES OF SIGMAR, IRONWELD ARSENAL, WAR MACHINE, HERO, STEAM TANK |
Magestaff |
| Magestaff | 2" | 1 | 4+ | 3+ | -1 | D3 |
Sorcerous Blade |
| Sorcerous Blade | 1" | 3 | 4+ | 4+ | - | 1 |
Claws |
| Claws | 2" |  | 4+ | 3+ | -1 | 2 |
Fearsome Jaws |
| Fearsome Jaws | 3" | 3 | 4+ |  | -2 | D6 |
0-5 | 14" | 6 | 2+ |
6-8 | 12" | 5 | 3+ |
9-11 | 10" | 4 | 3+ |
12+ | 8" | 3 | 4+ |
Unit Size: 1 Points: 350
Battlefield Role: Leader, Behemoth
Notes: Single
This warscroll can be used in the following warscroll battalions:
•
Whitefire Retinue
An Archmage on Dragon is armed with a Magestaff and Sorcerous Blade.
MOUNT: This unit’s Dragon is armed with Claws and Fearsome Jaws.
Dragonfire: In your
shooting phase, this unit’s Dragon can unleash a blast of dragonfire. When it does so, pick 1 enemy unit within 12" of this unit and visible to it, and roll a dice. On a 2+, that enemy unit suffers D3
mortal wounds.
Drain Magic: Drain Magic is a spell that has a
casting value of 6 and a range of 18". If successfully cast, pick 1 enemy
WIZARD within range and visible to the caster. Reduce the number of spells that enemy
WIZARD can attempt to cast by 1 until your next
hero phase.
ORDER, CITIES OF SIGMAR, AELF, DRAGON, ELDRITCH COUNCIL, HERO, WIZARD, MONSTER, ARCHMAGE |
Reaver Bow |
| Reaver Bow | 20" | 3 | 3+ | 3+ | - | 1 |
Dragon Lance |
| Dragon Lance | 2" | 3 | 3+ | 3+ | -1 | 2 |
Dragon Blade |
| Dragon Blade | 2" | 4 | 3+ | 3+ | -1 | D3 |
Claws |
| Claws | 2" |  | 4+ | 3+ | -1 | 2 |
Fearsome Jaws |
| Fearsome Jaws | 3" | 3 | 4+ |  | -2 | D6 |
0-5 | 14" | 6 | 2+ |
6-8 | 12" | 5 | 3+ |
9-11 | 10" | 4 | 3+ |
12+ | 8" | 3 | 4+ |
Unit Size: 1 Points: 420
Battlefield Role: Leader, Behemoth
Notes: Single
A Dragonlord is armed with one of the following weapon options: Dragon Blade and Enchanted Shield; Dragon Lance and Enchanted Shield; Dragon Blade and Reaver Bow; Dragon Lance and Reaver Bow; Dragon Blade and Aelven War Horn; or Dragon Lance and Aelven War Horn.
MOUNT: This unit’s Dragon is armed with Claws and Fearsome Jaws.
Dragon Lance: If this unit is armed with a Dragon Lance and it makes a
charge move, until the end of the turn, add 1 to
wound rolls for attacks made with its Dragon Lance and add 1 to the damage inflicted by each successful attack made with its Dragon Lance.
Enchanted Shield: If this unit is armed with an Enchanted Shield, you can add 1 to
save rolls for attacks that target this unit.
Aelven War Horn: If this unit is armed with an Aelven War Horn, once per battle, in the
combat phase, you can say that it will sound the attack. If you do so, until the end of that phase, add 1 to the Attacks characteristic of melee weapons used by friendly
ORDER DRACONIS units while they are within 10" of this unit. A unit cannot be affected by this ability more than once per phase.
Dragonfire: In your
shooting phase, this unit’s Dragon can unleash a blast of dragonfire. When it does so, pick 1 enemy unit within 12" of this unit and visible to it, and roll a dice. On a 2+, that enemy unit suffers D3
mortal wounds.
Lord of Dragons: Once per battle, in the
combat phase, you can say that this unit will inspire members of its order. If you do so, pick all friendly
ORDER DRACONIS units within 10" of this unit. Add 1 to
hit rolls for attacks made by those units until the end of that phase.
ORDER, CITIES OF SIGMAR, AELF, DRAGON, ORDER DRACONIS, HERO, MONSTER, DRAGONLORD |
Sunstaff |
| Sunstaff | 2" | 2 | 4+ | 3+ | -1 | D3 |
Claws |
| Claws | 2" |  | 4+ | 3+ | -1 | 2 |
Fearsome Jaws |
| Fearsome Jaws | 3" | 3 | 4+ |  | -2 | D6 |
0-5 | 14" | 6 | 2+ |
6-8 | 12" | 5 | 3+ |
9-11 | 10" | 4 | 3+ |
12+ | 8" | 3 | 4+ |
Unit Size: 1 Points: 330
Battlefield Role: Leader, Behemoth
Notes: Single
This warscroll can be used in the following warscroll battalions:
•
Whitefire Retinue
A Drakeseer is armed with a Sunstaff.
MOUNT: This unit’s Dragon is armed with Claws and Fearsome Jaws.
Dragonfire: In your
shooting phase, this unit’s Dragon can unleash a blast of dragonfire. When it does so, pick 1 enemy unit within 12" of this unit and visible to it, and roll a dice. On a 2+, that enemy unit suffers D3
mortal wounds.
Flames of the Phoenix: Flames of the Phoenix is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3 mortal wounds. Then, roll a dice. On a 1-3 the effect of this spell ends. On a 4+, that unit suffers an additional D3 mortal wounds. Keep rolling in this way until either the effect of the spell ends or the unit is destroyed.
ORDER, CITIES OF SIGMAR, AELF, DRAGON, ELDRITCH COUNCIL, HERO, WIZARD, MONSTER, DRAKESEER |
Light of Banishment |
| Light of Banishment | 20" | D3 | 3+ |  | -1 | 3 |
Sigmarite Greathammer |
| Sigmarite Greathammer | 1" | 3 | 4+ | 3+ | -1 | 1 |
Sigmarite Warhammer |
| Sigmarite Warhammer | 1" | 4 | 4+ | 4+ | - | 1 |
Staff of Sigmar |
| Staff of Sigmar | 1" | 1 | 4+ | 3+ | - | D3 |
Steel-shod Hooves |
| Steel-shod Hooves | 1" | 4 | 4+ | 4+ | - | 1 |
0-4 | 10" | 15" | 2+ |
5-6 | 9" | 12" | 3+ |
7-8 | 8" | 9" | 3+ |
9+ | 7" | 6" | 4+ |
Unit Size: 1 Points: 275
Battlefield Role: Leader, Behemoth
Notes: Single
A War Altar of Sigmar is armed with Light of Banishment.
ARCH LECTOR: This model is commanded by an 1 Arch Lector armed with 1 of the following weapon options: Sigmarite Greathammer; or Sigmarite Warhammer and Staff of Sigmar.
MOUNT: This unit’s Warhorses are armed with Steel-shod Hooves.
Devotional Horn: Once per battle, at the start of the
battleshock phase, you can say that this model will blow its Devotional Horn. If you do so, enemy units within 10" of this model cannot
issue or receive commands in that phase.
Light of Banishment: Add 1 to the damage inflicted by each successful attack made with Light of Banishment that targets a
DAEMON unit.
Sigmar’s Shield: Friendly DEVOTED OF SIGMAR units that are wholly within range of this unit’s Sigmar’s Shield ability, as shown on the damage table above, have a ward of 6+.
ORDER, CITIES OF SIGMAR, HUMAN, CELESTIAL, DEVOTED OF SIGMAR, TOTEM, HERO, PRIEST, WAR ALTAR OF SIGMAR |
Leader
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.
Great Phoenix Halberd |
| Great Phoenix Halberd | 2" | 4 | 3+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Base size: 25mm
Notes: Single
An Anointed is a single model armed with a Great Phoenix Halberd.
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.
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.
ORDER, AELF, CITIES OF SIGMAR, PHOENIX TEMPLE, HERO, ANOINTED |
There is no fortress, city or fortifiedwar camp that the feared Shadowblade Assassins cannot infiltrate, and few foes can hope to survive the potent poisons delivered by their wicked daggers.
Poison-coated Blades |
| Poison-coated Blades | 1" | 6 | 3+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 80
Battlefield Role: Leader
Base size: 25mm
Notes: Single
An Assassin is a single model armed with Poison-coated Blades.
Deathshead Poison: Assassins utilise deadly blends of venom to ensure their mark is slain.
If the unmodified
wound roll for an attack made with Poison-coated Blades is 6, 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.
ORDER, AELF, CITIES OF SIGMAR, SHADOWBLADES, HERO, ASSASSIN |
Masters of the arcane arts, the grizzled Battlemages of the Collegiate Arcane summon lethal storms of magic to lay waste to their foes and shield their comrades from harm with protective enchantments.
Wizard’s Staff |
| Wizard’s Staff | 2" | 1 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 100
Battlefield Role: Leader
Base size: 25mm
Notes: Single
A Battlemage is a single model armed with a Wizard’s Staff.
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.
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.
ORDER, HUMAN, CITIES OF SIGMAR, COLLEGIATE ARCANE, HERO, WIZARD, BATTLEMAGE |
Fleetmasters are rulers of the high seas, Corsair lords who command the marauding Black Arks of the Scourge Privateers. Peerless swordfighters,they delight in seeking out worthy foes against whom to test their skill.
Black Ark Cutlass |
| Black Ark Cutlass | 1" | 3 | 3+ | 4+ | - | 1 |
Murder Hook |
| Murder Hook | 1" | 2 | 4+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 70
Battlefield Role: Leader
Base size: 25mm
Notes: Single
A Black Ark Fleetmaster is a single model armed with a Black Ark Cutlass and Murder Hook.
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.
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.
ORDER, AELF, CITIES OF SIGMAR, SCOURGE PRIVATEERS, HERO, BLACK ARK FLEETMASTER |
Grizzled combat engineers who know how to squeeze peak performance and killing power from any war machine, Cogsmiths are also proficientwarriors capable of cutting down those who would interfere with their field repairs.
Grudge-raker |
| Grudge-raker | 16" | D3 | 4+ | 3+ | -1 | 1 |
Duardin Pistols |
| Duardin Pistols | 8" | 2 | 4+ | 3+ | -1 | 1 |
Cog Axe |
| Cog Axe | 1" | 4 | 3+ | 4+ | - | 1 |
Gun Butt |
| Gun Butt | 1" | 1 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 60
Battlefield Role: Leader
Base size: 25mm
Notes: Single
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.
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.
ORDER, DUARDIN, CITIES OF SIGMAR, IRONWELD ARSENAL, HERO, ENGINEER, COGSMITH |
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.
Zweihander |
| Zweihander | 1" | 3 | 3+ | 3+ | -2 | D3 |
Unit Size: 1 Points: 100
Battlefield Role: Leader
Base size: 25mm
Notes: Single
A Freeguild General is a single model armed with a Zweihander.
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.
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 rolls and
wound rolls for attacks made by those units if they did not make a
normal move,
run,
retreat or make a
charge move in the same turn. A unit cannot benefit from this command ability more than once per phase.
ORDER, HUMAN, CITIES OF SIGMAR, FREEGUILD, HERO, FREEGUILD GENERAL |
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.
Starlight Spear |
| Starlight Spear | 2" | 4 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Nomad Prince is a single model armed with a Starlight Spear.
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.
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.
ORDER, AELF, CITIES OF SIGMAR, WANDERER, HERO, NOMAD PRINCE |
Runelords have mastered the ancient art of rune-shaping. Through rituals of hammercraft, they can unbind hostile magic or imbue the weapons of their kin with fearsome killing power.
Rune Staff |
| Rune Staff | 1" | 1 | 4+ | 3+ | - | D3 |
Forgehammer |
| Forgehammer | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 100
Battlefield Role: Leader
Base size: 25mm
Notes: Single
A Runelord is a single model armed with a Rune Staff and Forgehammer.
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.
ORDER, DUARDIN, CITIES OF SIGMAR, DISPOSSESSED, HERO, PRIEST, RUNELORD |
Despots who rule over the Darkling Covens with unquestioned authority and cruel cunning, Sorceresses wield dark and terrible sorceries that can blast the life from their foes or wrack them with unimaginable agony.
Witchstaff |
| Witchstaff | 2" | 1 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
Base size: 25mm
Notes: Single
This warscroll can be used in the following warscroll battalions:
•
Whitefire Retinue
A Sorceress is a single model armed with a Witchstaff.
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.
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 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.
ORDER, AELF, CITIES OF SIGMAR, DARKLING COVEN, HERO, WIZARD, SORCERESS |
Warden Kings are the leaders of the Dispossessed duardin, venerable fighters and strategists who seek out the most fearsome enemy combatants and bludgeon them to death with rune-carved warhammers.
Rune Hammer |
| Rune Hammer | 1" | 4 | 3+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
Base size: 25mm
Notes: Single
A Warden King is a single model armed with a Rune Hammer.
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.
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.
ORDER, DUARDIN, CITIES OF SIGMAR, DISPOSSESSED, HERO, WARDEN KING |
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.
Crossbow |
| Crossbow | 24" | 1 | 3+ | 3+ | -2 | 2 |
Witch Hunter’s Sword |
| Witch Hunter’s Sword | 1" | 3 | 3+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 120
Battlefield Role: Leader
Base size: 28.5mm
Notes: Single, Unique
Doralia ven Denst is a named character that is a single model. She is armed with a Crossbow and Witch Hunter’s Sword.
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.
ORDER, HUMAN, CITIES OF SIGMAR, HERO, WITCH HUNTER, DORALIA 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.
Pistol |
| Pistol | 9" | 3 | 3+ | 3+ | -1 | 1 |
Broadsword |
| Broadsword | 1" | 6 | 3+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Base size: 28.5mm
Notes: Single, Unique
Galen ven Denst is a named character that is a single model. He is armed with a Pistol and Broadsword.
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.
ORDER, HUMAN, CITIES OF SIGMAR, HERO, WITCH HUNTER, GALEN VEN DENST |
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.
Marrowmasher |
| Marrowmasher | 1" | 3 | 3+ | 3+ | -1 | 2 |
Gutgouger |
| Gutgouger | 1" | 1 | 3+ | 3+ | -2 | D3 |
Gulping Bite |
| Gulping Bite | 1" | 1 | 3+ | 3+ | - | 1 |
Unit Size: 1 Points: 120
Battlefield Role: Leader
Notes: Unique
Brutogg Corpse-Eater is a named character that is a single model. He is armed with Marrowmasher, Gutgouger and a Gulping Bite.
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).
ORDER, OGOR, CITIES OF SIGMAR, ULFENKARN, HERO, BRUTOGG CORPSE-EATER |
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.
Dawnlight |
| Dawnlight | 1" | 3 | 3+ | 3+ | -2 | D3 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Notes: Unique
Captain Emelda Braskov is a named character that is a single model. She is armed with Dawnlight.
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.
ORDER, HUMAN, CITIES OF SIGMAR, ULFENKARN, HERO, CAPTAIN EMELDA BRASKOV |
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.
Heavensbolt Stilettos |
| Heavensbolt Stilettos | 8" | 1 | 4+ | 3+ | -2 | 1 |
Thrice-blessed Mace |
| Thrice-blessed Mace | 1" | 1 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 100
Battlefield Role: Leader
Notes: Unique
Cleona Zeitengale is a named character that is a single model. She is armed with a Thrice-blessed Mace and Heavensbolt Stilettos.
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).
ORDER, HUMAN, CITIES OF SIGMAR, ULFENKARN, HERO, PRIEST, CLEONA ZEITENGALE |
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.
Noblesse |
| Noblesse | 9" | 1 | 3+ | 3+ | -1 | 1 |
Gheistsever |
| Gheistsever | 1" | 3 | 3+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 100
Battlefield Role: Leader
Notes: Unique
Glaurio ven Alten III is a named character that is a single model. He is armed with Gheistsever and Noblesse.
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).
ORDER, HUMAN, CITIES OF SIGMAR, ULFENKARN, HERO, GLAURIO VEN ALTEN III |
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.
Judgement |
| Judgement | 18" | 1 | 3+ | |
Ardent Blade |
| Ardent Blade | 1" | 3 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 100
Battlefield Role: Leader
Notes: Unique
Jelsen Darrock is a named character that is a single model. He is armed with an Ardent Blade and Judgement.
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).
ORDER, HUMAN, CITIES OF SIGMAR, ULFENKARN, HERO, JELSEN DARROCK |
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.
Hexbrand |
| Hexbrand | 2" | 1 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Notes: Unique
This warscroll can be used in the following warscroll battalions:
•
Whitefire Retinue
Octren Glimscry is a named character that is a single model. He is armed with Hexbrand.
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).
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.
ORDER, HUMAN, CITIES OF SIGMAR, ULFENKARN, HERO, WIZARD, OCTREN GLIMSCRY |
Seerstaff |
| Seerstaff | 1" | 1 | 5+ | 5+ | - | 1 |
Swift Hooves |
| Swift Hooves | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Notes: Single
This warscroll can be used in the following warscroll battalions:
•
Whitefire Retinue
An Archmage is armed with a Seerstaff.
MOUNT: This unit can have an Aelven Steed
mount that is armed with Swift Hooves. If this unit has an Aelven Steed mount, it has a Move characteristic of 14" instead of 6".
Elemental Shield: Elemental Shield is a spell that has a
casting value of 6 and a range of 18". If successfully cast, until your next
hero phase, the caster has a
ward of 6+, and friendly units have a ward of 6+ while they are wholly within 18" of the caster.
ORDER, CITIES OF SIGMAR, AELF, ELDRITCH COUNCIL, HERO, WIZARD, ARCHMAGE |
Reaver Bow |
| Reaver Bow | 20" | 3 | 3+ | 3+ | - | 1 |
Star Blade |
| Star Blade | 1" | 6 | 3+ | 4+ | - | 1 |
Star Lance |
| Star Lance | 2" | 3 | 3+ | 4+ | -1 | 2 |
Enchanted Polearm |
| Enchanted Polearm | 1" | 3 | 3+ | 3+ | -1 | D3 |
Ithilmar-shod Hooves |
| Ithilmar-shod Hooves | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Notes: Single
A Dragon Noble is armed with one of the following weapon options: Star Blade; Star Lance; Enchanted Polearm; or Star Blade and Phoenix Banner.
MOUNT: This unit can have an Aelven Purebreed
mount that is armed with Ithilmar-shod Hooves. If this unit has an Aelven Purebreed mount, it has a Move characteristic of 12" instead of 6".
Enchanted Shield: You can add 1 to
save rolls for attacks that target this unit.
Star Lance: If this unit is armed with a Star Lance and it makes a
charge move, until the end of the turn, add 1 to
wound rolls for attacks made with its Star Lance and add 1 to the damage inflicted by each successful attack made with its Star Lance.
Phoenix Banner: If this unit is armed with a Phoenix Banner, it gains the
TOTEM keyword and you can re-roll
charge rolls for friendly
ORDER DRACONIS units within 16" of this unit.
Might of the Dragon: Once per battle, in the
combat phase, you can say that this unit will inspire members of its order. If you do so, pick this unit and 1 other friendly
ORDER DRACONIS unit within 10" of this unit. Add 1 to
hit rolls for attacks made by those units until the end of that phase.
ORDER, AELF, ORDER DRACONIS, HERO, DRAGON NOBLE |
This courageous mortal man has taken up arms to protect Sigmar’s faithful from Chaos, and has been gifted with the power to summon forth the divine light of Sigmar. With this holy radiance he scours away the abominations of Chaos even as he heals the wounds of his comrades in battle.
Warhammer |
| Warhammer | 1" | 4 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
Notes: Single
An Excelsior Warpriest is armed with a Warhammer.
Loyal Companion: The first time this unit is set up on the battlefield, you can summon 1 FREE CITY GRYPH-HOUNDS unit consisting of 1 model to the battlefield and add it to your army. Set up the FREE CITY GRYPH-HOUNDS unit wholly within 3" of this unit and more than 9" from all enemy units.
ORDER, CITIES OF SIGMAR, HUMAN, CELESTIAL, DEVOTED OF SIGMAR, HERO, PRIEST, EXCELSIOR WARPRIEST |
Pistol |
| Pistol | 9" | 1 | 3+ | 3+ | -1 | 1 |
Sigmarite Weapon |
| Sigmarite Weapon | 1" | 5 | 3+ | 4+ | -1 | 1 |
Freeguild Lance |
| Freeguild Lance | 2" | 3 | 3+ | 4+ | -1 | 2 |
Steel-shod Hooves |
| Steel-shod Hooves | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 115
Battlefield Role: Leader
Notes: Single
A Freeguild General on Warhorse is armed with one of the following weapon options: Sigmarite Weapon and Freeguild Shield; Sigmarite Weapon and Pistol; Sigmarite Weapon and Stately War Banner; or Freeguild Lance and Freeguild Shield.
MOUNT: This unit’s Warhorse attacks with its Steel-shod Hooves.
STATELY WAR BANNER: If this unit is armed with a Stately War Banner, it gains the
TOTEM keyword.
Charging Lance: This unit’s Freeguild Lance has a Rend characteristic of -2 instead of -1 if this unit made a
charge move in the same turn.
Hold the Line: You can use this
command ability in your
hero phase. This unit must issue the command and up to 3 friendly
FREEGUILD units can receive the command. Until the start of your next hero phase, add 1 to hit and
wound rolls for attacks made by the units that received the command if they have not made a
normal move,
run,
retreat or
charge move in the same turn.
ORDER, CITIES OF SIGMAR, HUMAN, FREE PEOPLES, HERO, FREEGUILD GENERAL |
Greatsword |
| Greatsword | 1" | 3 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 155
Battlefield Role: Leader
Notes: Single
This warscroll can be used in the following warscroll battalions:
•
Whitefire Retinue
A Loremaster is armed with a Greatsword.
Hand of Glory: Hand of Glory is a spell that has a
casting value of 5 and a range of 18". If successfully cast, pick 1 friendy
HERO within range and visible to the caster. Add 1 to
hit and
wound rolls for attacks made by that friendy
HERO until your next
hero phase.
ORDER, CITIES OF SIGMAR, AELF, ELDRITCH COUNCIL, HERO, WIZARD, LOREMASTER |
A Mistweaver Saih is a powerful enchantress. Drifting amidst a swirling, sorcerous haze, she flickers in and out of sight at will, sowing confusion and paranoia amongst those who have drawn her ire. Amidst the carnage the aelven enchantress remains disturbingly serene, the eye at the heart of a storm of illusory horror and bloodshed.
Aelven Blade |
| Aelven Blade | 1" | 3 | 4+ | 4+ | - | 1 |
Mistweaver’s Staff |
| Mistweaver’s Staff | 2" | 1 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 135
Battlefield Role: Leader
Notes: Single
This warscroll can be used in the following warscroll battalions:
•
Whitefire Retinue
A Mistweaver Saih is armed with an Aelven Blade and Mistweaver’s Staff.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Glimmermist: Once per turn, when this unit is picked as the target of an attack, you can say that the Mistweaver will shroud herself in glimmermist. If you do so, this unit’s Save characteristic is 1+ instead of 6+ until all of the attacking unit’s attacks have been resolved.
Illusory Assault: Illusory Assault is a spell that has a casting value of 6 and a range of 24". If successfully cast, pick 1 enemy unit within range and visible to the caster, and roll 3D6. If the roll is greater than that enemy unit’s Bravery characteristic, it suffers D3 mortal wounds. If the roll is at least double that enemy unit’s Bravery characteristic, it suffers D6 mortal wounds instead.
ORDER, CITIES OF SIGMAR, AELF, HERO, WIZARD, MISTWEAVER SAIH |
Zephyr Trident |
| Zephyr Trident | 2" | 2 | 4+ | 3+ | - | 2 |
Ithilmar Blade |
| Ithilmar Blade | 1" | 3 | 4+ | 4+ | - | 1 |
Agent’s Blade and Spear |
| Agent’s Blade and Spear | 2" | 1 | 4+ | 4+ | - | 1 |
Raking Talons |
| Raking Talons | 3" | 3 | 3+ | 4+ | -1 | 1 |
Unit Size: 1 Points: 175
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Skywarden is armed with an Ithilmar Blade and one of the following weapon options: Zephyr trident; or Swifthawk Pennant.
MOUNT: This unit can have a Skycutter
mount that is pulled by a Swiftfeather Hawk armed with Raking Talons.
CREW: If this unit has a Skycutter mount, it is crewed by a Swifthawk Agent armed with an Agent’s Blade and Spear.
Enchanted Shield: You can add 1 to
save rolls for attacks that target this unit.
Swifthawk Pennant: If this unit is armed with a Swifthawk Pennant, it gains the
TOTEM keyword and you can add 1 to
wound rolls for attacks made by friendly
SWIFTHAWK AGENTS units within 16" of this unit.
Windrider: If this unit has a Skycutter mount, in the
shooting phase, it has a Save characteristic of 4+ instead of 5+.
Fleet of Wing: If this unit has a Skycutter mount, roll 2D6 instead of single dice when making a
run roll for it.
Swoop and Attack!: Once per battle, in your
charge phase, you can say that this unit will sound the attack. If you do so, friendly
SWIFTHAWK AGENTS units can attempt a charge in that phase even if they
ran in the same turn.
ORDER, CITIES OF SIGMAR, AELF, SWIFTHAWK AGENTS, HERO, SKYWARDEN |
Blows of Mystic Power |
| Blows of Mystic Power | 1" | 3 | 4+ | 3+ | - | 1 |
Heartwood Staff |
| Heartwood Staff | 2" | 1 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Notes: Single
This warscroll can be used in the following warscroll battalions:
•
Whitefire Retinue
A Spellweaver is armed with one of the following weapon options: Blows of Mystic Power; or a Heartwood Staff.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Ancient Blessings: Once per battle, when you pick this unit to attempt to cast a spell, you can say that it will draw upon ancient blessings. If you do so, that spell is automatically with a
casting roll equal to the casting value of the spell that cannot be modified.
Blessing of Life: Blessing of Life has a casting value of 5 and a range of 16". If successfully cast, pick 1 friendly WANDERERS unit within range and visible to the caster. You can return up to D3 slain models to that unit.
ORDER, CITIES OF SIGMAR, AELF, WANDERERS, HERO, WIZARD, SPELLWEAVER |
A Tenebrael Shard is a killer of superlative skill. Fast beyond belief, supernaturally agile and ominously silent, the Shard closes upon his prey as fast as thought and ends their lives with callous efficiency. None know whether he is an assassin, a spy, or simply a terrifying force of nature, but to stand in his path means certain death.
Bladed Barbs |
| Bladed Barbs | 1" | 6 | 4+ | 4+ | - | 1 |
Reaper Gauntlets |
| Reaper Gauntlets | 2" | 2 | 3+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Notes: Single
A Tenebrael Shard is armed with Bladed Barbs and Reaper Gauntlets.
Shadowstrike: In your
hero phase, you can roll a dice for this unit. If you do so, on a 4+, you can remove this unit from the battlefield and set it up anywhere on the battlefield that is within 3" of any enemy units. If you do so, add 1 to
hit rolls for attacks made by this unit until the end of the turn.
Graceful Killer: Ignore
Rend modifiers to
save rolls for attacks that target this unit.
Incredible Speed: At the end of the
combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that phase, this model can move up to 8" but cannot finish that move within 3" of an enemy unit.
ORDER, CITIES OF SIGMAR, AELF, HERO, TENEBRAEL SHARD |
Sigmarite Warhammer |
| Sigmarite Warhammer | 1" | 4 | 4+ | 4+ | - | 1 |
Paired Sigmarite Warhammers |
| Paired Sigmarite Warhammers | 1" | 6 | 4+ | 4+ | - | 1 |
Sigmarite Greathammer |
| Sigmarite Greathammer | 1" | 2 | 4+ | 3+ | -1 | 1 |
Steel-shod Hooves |
| Steel-shod Hooves | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
Notes: Single
A Warrior Priest is armed with one of the following weapon options: Sigmarite Warhammer and Sigmarite Shield; Paired Sigmarite Warhammers; or Sigmarite Greathammer.
SHIELD: If this unit is armed with a Sigmarite Shield, it has a Save characteristic of 3+ instead of 4+.
MOUNT: This unit can be mounted on a Barded Warhorse that is armed with Steel-shod Hooves. If this unit is mounted on a Barded Warhorse, it has a Move characteristic of 12" instead of 5".
ORDER, CITIES OF SIGMAR, HUMAN, CELESTIAL, DEVOTED OF SIGMAR, HERO, PRIEST, WARRIOR PRIEST |
Greatbow |
| Greatbow | 20" | 3 | 3+ | 3+ | -1 | 1 |
Hooked Beak |
| Hooked Beak | 18" | 1 | 4+ | 4+ | - | 1 |
Kindred Blade |
| Kindred Blade | 1" | 3 | 3+ | 4+ | - | 1 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
Notes: Single
A Wayfinder is armed with a Greatbow and Kindred Blade.
COMPANION: This unit is accompanied by a Hunting Falcon that is armed with a Hooked Beak.
Hail of Doom Arrow: Once per battle, in your
shooting phase, you can say that this unit will fire its Hail of Doom arrow. If you do so, change the Attacks characteristic of this unit’s Greatbow to 3D6 until the end of that phase.
Bravest of the Brave: Once per battle, in the
battleshock phase, you can say that this unit will inspire bravery in its fellow Wanderers. If you do so, when you take a
battleshock test for a friendly
WANDERERS unit within 18" of this unit in that phase, use this unit’s Bravery characteristic. In addition, if you make a battleshock roll of 1 for any of those units, that unit can shoot immediately. A unit cannot be affected by this ability more than once per phase.
ORDER, CITIES OF SIGMAR, AELF, WANDERERS, HERO, WAYFINDER |
Longbow |
| Longbow | 20" | 3 | 3+ | 4+ | - | 1 |
Starlight Greatblade |
| Starlight Greatblade | 1" | 3 | 3+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
Notes: Single
A Waystrider is armed with a Longbow and Starlight Greatblade.
Heartseeker Arrow: After deployment, roll a dice if the model chosen to be the enemy general is visible to any friendly units with this ability. On a 5+, that general suffers 1
mortal wound.
Boldest of the Bold: Once per battle, in the
battleshock phase, you can say that this unit will inspire boldness in its fellow Wanderers. If you do so, when you take a
battleshock test for a friendly
WANDERERS unit within 18" of this unit in that phase, use this unit’s Bravery characteristic. In addition, if you make a battleshock roll of 1 for any of those units, that unit can fight immediately. A unit cannot be affected by this ability more than once per phase.
ORDER, CITIES OF SIGMAR, AELF, WANDERERS, HERO, WAYSTRIDER |
Waystalker Bow: Fast Shots |
| Waystalker Bow: Fast Shots | 22" | 6 | 3+ | 3+ | -1 | 1 |
Waystalker Bow: Precise Shots |
| Waystalker Bow: Precise Shots | 22" | 3 | 3+ | 3+ | -1 | 2 |
Waystalker Blade |
| Waystalker Blade | 1" | 2 | 3+ | 4+ | - | 1 |
Unit Size: 1 Points: 135
Battlefield Role: Leader
Notes: Single
A Waywatcher is armed with a Waystalker Bow and Waystalker Blade.
Invisible Hunter: Subtract 1 from
hit rolls for attacks that target this unit in the enemy
shooting phase.
Hawk-eyed Archer: Each time this unit shoots, choose either the Fast Shots or Precise Shots weapon characteristics for all the attacks it makes with its Waystalker Bow.
Each time you make an unmodified
hit roll of 6 for an attack made with Fast Shots, that attack scores 2 hits on the target. Make a
wound roll and
save roll for each hit.
Each time you make an unmodified wound roll of 6 for Precise Shots, change the Rend characteristic for that attack to -2.
Solitary Marksman: In your
shooting phase, add 1 to
hit rolls for attacks made by this unit if it remained stationary in the previous
movement phase.
See, But Do Not Be Seen: Once per battle, in the enemy
shooting phase, you can say that this unit will direct fellow Wanderers to conceal their position. If you do so, subtract 1 from
hit rolls for attacks that target other friendly
WANDERERS units within 18" of this unit in that phase.
ORDER, CITIES OF SIGMAR, AELF, WANDERERS, HERO, WAYWATCHER |
Baroque Pistol |
| Baroque Pistol | 9" | 1 | 3+ | 3+ | -1 | 1 |
Blessed Rapier |
| Blessed Rapier | 1" | 4 | 3+ | 4+ | - | 1 |
Silver Greatsword |
| Silver Greatsword | 1" | 3 | 3+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 50
Battlefield Role: Leader
Notes: Single
A Witch Hunter is armed with one of the following weapon options: Baroque Pistol and Silver Greatsword; or Baroque Pistol and Blessed Rapier.
Grim Resolve: This unit has a
ward of 5+.
Sigmar’s Judgement: Add 1 to the damage inflicted by each successful attack made by this unit if the target is a WIZARD or DAEMON.
ORDER, CITIES OF SIGMAR, HUMAN, CELESTIAL, DEVOTED OF SIGMAR, HERO, WITCH HUNTER |
Battleline
Bleakswords leap into the fray in a blur of flashing steel. Wielding their duelling swords with unnatural grace, they slice their foes to ribbons with an unstoppable flurry of strikes.
Darkling Sword |
| Darkling Sword | 1" | 1 | 4+ | 4+ | - | 1 |
Unit Size: 10 Points: 90
Battlefield Role: Battleline
Base size: 25mm
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.
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.
ORDER, AELF, CITIES OF SIGMAR, DARKLING COVEN, BLEAKSWORDS |
Armed with fast-firing repeater crossbows, formations of Darkshards unleash a withering hail of iron-tipped bolts into their enemies, each volley piercing eyes and puncturing hearts.
Repeater Crossbow |
| Repeater Crossbow | 16" | 2 | 4+ | 4+ | - | 1 |
Cruel Dagger |
| Cruel Dagger | 1" | 1 | 5+ | 5+ | - | 1 |
Unit Size: 10 Points: 110
Battlefield Role: Battleline
Base size: 25mm
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.
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.
ORDER, AELF, CITIES OF SIGMAR, DARKLING COVEN, DARKSHARDS |
Dreadspear shieldwalls form the armoured core of the Darkling Covens’ armies. Fully enthralled to the service of their masters, these cruel warriors fight and slay with unnerving focus.
Darkling Spear |
| Darkling Spear | 2" | 1 | 4+ | 4+ | - | 1 |
Unit Size: 10 Points: 90
Battlefield Role: Battleline
Base size: 25mm
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.
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.
ORDER, AELF, CITIES OF SIGMAR, DARKLING COVEN, DREADSPEARS |
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.
Spear-stave |
| Spear-stave | 2" | 2 | 3+ | 4+ | - | 1 |
Unit Size: 10 Points: 120
Battlefield Role: Battleline
Base size: 25mm
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.
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.
ORDER, AELF, CITIES OF SIGMAR, WANDERER, ETERNAL GUARD |
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.
Freeguild Crossbow |
| Freeguild Crossbow | 24" | 1 | 4+ | 3+ | - | 1 |
Dagger |
| Dagger | 1" | 1 | 5+ | 5+ | - | 1 |
Unit Size: 10 Points: 100
Battlefield Role: Battleline
Base size: 25mm
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.
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.
ORDER, HUMAN, CITIES OF SIGMAR, FREEGUILD, FREEGUILD CROSSBOWMEN |
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.
Freeguild Halberd |
| Freeguild Halberd | 1" | 1 | 4+ | 3+ | -1 | 1 |
Freeguild Spear |
| Freeguild Spear | 2" | 1 | 4+ | 4+ | - | 1 |
Freeguild Sword |
| Freeguild Sword | 1" | 1 | 4+ | 4+ | - | 1 |
Unit Size: 10 Points: 80
Battlefield Role: Battleline
Base size: 25mm
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.
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.
ORDER, HUMAN, CITIES OF SIGMAR, FREEGUILD, FREEGUILD GUARD |
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
Long Rifle |
| Long Rifle | 30" | 1 | 4+ | 3+ | -1 | 2 |
Repeater Handgun |
| Repeater Handgun | 16" | D3 | 4+ | 3+ | -1 | 1 |
Freeguild Handgun |
| Freeguild Handgun | 16" | 1 | 4+ | 3+ | -1 | 1 |
Dagger |
| Dagger | 1" | 1 | 5+ | 5+ | - | 1 |
Unit Size: 10 Points: 100
Battlefield Role: Battleline
Base size: 25mm
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.
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.
ORDER, HUMAN, CITIES OF SIGMAR, FREEGUILD, FREEGUILD HANDGUNNERS |
Ironbreakers are the elite guardians of the Dispossessed’s underground fortresses. Clad from head to toe in impervious gromril and wielding masterwork axes and hammers, they form an impenetrable wall against which the enemy is soon shattered.
Drakefire Pistol |
| Drakefire Pistol | 8" | 2 | 4+ | 3+ | -1 | 1 |
Ironbreaker Weapon |
| Ironbreaker Weapon | 1" | 2 | 3+ | 4+ | - | 1 |
Mailed Fist |
| Mailed Fist | 1" | 1 | 4+ | 4+ | - | 1 |
Unit Size: 10 Points: 110
Battlefield Role: Battleline
Base size: 25mm
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.
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.
ORDER, DUARDIN, CITIES OF SIGMAR, DISPOSSESSED, IRONBREAKERS |
Longbeards are the oldest and most experienced duardin warriors, as evidenced by their great, flowing beards and tendency to grumble on relentlessly about their enemies and allies alike – even in the thick of battle.
Ancestral Great Axe |
| Ancestral Great Axe | 1" | 1 | 3+ | 3+ | -1 | 1 |
Ancestral Weapon |
| Ancestral Weapon | 1" | 1 | 3+ | 4+ | - | 1 |
Unit Size: 10 Points: 100
Battlefield Role: Battleline
Base size: 25mm
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.
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.
ORDER, DUARDIN, CITIES OF SIGMAR, DISPOSSESSED, LONGBEARDS |
Duardin Axe or Duardin Hammer |
| Duardin Axe or Duardin Hammer | 1" | 1 | 3+ | 4+ | - | 1 |
Double-handed Duardin Axe |
| Double-handed Duardin Axe | 1" | 1 | 4+ | 3+ | -1 | 1 |
Unit Size: 10 Points: 100
Battlefield Role: Battleline
Each model in a Dispossessed Warriors unit is armed with one of the following weapon options: Duardin Axe or a Duardin Hammer; or Double-handed Duardin Axe. All models in the unit must be armed with the same weapon option.
CHAMPION: 1 model in this unit can be a Veteran. Add 1 to the Attacks characteristic of that model’s melee weapon.
STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Standard Bearers.
MUSICIAN: 1 in every 10 models in this unit can be a Hornblower. You can add 1 to
charge rolls for this unit if it includes any Hornblowers.
Resolute in Defence: Add 1 to save rolls for attacks that target this unit if this unit has not made a charge move in the same turn.
ORDER, CITIES OF SIGMAR, DUARDIN, DISPOSSESSED, WARRIORS |
Bow |
| Bow | 18" | 1 | 4+ | 4+ | - | 1 |
Shortsword |
| Shortsword | 1" | 1 | 5+ | 4+ | - | 1 |
Unit Size: 10 Points: 110
Battlefield Role: Battleline
Each model in a Freeguild Archers unit is armed with a Bow and Shortsword.
CHAMPION: 1 model in this unit can be a Marksman. Add 1 to the Attacks characteristic of that model’s Bow.
Huntsmen: After deployment, you can move this unit up to 2D6".
ORDER, CITIES OF SIGMAR, HUMAN, FREE PEOPLES, FREEGUILD ARCHERS |
Longbow |
| Longbow | 20" | 1 | 4+ | 4+ | - | 1 |
Glade Blade |
| Glade Blade | 1" | 1 | 5+ | 5+ | - | 1 |
Unit Size: 10 Points: 135
Battlefield Role: Battleline
Each model in a Glade Guard unit is armed with a Longbow and Glade Blade.
CHAMPION: 1 model in this unit can be a Lord’s Bowman. Add 1 to the Attacks characteristic of that model’s Longbow.
STANDARD BEARER: 1 in every 10 models in this unit can be a Pennant Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Pennant Bearers. Add 2 to the Bravery characteristic of this unit instead if it includes any Pennant Bearers and it is in
cover.
MUSICIAN: 1 in every 10 models in this unit can be Hornblowers. You can re-roll
run rolls for this unit if it includes any Hornblowers.
Peerless Archery: Add 1 to
hit rolls for attacks made by this unit in the
shooting phase if it has more than 10 models and is more than 3" from all enemy units.
Arcane Bodkins: Once per battle, in your
shooting phase, you can say that this unit will fire its Arcane Bodkins. If you do so, change the Rend characteristic of this unit’s Longbows to -3 until the end of that phase.
ORDER, CITIES OF SIGMAR, AELF, WANDERERS, GLADE GUARD |
None
Cruel-hearted and avaricious, Black Ark Corsairs are the footsoldiers of the Scourge Privateers. Wielding a variety of lethal weapons, they thrive in the chaos of a swirling melee, where their superior swordsmanship can be put to deadly use.
Repeater Handbow |
| Repeater Handbow | 9" | 2 | 5+ | 4+ | - | 1 |
Wicked Cutlass |
| Wicked Cutlass | 1" | 1 | 4+ | 4+ | - | 1 |
Vicious Blade |
| Vicious Blade | 1" | 1 | 4+ | 5+ | - | 1 |
Unit Size: 10
Points: 80
Battlefield Role: None
Base size: 25mmNotes: Battleline if general is a
Black Ark Fleetmaster
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.
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.
ORDER, AELF, CITIES OF SIGMAR, SCOURGE PRIVATEERS, BLACK ARK CORSAIRS |
These fanatical warriors guard the rulers of the Darkling Covens. Armed with ebon halberds and clad in ensorcelled plate, they present an impassable and deadly obstacle to any who threaten their ward.
Ebon Halberd |
| Ebon Halberd | 2" | 2 | 3+ | 3+ | -1 | 1 |
Unit Size: 10 Points: 120
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is DARKLING COVENS
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.
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.
ORDER, AELF, CITIES OF SIGMAR, DARKLING COVEN, BLACK GUARD |
For those marked by the Dark Riders, there is nowhere to flee. These cloaked killers gallop forth upon red-eyed shadowmares, levelling spears and repeater crossbows to deal a fatal blow to their quarry
Repeater Crossbow |
| Repeater Crossbow | 16" | 3 | 5+ | 4+ | - | 1 |
Barbed Spear |
| Barbed Spear | 2" | 1 | 4+ | 4+ | - | 1 |
Vicious Bite |
| Vicious Bite | 1" | 2 | 4+ | 5+ | - | 1 |
Unit Size: 5 Points: 110
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is SHADOWBLADES
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.
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.
ORDER, AELF, CITIES OF SIGMAR, SHADOWBLADES, DARK RIDERS |
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.
Demigryph Knight’s Halberd |
| Demigryph Knight’s Halberd | 2" | 3 | 3+ | 3+ | -1 | 1 |
Demigryph Knight’s Lance |
| Demigryph Knight’s Lance | 2" | 3 | 3+ | 4+ | - | 1 |
Beak and Talons |
| Beak and Talons | 1" | 3 | 3+ | 3+ | -1 | 1 |
Unit Size: 3 Points: 170
Battlefield Role: None
Base size: 75 x 42mm
Notes: Battleline if general is FREEGUILD
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.
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.
ORDER, HUMAN, CITIES OF SIGMAR, FREEGUILD, DEMIGRYPH KNIGHTS |
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.
Repeater Crossbow |
| Repeater Crossbow | 16" | 4 | 5+ | 4+ | - | 1 |
Barbed Spear |
| Barbed Spear | 2" | 2 | 3+ | 4+ | -1 | 1 |
Ferocious Jaws |
| Ferocious Jaws | 1" | 4 | 3+ | 4+ | - | 1 |
Unit Size: 1 Points: 80
Battlefield Role: None
Base size: 120 x 92mm
Notes: Battleline if general is ORDER SERPENTIS
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.
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.
ORDER, AELF, CITIES OF SIGMAR, ORDER SERPENTIS, DRAKESPAWN CHARIOTS |
Cold-blooded Drakespawn make for formidable mounts, for not only do they carry their lance-bearing riders towards the enemy with sure-footed speed, their fangs and claws are sharp enough to tear through metal and bone with ease.
Barbed Lance |
| Barbed Lance | 2" | 1 | 3+ | 4+ | -1 | 1 |
Ferocious Jaws |
| Ferocious Jaws | 1" | 2 | 3+ | 4+ | - | 1 |
Unit Size: 5 Points: 110
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is ORDER SERPENTIS
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.
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.
ORDER, AELF, CITIES OF SIGMAR, ORDER SERPENTIS, DRAKESPAWN KNIGHTS |
These skull-masked killers are the most feared warriors of the Darkling Covens. True virtuosos of slaughter, they have mastered the art of severing heads with every swing of their curved Executioner’s Draichs.
Executioner’s Draich |
| Executioner’s Draich | 1" | 2 | 3+ | 3+ | - | 1 |
Unit Size: 10 Points: 110
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is DARKLING COVENS
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.
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).
ORDER, AELF, CITIES OF SIGMAR, DARKLING COVEN, EXECUTIONERS |
Entirely consumed by their zealous faith in the God-King, these holy warriors long for nothing more than to martyr themselves in battle. Armed with little more than clubs and flails, they leap upon their foes in a frenzied mob.
Castigating Flails and Clubs |
| Castigating Flails and Clubs | 1" | 2 | 5+ | 4+ | - | 1 |
Unit Size: 10 Points: 80
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is HUMAN
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.
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.
ORDER, HUMAN, CITIES OF SIGMAR, DEVOTED OF SIGMAR, FLAGELLANTS |
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.
Zweihander |
| Zweihander | 1" | 2 | 3+ | 3+ | -1 | 1 |
Unit Size: 10 Points: 150
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is FREEGUILD
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.
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.
ORDER, HUMAN, CITIES OF SIGMAR, FREEGUILD, FREEGUILD GREATSWORDS |
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.
Grenade-launching Blunderbuss |
| Grenade-launching Blunderbuss | 12" | 1 | 4+ | 3+ | -1 | D3 |
Brace of Pistols |
| Brace of Pistols | 9" | 2 | 3+ | 3+ | -1 | 1 |
Repeater Handgun |
| Repeater Handgun | 16" | D3 | 5+ | 3+ | -1 | 1 |
Freeguild Cavalry Sabre |
| Freeguild Cavalry Sabre | 1" | 1 | 4+ | 4+ | - | 1 |
Stamping Hooves |
| Stamping Hooves | 1" | 2 | 4+ | 5+ | - | 1 |
Unit Size: 5
Points: 120
Battlefield Role: None
Base size: 60 x 35mmNotes: Battleline in a
Tempest’s Eye army
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.
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.
ORDER, HUMAN, CITIES OF SIGMAR, FREEGUILD, FREEGUILD OUTRIDERS |
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
Brace of Pistols |
| Brace of Pistols | 9" | 2 | 4+ | 3+ | -1 | 1 |
Repeater Handgun |
| Repeater Handgun | 16" | D3 | 4+ | 3+ | -1 | 1 |
Sabre and Pistol Butt |
| Sabre and Pistol Butt | 1" | 2 | 4+ | 4+ | - | 1 |
Stamping Hooves |
| Stamping Hooves | 1" | 2 | 4+ | 5+ | - | 1 |
Unit Size: 5
Points: 110
Battlefield Role: None
Base size: 60 x 35mmNotes: Battleline in a
Tempest’s Eye army
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.
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.
ORDER, HUMAN, CITIES OF SIGMAR, FREEGUILD, FREEGUILD PISTOLIERS |
Gyrobombers are heavy assault aircraft equipped with racks of devastating bombs that they rain on the heads of their targets, enveloping them in a deadly storm of explosions and flying shrapnel.
Clattergun |
| Clattergun | 20" | 4 | 4+ | 3+ | -1 | 1 |
Rotor Blades |
| Rotor Blades | 1" | D3 | 5+ | 4+ | - | 1 |
Unit Size: 1 Points: 90
Battlefield Role: None
Base size: 50mm
A unit of Gyrobombers has any number of models, each armed with a Clattergun, Rotor Blades and Grudgebuster Bombs.
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.
ORDER, DUARDIN, CITIES OF SIGMAR, IRONWELD ARSENAL, WAR MACHINE, GYROBOMBERS |
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.
Brimstone Gun |
| Brimstone Gun | 16" | 3 | 3+ | 3+ | -1 | 1 |
Steam Gun |
| Steam Gun | 8" | See below | 3+ | 4+ | -1 | 1 |
Rotor Blades |
| Rotor Blades | 1" | D3 | 5+ | 4+ | - | 1 |
Unit Size: 1 Points: 80
Battlefield Role: None
Base size: 50mm
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.
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.
ORDER, DUARDIN, CITIES OF SIGMAR, IRONWELD ARSENAL, WAR MACHINE, GYROCOPTERS |
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.
Gromril Great Hammer |
| Gromril Great Hammer | 1" | 2 | 3+ | 3+ | -1 | 1 |
Unit Size: 10 Points: 130
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is DISPOSSESSED
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.
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.
ORDER, DUARDIN, CITIES OF SIGMAR, DISPOSSESSED, HAMMERERS |
Armed with a terrifying array of heavy weaponry, Irondrakes overwhelm their foes with torrents of flesh-melting flame and volleys of high explosive missiles, relying upon mastercrafted gromril armour to fend off all retaliation.
Grudgehammer Torpedo |
| Grudgehammer Torpedo | 20" | 1 | 3+ | 3+ | -2 | D3 |
Drakegun |
| Drakegun | 16" | 1 | 3+ | 3+ | -1 | 1 |
Drakefire Pistol |
| Drakefire Pistol | 8" | 1 | 3+ | 3+ | -1 | 1 |
Mailed Fist |
| Mailed Fist | 1" | 1 | 4+ | 4+ | - | 1 |
Unit Size: 10 Points: 170
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is DUARDIN
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.
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.
ORDER, DUARDIN, CITIES OF SIGMAR, DISPOSSESSED, IRONDRAKES |
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.
Phoenix Halberd |
| Phoenix Halberd | 2" | 2 | 3+ | 3+ | -1 | 1 |
Unit Size: 10 Points: 170
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is PHOENIX TEMPLE
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.
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.
ORDER, AELF, CITIES OF SIGMAR, PHOENIX TEMPLE, PHOENIX GUARD |
Employed to chase down fast-moving prey, Scourgerunner Chariots are swift and deadly war machines armed with a deadly harpoon launcher that can cripple even the most fearsome monster.
Ravager Harpoon |
| Ravager Harpoon | 18" | 2 | 3+ | 3+ | -1 | D3 |
Repeater Crossbow |
| Repeater Crossbow | 16" | 4 | 5+ | 4+ | - | 1 |
Hook-spear |
| Hook-spear | 2" | 2 | 4+ | 4+ | - | 1 |
Vicious Bite |
| Vicious Bite | 1" | 4 | 4+ | 5+ | - | 1 |
Unit Size: 1 Points: 100
Battlefield Role: None
Base size: 120 x 92mm
Notes: Battleline if general is SCOURGE PRIVATEERS
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.
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).
ORDER, AELF, CITIES OF SIGMAR, SCOURGE PRIVATEERS, SCOURGERUNNER CHARIOTS |
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.
Ranger Bow |
| Ranger Bow | 18" | 1 | 3+ | 4+ | -1 | 1 |
Coldsteel Blade |
| Coldsteel Blade | 1" | 2 | 3+ | 4+ | - | 1 |
Unit Size: 10 Points: 120
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is SHADOWBLADES
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.
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.
ORDER, AELF, CITIES OF SIGMAR, SHADOWBLADES, SHADOW WARRIORS |
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.
Blackbriar Javelin |
| Blackbriar Javelin | 9" | 2 | 4+ | 4+ | -1 | 1 |
Deepwood Coven Staff |
| Deepwood Coven Staff | 2" | 1 | 4+ | 4+ | - | 1 |
Antlers and Hooves |
| Antlers and Hooves | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 5 Points: 130
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is WANDERERS
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.
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.
ORDER, AELF, CITIES OF SIGMAR, WANDERER, WIZARD, SISTERS OF THE THORN |
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.
Watch Bow |
| Watch Bow | 18" | 1 | 3+ | 3+ | - | 1 |
Ithilmar Sword |
| Ithilmar Sword | 1" | 1 | 4+ | 4+ | - | 1 |
Unit Size: 10 Points: 180
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is WANDERERS
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.
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.
ORDER, AELF, CITIES OF SIGMAR, WANDERER, SISTERS OF THE WATCH |
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.
Hunting Spear |
| Hunting Spear | 2" | 2 | 3+ | 4+ | -1 | 1 |
Antlers and Hooves |
| Antlers and Hooves | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 5 Points: 120
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is WANDERERS
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.
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.
ORDER, AELF, CITIES OF SIGMAR, WANDERER, WILD RIDERS |
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.
Ranger’s Draich |
| Ranger’s Draich | 2" | 2 | 3+ | 3+ | -1 | 1 |
Unit Size: 10 Points: 130
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is WANDERERS
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.
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.
ORDER, AELF, CITIES OF SIGMAR, WANDERER, WILDWOOD RANGERS |
Duardin Crossbow |
| Duardin Crossbow | 20" | 1 | 4+ | 4+ | - | 1 |
Ranger Axe |
| Ranger Axe | 1" | 1 | 4+ | 4+ | - | 1 |
Unit Size: 10 Points: 135
Battlefield Role: None
Each model in a Dispossessed Quarrellers unit is armed with a Duardin Crossbow and Ranger Axe.
CHAMPION: 1 model in this unit can be a Veteran. Add 1 to the Attacks characteristic of that model’s Ranger Axe.
STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Standard Bearers.
MUSICIAN: 1 in every 10 models in this unit can be a Drummer. You can add 1 to
charge rolls for this unit if it includes any Drummers.
Precision Fire: Add 1 to the Attacks characteristic of this unit’s Duardin Crossbows if it has not made a normal move in the same turn.
ORDER, CITIES OF SIGMAR, DUARDIN, DISPOSSESSED, QUARRELLERS |
Duardin Handgun |
| Duardin Handgun | 16" | 1 | 4+ | 3+ | -1 | 1 |
Brace of Duardin Pistols |
| Brace of Duardin Pistols | 8" | 2 | 4+ | 3+ | -1 | 1 |
Duardin Handgun |
| Duardin Handgun | 1" | 1 | 4+ | 5+ | - | 1 |
Brace of Duardin Pistols |
| Brace of Duardin Pistols | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 10 Points: 135
Battlefield Role: None
Each model in a Dispossessed Thunderers unit is armed with a Duardin Handgun.
CHAMPION: 1 model in this unit can be a Veteran. A Veteran is armed with a Brace of Duardin Pistols instead of a Duardin Handgun.
STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Standard Bearers.
MUSICIAN: 1 in every 10 models in this unit can be a Drummer. You can add 1 to
charge rolls for this unit if it includes any Drummers.
Precision Fire: Add 1 to hit rolls for this unit’s Duardin Handguns if it has not made a normal move in the same turn.
ORDER, CITIES OF SIGMAR, DUARDIN, DISPOSSESSED, THUNDERERS |
Drake Lance and Drake Sword |
| Drake Lance and Drake Sword | 1" | 2 | 3+ | 4+ | - | 1 |
Ithilmar-shod Hooves |
| Ithilmar-shod Hooves | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 5 Points: 135
Battlefield Role: None
Notes: Battleline if general is Order Draconis
Each model in a Dragon Blades unit is armed with a Drake Lance and Drake Sword.
MOUNT: This unit’s Aelven Purebreeds are each armed with Ithilmar-shod Hooves.
CHAMPION: 1 model in this unit can be a Drakemaster. Add 1 to the Attacks characteristic of that model’s Drake Lance and Drake Sword.
STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Standard Bearers. Add 2 to the Bravery characteristic of this unit instead if this unit includes any Standard Bearers and is within 8" of another friendly
ORDER DRACONIS unit.
MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. Add 1 to
run rolls and
charge rolls for this unit if it includes any Hornblowers.
Lance Charge: Add 1 to the
wound rolls and Damage of this unit’s Drake Lances and Swords if it charged in the same turn.
Dragon Lance: If this unit makes a
charge move, until the end of the turn, add 1 to
wound rolls for attacks made with its Drake Lances and Drake Swords and add 1 to the damage inflicted by each successful attack made with its Drake Lances and Drake Swords.
Drake Shields: Add 1 to
save rolls for attacks that target this unit.
Ancient Dignity: Do not take battleshock tests for this unit if it is within 16" of a friendly ORDER DRACONIS HERO.
ORDER, CITIES OF SIGMAR, AELF, ORDER DRACONIS, DRAGON BLADES |
Gryph-hounds are pack-hunting creatures from the realm of Azyr, noble beasts that detest corruption. Their sharp senses pierce deception as easily as their beaks and claws shred the flesh of the unfaithful. Packs of Gryph-hounds are known to ally themselves to those fighting for a just cause, and they offer loyal protection to their companions.
Vicious Beak and Claws |
| Vicious Beak and Claws | 1" | 4 | 3+ | 4+ | - | 1 |
Each model in a Free City Gryphhounds unit is armed with a Vicious Beak and Claws.
Darting Attacks: After this unit has fought and all of its attacks have been resolved, it can retreat 6".
ORDER, CITIES OF SIGMAR, CELESTIAL, FREE CITY GRYPH-HOUNDS |
Swifthawk Bows |
| Swifthawk Bows | 16" | 3 | 4+ | 4+ | - | 1 |
Eagle Eye Bolt Thrower |
| Eagle Eye Bolt Thrower | 16" | 1 | 4+ | 3+ | -1 | D3 |
Agents’ Blades and Spears |
| Agents’ Blades and Spears | 2" | 2 | 4+ | 4+ | - | 1 |
Raking Talons |
| Raking Talons | 3" | 3 | 3+ | 4+ | -1 | 1 |
Unit Size: 1 Points: 135
Battlefield Role: None
Each model in a Skycutters unit is armed with one of the following weapon options: Eagle Eye Bolt Thrower and Agents’ Blades and Spears; or Swifthawk Bows and Agents’ Blades and Spears. Each model in the unit must be armed with the same weapon option.
MOUNT: This unit’s Swiftfeather Hawks are each armed with Raking Talons.
Aelven Shields: Add 1 to
save rolls for attacks that target this unit.
Agents’ Blades and Spears: If this unit is armed with Swifthawk Bows and Agents’ Blades and Spears, add 1 to the Attacks characteristic of its Agents’ Blades and Spears.
Fleet of Wing: Roll 2D6 instead of single dice when making a
run roll for this unit.
Sky Chariot: This unit can
run and still
shoot later in the turn.
Swifthawk Discipline: If you fail a battleshock test for this unit whilst it is within 16" of a friendly SWIFTHAWK AGENTS HERO, halve the number of models that flee (rounding up).
ORDER, CITIES OF SIGMAR, AELF, SWIFTHAWK AGENTS, SKYCUTTERS |
Charioteers’ Bows |
| Charioteers’ Bows | 2" | 2 | 4+ | 3+ | - | 2 |
Swifthawk Spears |
| Swifthawk Spears | 2" | 3 | 4+ | 4+ | - | 1 |
Swift Hooves |
| Swift Hooves | 3" | 3 | 3+ | 4+ | -1 | 1 |
Unit Size: 1 Points: 90
Battlefield Role: None
Each model in a Swifthawk Charioteers unit is armed with Charioteers’ Bows and Swifthawk Spears.
MOUNT: This unit’s Aelven Purebreeds are armed with Swift Hooves.
Graceful Charge: You can re-roll
wound rolls for attacks made with melee weapons by this unit if it made a
charge move in the same turn.
Swift and Deadly: When you pick this unit to run, you do not need to make a
run roll. Instead, add 6" to the Move characteristic of the models in this unit in that phase.
In addition, this unit is eligible to fight in the
combat phase if it is within 6" of an enemy unit instead of 3", and it can move an extra 3" when it
piles in.
ORDER, CITIES OF SIGMAR, AELF, SWIFTHAWK AGENTS, CHARIOTS |
Greatsword |
| Greatsword | 1" | 2 | 3+ | 3+ | -1 | 1 |
Unit Size: 10 Points: 155
Battlefield Role: None
Notes: Battleline if general is ELDRITCH COUNCIL
Each model in a Swordmasters unit is armed with a Greatsword.
CHAMPION: 1 model in this unit can be a Bladelord. Add 1 to the Attacks characteristic of that model’s Greatsword.
STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Standard Bearers.
MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. You can add 1 to
charge rolls for this unit if it includes any Hornblowers.
A Blur of Blades: If the unmodified hit roll for an attack made by this unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound roll and save roll for each hit.
ORDER, CITIES OF SIGMAR, AELF, ELDRITCH COUNCIL, SWORDMASTERS |
Ranger Greataxes |
| Ranger Greataxes | 1" | 4 | 3+ | 3+ | -1 | 1 |
Fangs and Claws |
| Fangs and Claws | 1" | 4 | 4+ | 3+ | - | 1 |
Unit Size: 1 Points: 90
Battlefield Role: None
Each model in a White Lion Chariots unit is armed with Ranger Greataxes.
MOUNT: This unit’s War Lions are armed with Fangs and Claws.
Unbridled Ferocity: After a model in this unit finishes a charge move, roll a dice for each enemy unit within 1" of that model. On a 3+, that unit suffers D3 mortal wounds. If this unit has more than 1 model, roll to determine if mortal wounds are inflicted after each model finishes its charge move, but do not allocate the mortal wounds until all of the models in the unit have finished their charge moves.
ORDER, CITIES OF SIGMAR, AELF, LION RANGERS, WHITE LION CHARIOTS |
Ranger Greataxe |
| Ranger Greataxe | 1" | 2 | 3+ | 3+ | -1 | 1 |
Unit Size: 10 Points: 135
Battlefield Role: None
Each model in a White Lions unit is armed with a Ranger Greataxe.
CHAMPION: 1 model in this unit can be a Guardian. Add 1 to the Attacks characteristic of that model’s Ranger Greataxe.
STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Standard Bearers.
MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. You can add 1 to
charge rolls for this unit if it includes any Hornblowers.
Lion Cloaks: This unit has a ward of 6+.
ORDER, CITIES OF SIGMAR, AELF, LION RANGERS, WHITE LIONS |
Behemoth
One of the most complex and deadly creations of the Collegiate, the Celestial Hurricanum is a gigantic arcane orrery that can summon a furious magical storm to lay waste to enemy warriors.
Storm of Shemtek |
| Storm of Shemtek | 18" | 1 | |
Arcane Tools |
| Arcane Tools | 1" | 4 | 5+ | 5+ | - | 1 |
Steel-shod Hooves |
| Steel-shod Hooves | 1" | 4 | 4+ | 4+ | - | 1 |
0-2 | 10" | 10" | 3 |
3-4 | 9" | 8" | 2 |
5-6 | 8" | 6" | 2 |
7-8 | 7" | 4" | 1 |
9+ | 6" | 2" | 1 |
Unit Size: 1 Points: 250
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
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.
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.
ORDER, HUMAN, CITIES OF SIGMAR, COLLEGIATE ARCANE, CELESTIAL HURRICANUM |
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.
Flaming Talons |
| Flaming Talons | 2" |  | 4+ | 3+ | -1 | 2 |
0-2 | 16" | 6 | 5 |
3-4 | 14" | 5 | 4 |
5-7 | 12" | 4 | 3 |
8-9 | 10" | 3 | 2 |
10+ | 8" | 2 | 1 |
Unit Size: 1 Points: 210
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
This warscroll can be used in the following warscroll battalions:
•
Phoenix Flight
A Flamespyre Phoenix is a single model armed with Flaming Talons.
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.
ORDER, AELF, CITIES OF SIGMAR, PHOENIX TEMPLE, MONSTER, FLAMESPYRE 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.
Ice-cold Talons |
| Ice-cold Talons | 2" |  | 3+ | 3+ | -1 | 2 |
0-2 | 16" | 8 | 9" |
3-4 | 14" | 6 | 6" |
5-7 | 12" | 5 | 3" |
8-9 | 10" | 4 | 2" |
10+ | 8" | 3 | 1" |
Unit Size: 1 Points: 220
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
This warscroll can be used in the following warscroll battalions:
•
Phoenix Flight
A Frostheart Phoenix is a single model armed with Ice-cold Talons.
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.
ORDER, AELF, CITIES OF SIGMAR, PHOENIX TEMPLE, MONSTER, FROSTHEART PHOENIX |
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.
Fanged Tentacles |
| Fanged Tentacles | 3" |  | 4+ | 3+ | -1 | 2 |
Spiked Tail |
| Spiked Tail | 2" | D6 | 4+ |  | - | 1 |
Clawed Limbs |
| Clawed Limbs | 1" | 2 | 3+ | 3+ | -1 | 1 |
Cruel Goads and Whips |
| Cruel Goads and Whips | 2" | 2 | 4+ | 4+ | - | 1 |
0-1 | 7" | 6 | 2+ |
2-3 | 6" | 5 | 3+ |
4-5 | 5" | 4 | 4+ |
6-7 | 5" | 3 | 5+ |
8+ | 4" | 2 | 6+ |
Unit Size: 1
Points: 130
Battlefield Role: Behemoth
Base size: 120 x 92mmNotes: Single. Battleline in an
Anvilgard army
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.
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.
ORDER, AELF, CITIES OF SIGMAR, SCOURGE PRIVATEERS, MONSTER, KHARIBDYSS |
The Luminark of Hysh is a devastating arcane war machine, capable of focusing light through its aetherquartz optics in order to unleash a beam of soulfire that vaporises everything in its path.
Searing Beam of Light |
| Searing Beam of Light | 30" | 1 | |
Arcane Tools |
| Arcane Tools | 1" | 4 | 5+ | 5+ | - | 1 |
Steel-shod Hooves |
| Steel-shod Hooves | 1" | 4 | 4+ | 4+ | - | 1 |
0-2 | 10" | 10" | 2+ |
3-4 | 9" | 8" | 3+ |
5-6 | 8" | 6" | 4+ |
7-8 | 7" | 4" | 5+ |
9+ | 6" | 2" | 6+ |
Unit Size: 1 Points: 220
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
This warscroll can be used in the following warscroll battalions:
•
Xintil War-magi
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.
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
ORDER, HUMAN, CITIES OF SIGMAR, COLLEGIATE ARCANE, LUMINARK OF HYSH |
Clanking monstrosities of steel and iron, Steam Tanks rattle across the battlefield, blasting away at targets with their cannons and steam-spewing guns while grinding yet more to paste beneath their metal-clad wheels.
Steam Cannon |
| Steam Cannon |  | 1 | 4+ | 2+ | -2 | D6 |
Steam Gun |
| Steam Gun | 8" | 2D6 | 4+ |  | - | 1 |
Crushing Wheels |
| Crushing Wheels | 1" | D6 | 4+ | 3+ | -1 | 2 |
0-2 | 2D6" | 30" | 2+ |
3-4 | 2D6" | 24" | 3+ |
5-7 | D6" | 18" | 4+ |
8-9 | D6" | 12" | 5+ |
10+ | D3" | 6" | 6+ |
Unit Size: 1
Points: 180
Battlefield Role: Behemoth
Base size: 120 x 92mmNotes: Single. Battleline if general is a
Steam Tank with Commander
A Steam Tank is a single model armed with a Steam Cannon, Steam Gun and Crushing Wheels.
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.
ORDER, HUMAN, CITIES OF SIGMAR, IRONWELD ARSENAL, WAR MACHINE, STEAM TANK |
Stoked into a killing rage by the goads and lashing whips of their handlers, War Hydras lumber forward into battle, their multiple heads spitting flesh-melting gouts of flame as they stomp and crush the enemy to bloody paste.
Fiery Breath |
| Fiery Breath | 9" |  | 3+ | 3+ | -1 | 1 |
Razor-sharp Fangs |
| Razor-sharp Fangs | 2" |  | 4+ | 3+ | -1 | D3 |
Clawed Limbs |
| Clawed Limbs | 1" | 2 | 3+ | 3+ | -1 | 1 |
Cruel Goads and Whips |
| Cruel Goads and Whips | 2" | 2 | 4+ | 4+ | - | 1 |
0-2 | 8" | 6 | 6 |
3-5 | 7" | 5 | 5 |
6-7 | 6" | 4 | 4 |
8-9 | 5" | 3 | 3 |
10+ | 4" | 2 | 2 |
Unit Size: 1
Points: 140
Battlefield Role: Behemoth
Base size: 120 x 92mmNotes: Single. Battleline in an
Anvilgard army
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.
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.
ORDER, AELF, CITIES OF SIGMAR, ORDER SERPENTIS, MONSTER, WAR HYDRA |
The Carmine Dragon is a creature saturated with the arcane power of Shyish, its claws and fangs rippling with amethyst magic. With every roar, it unleashes deadly blasts of dark energy that strip its terrified victims of their souls.
Soul-sheering Blast |
| Soul-sheering Blast | 12" | 1 | |
Raking Claws |
| Raking Claws | 2" |  | 4+ | 3+ | -2 | 2 |
Amethyst Fangs |
| Amethyst Fangs | 3" | 3 | 3+ |  | -2 | D6 |
0-6 | 16" | 8 | 2+ |
7-9 | 14" | 7 | 3+ |
10-11 | 11" | 6 | 4+ |
12+ | 9" | 5 | 5+ |
Unit Size: 1 Points: 475
Battlefield Role: Behemoth
Base size: 100mm
Notes: Single
A Carmine Dragon is armed with Raking Claws, Amethyst Fangs and a Soul-sheering Blast.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
ORDER keyword.
Deathly Dark Scales: The Carmine Dragon’s hide is nigh-on impenetrable to all but the strongest of blows.
This model has a
ward of 5+.
Soul-sheering Blast: Gouts of amethyst flame erupt from the Carmine Dragon’s open maw, sheering souls from their mortal forms and leaving bodies rendered to nothing more than a purple-glowing pile of ash.
Do not use the
attack sequence for an attack made with Soul-sheering Blast. Instead, roll a dice. On a 5+, the target unit suffers D6
mortal wounds.
Spell Devourer: With the amethyst energies of the Realm of Endings coalescing through its body, the Carmine Dragon can force a magical effect to die off with a single pulse of thought.
Each time this model is affected by a
spell or the ability of an
endless spell, you can roll a dice. On a 4+, ignore the effects of that spell or the ability of that endless spell on this model.
ORDER, DRAGON, MONSTER, CARMINE DRAGON |
Dread Maws are massive reptilian worms that spend most of their lives below ground, only surfacing to hunt. They use their hard rock-like coils to bind and crush their prey, and are able to tunnel through rock and soil as a fish swims through water.
Slime Spray |
| Slime Spray | 12" | 1 | 4+ | 3+ | -2 | D6 |
Cavernous Maw |
| Cavernous Maw | 3" | 3 | 3+ | 2+ |  | D6 |
Writhing Coils |
| Writhing Coils | 2" |  | 4+ | 4+ | -1 | 1 |
0-6 | 14" | -3 | 3D6 |
7-8 | 12" | -2 | 2D6 |
9-10 | 10" | -2 | D6 |
11+ | 8" | -1 | D3 |
Unit Size: 1 Points: 495
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
A Dread Maw is armed with a Cavernous Maw, Writhing Coils and Slime Spray.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION or
ORDER keyword.
Devourer From Below: The Dread Maw’s ability to burrow through the ground means that it can emerge from any part of a battlefield without hindrance, taking its prey by surprise.
During deployment, instead of setting up this model on the battlefield, you can place it to one side and say that it is tunnelling through the earth in
reserve. If you do so, at the end of your second
movement phase, you must set up this model anywhere on the battlefield more than 9" from all enemy units.
Impenetrable Hide: Long exposure to the taint left behind from the Age of Chaos has made the armoured scales of Dread Maws all but impervious to harm.
This model has a
ward of 5+.
Tunnel Worm: The Dread Maw grinds through rock and soil without resistance.
When this model makes a move, it can pass across
terrain features and other models in the same manner as a model that can
fly.
Yawning Maw: Their circular mouths studded with rows of sickle-shaped teeth, Dread Maws can swallow a fully armoured man whole.
Add 1
wound rolls for attacks made a Cavernous Maw if the target unit has a Wounds characteristic of 2 or less.
Elementals of Beasts are gruesome fusions of meat and bone, bound together and given will by the raw magic of Ghur. Savage beyond imagining, they slash and gore their way through whole armies, reducing their enemies to mutilated heaps of flesh.
Amber Breath |
| Amber Breath | 12" | D6 | 5+ | 3+ | -2 | D3 |
Savage Talons |
| Savage Talons | 2" |  | 3+ | 4+ | -2 | 1 |
Impaling Horns |
| Impaling Horns | 2" | 4 | 4+ | 3+ | -1 | D3 |
0-5 | 10" | 3+ | 12 |
6-8 | 8" | 4+ | 10 |
9-11 | 7" | 4+ | 8 |
12+ | 6" | 5+ | 6 |
Unit Size: 1 Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
An Incarnate Elemental of Beasts is armed with Savage Talons, Impaling Horns and Amber Breath.
MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the
DESTRUCTION or
ORDER keyword.
Savage Frenzy: These creatures are at their most dangerous in their final moments, lashing out at their enemies in vengeful hatred.
If this model is slain, before removing it from play, it can fight. This model is then removed from play.
Howl of the Great Beast: The howl of an Incarnate Elemental of Beasts can freeze the blood of all who hear it.
Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of this model.
Incarnate of Ghur: Incarnate Elementals are able to draw upon the energies from their realm to increase their strength.
Add 1 to
wound rolls for attacks made by this model if it is within 1" of any
terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (
core rules, 28.1.3).
The Lure of Spilt Blood: The potent aroma of freshly spilt blood sends these creatures into a frenzy.
You can re-roll
charge rolls for this model if it is within 12" of any enemy models that have any wounds allocated to them.
GHUR, MONSTER, INCARNATE ELEMENTAL OF BEASTS |
An Incarnate Elemental of Fire is a magical creature formed from the wantonly destructive forces of Aqshy, the Realm of Fire. It appears as a great burning figure of cindered flesh engulfed in robes of furnace-hot flames.
Fiery Bolts |
| Fiery Bolts | 18" |  | 4+ | 4+ | -1 | 1 |
Tendrils of Fire |
| Tendrils of Fire | 2" | 6 | 3+ | 4+ | - | 1 |
Burning Lance |
| Burning Lance | 3" | 3 | 3+ | 2+ | -2 | 2 |
0-3 | 8" | 3+ | 10 |
4-6 | 7" | 4+ | 8 |
7-9 | 6" | 4+ | 6 |
10-12 | 5" | 5+ | 4 |
13+ | 4" | 6+ | 2 |
Unit Size: 1 Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
An Incarnate Elemental of Fire is armed with Tendrils of Fire, a Burning Lance and Fiery Bolts.
MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the
DESTRUCTION or
ORDER keyword.
Ashes to Ashes: The burning power of an Incarnate Elemental of Fire is no natural flame, but an insidious and almost wilfully destructive arcane force that eats into anything it touches, destroying them from within.
If the unmodified
hit roll for an attack made by this model is 6, double the weapon’s Damage characteristic for that attack.
Gift of Elemental Fire: The very presence of an Incarnate Elemental of Fire brings destruction, as the heat that radiates off its form is enough to scorch metal and kindle flesh into bright flame.
At the end of the
combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers D3
mortal wounds.
Incarnate of Aqshy: Incarnate Elementals are able to draw upon the energies from their realm to heal their bodies and increase their strength.
Add 1 to
wound rolls for attacks made by this model if it is within 1" of any
terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (
core rules, 28.1.3).
AQSHY, MONSTER, INCARNATE ELEMENTAL OF FIRE |
These primordial beasts are among the most malevolent of dragon kind. Their gullet burns with the intensity of a raging volcano, and when roused to wrath they incinerate their foes with jets of flame, or else tear them to shreds with their enormous claws and fangs.
Brimstone Dragonfire |
| Brimstone Dragonfire | 18" | 1 | |
Furnace-hot Jaws |
| Furnace-hot Jaws | 3" | 4 | 3+ | 2+ |  | D6 |
Crushing Claws |
| Crushing Claws | 2" |  | 4+ | 3+ | -1 | 2 |
0-10 | 16" | -3 | 8 |
11-13 | 14" | -3 | 7 |
14-16 | 12" | -2 | 6 |
17+ | 10" | -2 | 5 |
Unit Size: 1 Points: 585
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single
A Magma Dragon is armed with Furnace-hot Jaws, Crushing Claws and Brimstone Dragonfire.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION or
ORDER keyword.
Brimstone Dragonfire: Unleashing the heat within, the Magma Dragon spews gouts of whitehot fire upon its prey.
Do not use the
attack sequence for an attack made with this model’s Brimstone Dragonfire. Instead, roll a dice. On a 2+, the target unit suffers D6
mortal wounds. If the target unit has 10 or more models, it suffers 2D6 mortal wounds instead of D6.
Burning Blood: The lifeblood that flows through Magma Dragons is molten rock. To spill it is akin to standing beside a volcanic eruption.
Roll a dice each time a
wound or
mortal wound that was caused by a melee weapon is allocated to this model. On a 4+, the attacking unit suffers 1 mortal wound. On a 6, the attacking unit suffers D3 mortal wounds instead.
DRAGON, MONSTER, MAGMA DRAGON |
Merwyrms are nightmarish creatures able to traverse both land and sea. Harbouring a malice cultivated in their endless struggle for survival upon the ocean floor, they loose this hatred upon any foolish enough to go into battle against them.
Chill Breath |
| Chill Breath | 8" | 6 | 4+ | 3+ | -1 | 1 |
Hideous Jaws |
| Hideous Jaws | 1" | 3 | 3+ | 3+ |  | D3 |
Powerful Tail |
| Powerful Tail | 2" | 1 | 4+ | 3+ | -1 |  |
0-5 | 8" | -3 | 6 |
6-7 | 7" | -2 | D6 |
8-9 | 6" | -2 | D3 |
10+ | 5" | -1 | 2 |
Unit Size: 1 Points: 280
Battlefield Role: Behemoth
Notes: Single
A Merwyrm is armed with Chill Breath, Hideous Jaws and a Powerful Tail.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION or
ORDER keyword.
Abyssal Predator: The Merwyrm’s usual prey are the leviathans of the deep, and they have a talent for latching onto their quarry and tearing away great chunks of flesh.
If the unmodified
wound roll for an attack made with this model’s Hideous Jaws is 6, the Damage characteristic of that weapon for that attack is D6 instead of D3.
Stench of the Deep: The air around this beast is filled with an unholy stench of rotting flesh and brackish filth. This putrid smell upturns stomachs and stings eyes, weakening and blinding its enemies before they can attack.
Subtract 1 from
hit rolls for attacks made with melee weapons that target this model.
Unnatural Metabolism: The Merwyrm’s cavernous jaws are so huge that stories abound of its ability to swallow a person whole, its wounds sealing each time it devours an unfortunate victim.
At the end of the
combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can
heal up to D3 wounds allocated to this model.
Artillery
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.
Volley of Shots (1 Deck) |
| Volley of Shots (1 Deck) | 24" | D6 | 4+ | 3+ | -1 | 1 |
Volley of Shots (2 Decks) |
| Volley of Shots (2 Decks) | 24" | 2D6 | 4+ | 3+ | -1 | 1 |
Volley of Shots (3 Decks) |
| Volley of Shots (3 Decks) | 24" | 3D6 | 4+ | 3+ | -1 | 1 |
Crew’s Tools |
| Crew’s Tools | 1" | 3 | 5+ | 5+ | - | 1 |
Unit Size: 1 Points: 120
Battlefield Role: Artillery
Base size: 90 x 52mm
Notes: Single
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.
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.
ORDER, HUMAN, CITIES OF SIGMAR, IRONWELD ARSENAL, WAR MACHINE, HELBLASTER VOLLEY GUN |
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.
Helstorm Rocket Salvo |
| Helstorm Rocket Salvo | 10"-36" | 3 | 5+ | 3+ | -2 | D3 |
Crew’s Tools |
| Crew’s Tools | 1" | 3 | 5+ | 5+ | - | 1 |
Unit Size: 1 Points: 130
Battlefield Role: Artillery
Base size: 90 x 52mm
Notes: Single
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.
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.
ORDER, HUMAN, CITIES OF SIGMAR, IRONWELD ARSENAL, WAR MACHINE, HELSTORM ROCKET BATTERY |
Cannon Shell |
| Cannon Shell | 32" | 2 | 4+ | 2+ | -2 | D6 |
Artillery Tools |
| Artillery Tools | 1" | 3 | 4+ | 5+ | - | 1 |
Unit Size: 1 Points: 160
Battlefield Role: Artillery
Notes: Single
An Ironweld Arsenal Cannon is armed with Cannon Shells.
CREW: An Ironweld Arsenal Cannon has 3 Duardin Crew, who are armed with Artillery Tools. The crew must remain within 1" of the Ironweld Arsenal Cannon. For rules purposes, the Ironweld Arsenal Cannon and its crew are treated as a single model.
Explosive Shells: Add 1 to hit rolls for a Cannon Shell if the target unit has more than 5 models.
ORDER, CITIES OF SIGMAR, IRONWELD ARSENAL, WAR MACHINE, CANNON |
Warscroll Battalion
| | |
| Unit Size: - Points: 120 Battlefield Role: Warscroll Battalion
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. | |
| | |
| | |
| Unit Size: - Points: 120 Battlefield Role: Warscroll Battalion
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. | |
| | |
| | |
| Unit Size: - Points: 120 Battlefield Role: Warscroll Battalion
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. | |
| | |
| | |
| 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. Unit Size: - Points: 140 Battlefield Role: Warscroll Battalion
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. | |
| | |
| | |
| |
• | 1-2 PHOENICIUM FROSTHEART PHOENIXES | • | 1-2 PHOENICIUM FLAMESPYRE PHOENIXES |
|
Unit Size: - Points: 130 Battlefield Role: Warscroll Battalion
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. | |
| | |
| | |
| Unit Size: - Points: 140 Battlefield Role: Warscroll Battalion
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. | |
| | |
| | |
| |
• | 3-6 HALLOWHEART HERO WIZARDS |
|
Unit Size: - Points: 140 Battlefield Role: Warscroll Battalion
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. | |
| | |
| | |
| 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. Unit Size: - Points: 160 Battlefield Role: Warscroll Battalion
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.
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. | |
| | |
| | |
| 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. Unit Size: - Points: 140 Battlefield Role: Warscroll Battalion
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. | |
| | |
Regiment of Renown
| | |
| The soulpod grove in which Elthwin’s lamentiri was incubated was ransacked by ghouls and touched with maddening energies. Over time, the spirit-song that naturally envelops her fellow Sylvaneth has become torturously faint to Elthwin, and it is only the Arch-Revenant’s strength of will that has staved off insanity. Gossamid Champion: Elthwin has fought alongside her Gossamid Archers innumerable times. Under her command, their arrows unerringly strike the weak points of their targets.
Add 1 to wound rolls for attacks made by the GOSSAMID ARCHERS unit in this regiment of renown while it is wholly within 12" of the ARCH-REVENANT in this regiment of renown.
Flight of the Zephyrspites: In their effort to return to Alarielle’s court, Elthwin’s Thorns are carried by swift and loyal Zephyrspites.
If the GOSSAMID ARCHERS unit in this regiment of renown is within 3" of the ARCH-REVENANT in this regiment of renown when you roll a 2+ to retreat using its Zephyrspites ability, instead of retreating, you can remove both units from the battlefield, then immediately set them up again so that the GOSSAMID ARCHERS unit is wholly within 3" of a terrain feature, the ARCH-REVENANT is wholly within 3" of the GOSSAMID ARCHERS unit, and both units are more than 9" from all enemy units. | |
| | |