Cities of Sigmar – Warscrolls

Contents

Leader, Behemoth


8"
12
4+
6
WARSCROLL

Battlemage on Celestial Hurricanum

Celestial Battlemages harness the cosmic power of High Azyr to bring down storms and send arcs of lightning cascading through the ranks of the enemy, unleashing raw elemental power that is terrible to witness.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wizard’s Staff
Wizard’s Staff2"13+3+-1D3
Arcane Tools
Arcane Tools1"45+5+-1
Steel-shod Hooves
Steel-shod Hooves1"44+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 260
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Battlemage on Celestial Hurricanum is armed with a Wizard’s Staff

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. If you pick a spell from the Lore of the Collegiate Arcane for this unit, it must be Twin-tailed Comet.

CREW: This unit’s Acolytes are armed with Arcane Tools.

MOUNT: This unit’s Warhorses are armed with Steel-shod Hooves.

Storm of Shemtek: A Celestial Hurricanum can summon a magical storm to batter the foe with the fury of the heavens. As the battle rages, the tempest grows ever stronger.
In your hero phase, you can pick 1 enemy unit within 18" of this unit and roll a number of dice equal to the number of the current battle round. For each roll of 2+, that enemy unit suffers D3 mortal wounds.

Portents of Battle: Celestial Hurricanums leak magical energy, granting nearby soldiers visions of the imminent future that allow them to land their blows with uncanny accuracy.
Add 1 to hit rolls for attacks made by friendly CITIES OF SIGMAR HUMAN units wholly within 9" of any friendly units with this ability.

Chain Lightning: Lightning bursts from the wizard’s finger tips and arcs towards the enemy with crackling fury.
Chain Lightning is a spell that has a range of 18" and a casting value of 6. If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3 mortal wounds. Then, roll a dice for all other enemy units within 6" of the picked enemy unit. On a 4+, the unit being rolled for suffers D3 mortal wounds.

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


15
4+
6
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Battlemage on Griffon

When mounted atop a furious, twin-headed Ghurish griffon, a Battlemage of the Amber College can lay waste to their foes from afar or strike from on high in a vicious frenzy of stabbing beaks and ripping talons.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Beaststaff
Beaststaff2"13+3+-1D3
Razor Claws
Razor Claws2"4+3+-12
Twin Beaks
Twin Beaks2"43+3+-2
DAMAGE TABLE
Wounds SufferedMoveRazor ClawsTwin Beaks
0-614"63
7-912"52
10-1210"42
13+8"31
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 250
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Battlemage on Griffon is armed with a Beaststaff.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. If you pick a spell from the Lore of the Collegiate Arcane for this unit, it must be Wildform.

MOUNT: This unit’s Griffon is armed with Razor Claw’s and Twin Beaks.

FLY: This unit can fly.

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

Ghurish Ferocity: The twin-headed griffons of Ghur ridden by Amber Battlemages are alpha predators that prey upon other megafauna.
Add 1 to the Damage characteristic of this unit’s Razor Claws and Twin Beaks for attacks that target enemy MONSTERS.

Amber Spear: The wizard conjures a magical amber spear that they hurl at the foe with uncanny accuracy.
Amber Spear has a casting value of 7. If successfully cast, pick 1 point on the battlefield within 18" of the caster that is visible to them and draw a straight line between that point and the closest point on the caster’s base. Roll a dice for each unit that has any models passed across by that line. On a 2+, that unit suffers D3 mortal wounds or 3 mortal wounds if it is a MONSTER.

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


8"
12
4+
6
WARSCROLL

Battlemage on Luminark of Hysh

Powerful Light Wizards from the upper echelons of the Collegiate Arcane sometimes ride to war upon a ’ Luminark of Hysh, directing its searing beam of light to vaporise the direst threats of the enemy whilst deftly casting scouring sorceries of their own.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Searing Beam of Light
Searing Beam of Light30" 1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wizard’s Staff
Wizard’s Staff2"13+3+-1D3
Arcane Tools
Arcane Tools1"45+5+-1
Steel-shod Hooves
Steel-shod Hooves1"44+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 250
Battlefield Role: Leader, Behemoth
Notes: Single

A Battlemage on Luminark of Hysh is armed with a Searing Beam of Light and Wizard’s Staff.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. If you pick a spell from the Lore of the Collegiate Arcane for this unit, it must be Pha’s Protection.

CREW: This unit’s Acolytes are armed with Arcane Tools.

MOUNT: This unit’s Warhorses are armed with Steel-shod Hooves.

Searing Beam of Light: As interlocking lenses of aetherquartz click into place, a beam of blinding white light shoots forth to immolate all before it.
Do not use the attack sequence for an attack made with Searing Beam of Light. Instead, pick 1 point on the battlefield within range of the shooting model that is visible to it and draw a straight line between that point and the closest point on the shooting model’s base. Roll a dice for each unit that has any models passed across by that line. For each roll of 2+, that unit suffers D3 mortal wounds.

Aura of Protection: Luminarks of Hysh are surrounded by aprotective magical aura.
Friendly CITIES OF SIGMAR HUMAN units have a ward of 6+ while they are wholly within 9" of any friendly units with this ability.

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

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, COLLEGIATE ARCANE, HERO, WAR MACHINE, WIZARD, BATTLEMAGE ON LUMINARK OF HYSH


14
4+
7
WARSCROLL

Dreadlord on Black Dragon

The feared warlords of the Order Serpentis delight in inflicting pain and terror upon their foes. They ride to war on obsidian-scaled dragons that can lay waste to entire armies with their dagger-like claws and foul, choking breath.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Repeater Crossbow
Repeater Crossbow18"44+4+-1
Noxious Breath
Noxious Breath9"See below3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Exile Blade
Exile Blade1"53+4+-12
Paired Exile Blades
Paired Exile Blades1"63+3+-12
Lance of Spite
Lance of Spite2"43+3+-12
Fearsome Jaws
Fearsome Jaws2"34+3+-2D3
Razor-sharp Claws
Razor-sharp Claws2"4+3+-12
DAMAGE TABLE
Wounds SufferedMoveNoxious BreathRazor-sharp Claws
0-514"2+6
6-812"3+5
9-1110"4+4
12+8"5+3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 280
Battlefield Role: Leader, Behemoth
Base size: 105 x 70mm
Notes: Single

A Dreadlord on Black Dragon is armed with 1 of the following weapon options: Exile Blade and Tyrant Shield; Exile Blade and Repeater Crossbow; Lance of Spite and Tyrant Shield; Lance of Spite and Repeater Crossbow; or Paired Exile Blades.

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

FLY: This unit can fly.

SHIELD: If this unit is armed with a Tyrant Shield, unmodified save rolls of 6 for attacks that target this unit succeed regardless of modifiers.

Lance of Spite: The ensorcelled tip of this lance can punch through the thickest armour with contemptuous ease.
If this unit made a charge move in the same turn, add 1 to the Damage characteristic of its Lance of Spite and improve the Rend characteristic of its Lance of Spite by 1

Noxious Breath: The Black Dragon unleashes a cloud of caustic, choking gas.
The Attacks characteristic of Noxious Breath is equal to the number of models in the target unit (to a maximum Attacks characteristic of 10).

Under the Shadow of Black Wings: Dreadlords lead the assault of the Order Serpentis, swooping down upon the foe as rows of Drakespawn Knights follow in their shadow.
You can re-roll charge rolls for this unit and friendly ORDER SERPENTIS units wholly within 12" of this unit.

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


15
4+
7
WARSCROLL

Freeguild Marshal on Griffon

A Freeguild Marshal mounted upon a noble griffon surveys the battlefield from on high. Identifying where their presence is most required, they descend like a speeding comet to lay waste to their enemies, inspiring their comrades with word and deed.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sigmarite Runesword
Sigmarite Runesword1"53+3+-12
Sigmarite Greathammer
Sigmarite Greathammer1"33+3+-23
Freeguild Lance
Freeguild Lance2"43+3+-12
Razor Claws
Razor Claws2"4+3+-12
Deadly Beak
Deadly Beak2"23+3+-2
DAMAGE TABLE
Wounds SufferedMoveRazor ClawsDeadly Beak
0-6 14" 64
7-912" 53
10-1210" 42
13+8" 31
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 270
Battlefield Role: Leader, Behemoth
Notes: Single

A Freeguild Marshal on Griffon is armed with 1 of the following weapon options: Sigmarite Runesword; Sigmarite Greathammer; or Freeguild Lance.

MOUNT: This unit’s Griffon is armed with Razor Claws and a Deadly Beak.

FLY: This unit can fly.

Charging Lance: Expert cavalrymen one and all, Freeguild Marshals armed with lances can shatter an enemy line with their well-timed strikes.
If this unit made a charge move in the same turn, add 1 to the Damage characteristic of its Freeguild Lance and improve the Rend characteristic of its Freeguild Lance by 1.

Piercing Bloodroar: The shrill war cry of a mighty griffon can shatter the enemy's resolve.
When you carry out the Roar monstrous rampage with this unit, you can pick 2 enemy units within 3" of it instead of 1.

Tactical Acumen: Those Freeguild Marshals who have earned the right to ride a griffon into battle are not only skilled warriors but also possess shrewd tactical minds honed over many battles.
If this unit is included in a Cities of Sigmar army, once per battle, when orders are being given to HEROES, this unit can be given 2 orders instead of 1. Each order must be different.

KEYWORDS
ORDER, CITIES OF SIGMAR, FREEGUILD, HUMAN, HERO, MONSTER, FREEGUILD MARSHAL, FREEGUILD MARSHAL ON GRIFFON


14
5+
7
WARSCROLL

Sorceress on Black Dragon

Many Sorceresses go to war upon fearsome Black Dragons, delighting in the terror in the eyes of their enemies as the scaled beasts spit clouds of choking black fumes and rip their prey apart with sword-sized talons.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Noxious Breath
Noxious Breath9"See below3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cruel Weapons
Cruel Weapons1"13+3+-1D3
Fearsome Jaws
Fearsome Jaws2"34+3+-2D3
Razor-sharp Claws
Razor-sharp Claws2"4+3+-12
DAMAGE TABLE
Wounds SufferedMoveNoxious BreathRazor-sharp Claws
0-514"2+6
6-812"3+5
9-1110"4+4
12+8"5+3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 270
Battlefield Role: Leader, Behemoth
Base size: 105 x 70mm
Notes: Single

A Sorceress on Black Dragon is armed with Cruel Weapons.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

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

FLY: This unit can fly

Command Underlings: The cold-hearted rulers ofthe Darkling Covens wield absolute control over their ensorcelled underlings, commanding them to do their bidding unquestioningly.
This unit can issue the same command up to 2 times in the same phase. If it does so, each command must be received by a friendly DARKLING COVENS unit. No command point is spent the second time this unit issues that command in that phase.

Noxious Breath: The Black Dragon unleashes a cloud of caustic, choking gas.
The Attacks characteristic of Noxious Breath is equal to the number of models in the target unit, to a maximum Attacks characteristic of 10.

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

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


8"
12
2+
7
WARSCROLL

Steam Tank Commander

At the forefront of larger Steam Tank formations ride the Steam Tank Commanders, veterans of countless battles who are deft at coordinating shock assaults that leave the enemy shattered and reeling.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Steam Cannon
Steam Cannon24"14+2+-2D3+2
Steam Gun
Steam Gun12"2D64+3+-1
Ironweld Long Rifle
Ironweld Long Rifle24"14+2+-1D3
Repeater Handgun
Repeater Handgun12"33+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sword or Rod
Sword or Rod1"33+3+-11
Crushing Wheels
Crushing Wheels1"63+3+-12
PITCHED BATTLE PROFILE

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

A Steam Tank Commander is armed with an Ironweld Long Rifle, Repeater Handgun, and Sword or Rod.

MOUNT: This unit’s Steam Tank is armed with a Steam Cannon, Steam Gun and Crushing Wheels.

More Pressure!: Pumping pressure into the valves and pistons of a Steam Tank can improve its performance - but risks a catastrophic backfire.
In your hero phase, you can say that this unit will overpressure its boiler. If you do so, roll 2D6. If the roll is less than the number of wounds currently allocated to this unit, this unit suffers D3 mortal wounds. Ifthe roll is equal or greater than the number of wounds currently allocated to this unit, pick 1 of the following effects to apply to this unit until the start of your next hero phase:

Power the Wheels: This unit can run and shoot and/or charge in the same turn.

Power the Guns: Add 1 to the Attacks characteristic of this unit’s Steam Cannon and add D6 to the Attacks characteristic of this unit’s Steam Gun.

Division Commander: From atop the turret, the Commander directs the other tanks in their division upon the battlefield.
This unit can issue the same command up to 2 times in the same phase. If it does so, each command must be received by a friendly STEAM TANK. No command point is spent the second time this unit issues that command in that phase.

Steel Behemoth: Enemy warriors are crushed beneath the ironclad bulk of this war machine.
After this unit makes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

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


15
4+
8
WARSCROLL

Tahlia Vedra, Lioness of the Parch

Named the Lioness of the Parch by her loyal soldiers, Tahlia Vedra has risen through the ranks of the Freeguild and emerged as the foremost tactical mind of Hammerhal Aqsha. Now it is she who leads the city in its quest to reclaim Aqshy’s hearthlands from the grip of Chaos.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Weapon of Office
Weapon of Office1"63+3+-12
Leonine Jaws
Leonine Jaws2"33+-23
Scorpid Stinger
Scorpid Stinger3"24+2+-3
DAMAGE TABLE
Wounds SufferedMoveLeonine JawsScorpid Stinger
0-614"2+D3+3
7-912"3+D3+2
10-1210"4+D3+1
13+8"5+D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 300
Battlefield Role: Leader, Behemoth
Base size: 100mm
Notes: Single, Unique

DESCRIPTION

Tahlia Vedra, Lioness o f the Parch, is armed with a Weapon of Office

WARMASTER: If this unit is included in a Hammerhal Aqsha army, it is treated as a general even if it is not the model picked to be the army’s general.

MOUNT: This unit’s Manticore, Infernadine, is armed with Leonine Jaws and a Scorpid Stringer

FLY: This unit can fly

First Marshal of Hammerhal: With grit and determination unmatched, Tahlia Vedrafights on even after suffering horrendous wounds.
This unit has a ward of 6+.

Lead From the Front: The loyalty Vedra commands from her soldiers is unwavering, and the sight of her at the forefront of the assault inspires them to keep fighting till the bitter end.
While this unit is within 3" of any enemy units, this unit can issue the Rally command to friendly CITIES OF SIGMAR HUMAN units while they are within 3"of any enemy units. In addition, when it does so, you can return 1 slain model to the unit that receives the command for each 4+ instead of each 6.

Unparalleled Tactician: The military acumen of Vedra is unsurpassed among the generals of Sigmar’s cities. Not only does she possess the ability to formulate decisive plans in the very heat of battle, but she also has the guts to see her orders carried through to the very end.
If this unit is included in a Cities of Sigmar army, when orders are being given to HEROES, this unit can be given 2 orders instead of 1. Each order must be different.

Paralysing Venom: When an enemy beast closes in on Infernadine, his scorpid tail darts forth, injecting a paralysing venom that quickly takes hold.
You can carry out the Paralysing Venom monstrous rampage below with this unit instead of any other monstrous rampage you can carry out with this unit.

MONSTROUS RAMPAGE
Paralysing Venom: Pick 1 enemy MONSTER that made a charge move this turn and is within 3" of this unit. Roll a dice. On a 3+, the strike-last effect applies to that enemy MONSTER until the end of the turn.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, HAMMERHAL AQSHA, FREEGUILD, HERO, MONSTER, TAHLIA VEDRA


14
5+
7
WARSCROLL

Archmage on Dragon*

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Magestaff
Magestaff2"14+3+-1D3
Sorcerous Blade
Sorcerous Blade1"34+4+-1
Claws
Claws2"4+3+-12
Fearsome Jaws
Fearsome Jaws3"34+-2D6
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveClawsFearsome Jaws
0-514"62+
6-812"53+
9-1110"43+
12+8"34+
PITCHED BATTLE PROFILE

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

DESCRIPTION

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

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

FLY: This unit can fly.

ABILITIES

Dragonfire: In your shooting phase, this unit’s Dragon can unleash a blast of dragonfire. When it does so, pick 1 enemy unit within 12" of this unit and visible to it, and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

Drain Magic: Drain Magic is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 enemy WIZARD within range and visible to the caster. Reduce the number of spells that enemy WIZARD can attempt to cast by 1 until your next hero phase.

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


14
4+
8
WARSCROLL

Dragonlord*

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Reaver Bow
Reaver Bow20"33+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Dragon Lance
Dragon Lance2"33+3+-12
Dragon Blade
Dragon Blade2"43+3+-1D3
Claws
Claws2"4+3+-12
Fearsome Jaws
Fearsome Jaws3"34+-2D6
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveClawsFearsome Jaws
0-514"62+
6-812"53+
9-1110"43+
12+8"34+
PITCHED BATTLE PROFILE

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

DESCRIPTION

A Dragonlord is armed with one of the following weapon options: Dragon Blade and Enchanted Shield; Dragon Lance and Enchanted Shield; Dragon Blade and Reaver Bow; Dragon Lance and Reaver Bow; Dragon Blade and Aelven War Horn; or Dragon Lance and Aelven War Horn.

FLY: This unit can fly.

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

ABILITIES

Dragon Lance: If this unit is armed with a Dragon Lance and it makes a charge move, until the end of the turn, add 1 to wound rolls for attacks made with its Dragon Lance and add 1 to the damage inflicted by each successful attack made with its Dragon Lance.

Enchanted Shield: If this unit is armed with an Enchanted Shield, you can add 1 to save rolls for attacks that target this unit.

Aelven War Horn: If this unit is armed with an Aelven War Horn, once per battle, in the combat phase, you can say that it will sound the attack. If you do so, until the end of that phase, add 1 to the Attacks characteristic of melee weapons used by friendly ORDER DRACONIS units while they are within 10" of this unit. A unit cannot be affected by this ability more than once per phase.

Dragonfire: In your shooting phase, this unit’s Dragon can unleash a blast of dragonfire. When it does so, pick 1 enemy unit within 12" of this unit and visible to it, and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

Lord of Dragons: Once per battle, in the combat phase, you can say that this unit will inspire members of its order. If you do so, pick all friendly ORDER DRACONIS units within 10" of this unit. Add 1 to hit rolls for attacks made by those units until the end of that phase.

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


14
5+
7
WARSCROLL

Drakeseer*

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sunstaff
Sunstaff2"24+3+-1D3
Claws
Claws2"4+3+-12
Fearsome Jaws
Fearsome Jaws3"34+-2D6
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveClawsFearsome Jaws
0-514"62+
6-812"53+
9-1110"43+
12+8"34+
PITCHED BATTLE PROFILE

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

DESCRIPTION

A Drakeseer is armed with a Sunstaff.

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

FLY: This unit can fly.

ABILITIES

Dragonfire: In your shooting phase, this unit’s Dragon can unleash a blast of dragonfire. When it does so, pick 1 enemy unit within 12" of this unit and visible to it, and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

Flames of the Phoenix: Flames of the Phoenix is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3 mortal wounds. Then, roll a dice. On a 1-3 the effect of this spell ends. On a 4+, that unit suffers an additional D3 mortal wounds. Keep rolling in this way until either the effect of the spell ends or the unit is destroyed.

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


11
4+
7
WARSCROLL

War Altar of Sigmar*

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Light of Banishment
Light of Banishment20"D33+-13
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sigmarite Greathammer
Sigmarite Greathammer1"34+3+-11
Sigmarite Warhammer
Sigmarite Warhammer1"44+4+-1
Staff of Sigmar
Staff of Sigmar1"14+3+-D3
Steel-shod Hooves
Steel-shod Hooves1"44+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveSigmar’s ShieldLight of Banishment
0-410"15"2+
5-69"12"3+
7-88"9"3+
9+7"6"4+
PITCHED BATTLE PROFILE

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

DESCRIPTION

A War Altar of Sigmar is armed with Light of Banishment.

ARCH LECTOR: This model is commanded by an 1 Arch Lector armed with 1 of the following weapon options: Sigmarite Greathammer; or Sigmarite Warhammer and Staff of Sigmar.

MOUNT: This unit’s Warhorses are armed with Steel-shod Hooves.

ABILITIES

Devotional Horn: Once per battle, at the start of the battleshock phase, you can say that this model will blow its Devotional Horn. If you do so, enemy units within 10" of this model cannot issue or receive commands in that phase.

Light of Banishment: Add 1 to the damage inflicted by each successful attack made with Light of Banishment that targets a DAEMON unit.

Sigmar’s Shield: Friendly DEVOTED OF SIGMAR units that are wholly within range of this unit’s Sigmar’s Shield ability, as shown on the damage table above, have a ward of 6+.

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

Leader


5"
5
5+
6
WARSCROLL

Alchemite Warforger

The specialist wizards known as Alchemite Warforgers wield the raw energies of Chamon. They can change the properties of not only metal, but reality itself. As muscular and sweaty as blacksmiths, these mages pluck glowing runecubes frbm their crucibles, channelling metallurgic magic to destroy their foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tongstaff
Tongstaff2"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Base size: 32mm
Notes: Single

An Alchemite Warforger is armed with a Tongstaff.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. If you pick a spell from the Lore of the Collegiate Arcane for this unit, it must be Transmutation of Lead.

Runic Crucible: The hefty crucibles carried by these arcane metallurgists harness the elemental magics of Chamon, and can be used to empower the spellcasting of the Warforger or strengthen the armour of their allies.
At the start of your hero phase, you can pick 1 friendly unit with this ability and say it will either stoke or expend the power of its runic crucible. If this unit stokes the power of its runic crucible, add 1 to casting rolls for this unit until the end of the phase. If it expends the power of its runic crucible, it cannot cast any spells this phase, but until the start of your next hero phase, add 1 save rolls for friendly CITIES OF SIGMAR HUMAN units while they are wholly within 12" of this unit.

Blazing Weapons: As a red-hot runecube is extracted from the crucible, so too do the weapons of nearby allies radiate the heat of the forge.
Blazing Weapons is a spell with a casting value of 7 and a range of 12". If successfully cast, until the start of your next hero phase, friendly CITIES OF SIGMAR HUMAN units have blazing weapons while they are wholly within 12" of this unit. While a unit has blazing weapons, each unmodified hit roll of 6 for an attack made by that unit with a melee weapon causes 1 mortal wound to the target in addition to any damage it inflicts.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, COLLEGIATE ARCANE, HERO, WIZARD, ALCHEMITE WARFORGER


6"
5
5+
7
WARSCROLL

Assassin

There is no fortress, city or fortifiedwar camp that the feared Shadowblade Assassins cannot infiltrate, and few foes can hope to survive the potent poisons delivered by their wicked daggers.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Poison-coated Blades
Poison-coated Blades1"63+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader
Base size: 25mm
Notes: Single

An Assassin is armed with Poisoncoated Blades.

Deathshead Poison: Assassins utilise deadly blends of venom to ensure their mark is slain.
If the unmodified wound roll for an attack made with Poison-coated Blades is 6, the target suffers D3 mortal wounds and the attack sequence ends (do not make a save roll).

Hidden Murderer: Stalking the shadows, the Assassin only reveals their position when they launch a killing strike.
While this unit is within 3"of a friendly CITIES OF SIGMAR AELF unit that has 3 or more models, this unit is not visible to enemy models that are more than 12" away from it.

In For the Kill: With their target in sight, the Assassin bursts from the shadows and unleashes a flurry of attacks upon the unsuspecting victim.
The strike-first effect applies to this unit if it made a charge move in the same turn.

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


5"
5
6+
6
WARSCROLL

Battlemage

Masters of the arcane arts, the grizzled Battlemages of the Collegiate Arcane summon lethal storms of magic to lay waste to their foes and shield their comrades from harm with protective enchantments.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wizard’s Staff
Wizard’s Staff2"13+3+-1D3
PITCHED BATTLE PROFILE

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

A Battlemage is armed with a Wizard’s Staff.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Arcane Trinkets: From mysterious orbs filled with swirling magic to ancient grimoires and ritual daggers, the Battlemages of the Collegiate Arcane carry all sorts of esoteric and exotic items into battle to aid their spellcraft.
When you pick this unit to be part of your army, you can pick 1 of the following arcane trinkets for it to possess. Record this information on your army roster.

Ancient Grimoire: Add 1 to casting rolls for this unit.

Eldritch Hourglass: This unit has ward of 5+.

Enchanted Blade: Add 2 to the Attacks characteristic of this unit’s Wizard Staff.

Ensorcelled Skull: Add 1 to unbinding rolls for this unit.

Realmstone Orb: Add 6" to the range of spells cast by this unit.

Ritual Dagger: Once per battle, at the start of your hero phase, you can say that this unit will draw blood. If you do so, this unit suffers 1 mortal wound that cannot be negated and this unit can attempt to cast 1 additional spell in that phase.

Spectral Potion: Once per battle, in your hero phase, you can say that this unit will uncork its Spectral Potion. If you do so, pick 1 enemy unit within 12" of this unit and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

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


6"
5
4+
7
WARSCROLL

Black Ark Fleetmaster

Fleetmasters are rulers of the high seas, Corsair lords who command the marauding Black Arks of the Scourge Privateers. Peerless swordfighters,they delight in seeking out worthy foes against whom to test their skill.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wicked Cutlass and Murder Hook
Wicked Cutlass and Murder Hook1"53+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader
Base size: 25mm
Notes: Single

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

Murderous Swashbuckler: Fleetmasters are master duellists who have perfected the art of the riposte.
If the unmodified hit roll for an attack made with a melee weapon that targets this unit is 1, the attacking unit suffers 2 mortal wounds after all of its attacks have been resolved.

‘At Them, You Curs!’: Under the command of their Fleetmaster, Scourge Corsairs slaughter the enemy without mercy
When this unit issues the All-out Attack command to a friendly SCOURGE PRIVATEERS unit, add 1 to the Attacks characteristic of that unit’s weapons until the end of the phase. This effect is in addition to the normal effect of All-out Attack.

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


4"
5
3+
8
WARSCROLL

Cogsmith

Grizzled combat engineers who know how to squeeze peak performance and killing power from any war machine, Cogsmiths are also proficientwarriors capable of cutting down those who would interfere with their field repairs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Duardin Pistols
Duardin Pistols9"24+3+-11
Grudge-raker
Grudge-raker16"24+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gun Butt
Gun Butt1"14+4+-1
Cog Axe
Cog Axe1"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader
Base size: 25mm
Notes: Single

A Cogsmith is armed with Duardin Pistols, a Gun Butt and 1 or both of thefollowing weapon options: Grudge-raker; or Cog Axe.

Free Arm: Cogsmiths always keep a hand on their weapons, ready to deal with any incoming foes.
Add 1 to hit rolls for attacks made with this model’s missile weapons if it is not armed with a Cog Axe. Add 1 to hit rolls for attacks made with this unit’s melee weapons if it is not armed with a Grudge-raker.

Direct the Gyrocorps: With prominent hand signals and phosphorescent munitions, Cogsmiths can direct bombing runs and counter-attacks by the gyro-machines of the Ironweld Arsenal.
This unit can issue commands to friendly GYROCOPTERS and GYROBOMBER units anywhere on the battlefield.

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


10"
7
3+
7
WARSCROLL

Freeguild Cavalier-Marshal

Every Cavalier-Marshal is nigh-unstoppable on the charge. They gallop hard into the enemy, collapsing enemy battlelines in a single decisive attack. Though they often carry the weight of a Dawnbringer Crusade upon their shoulders, they are inspiring champions well used to leading by example.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Dragoon Pistol
Dragoon Pistol18"23+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Master-forged Longsword
Master-forged Longsword1"43+3+-12
Steel-shod Hooves
Steel-shod Hooves1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 75 x 42mm
Notes: Single

A Freeguild Cavalier-Marshal is armed with a Dragoon Pistol and Master-forged Longsword.

MOUNT: This unit’s Warhorse is armed with Steel-shod Hooves.

For Sigmar, Charge!: With their blade raised high, the Marshal signals the charge of the Cavaliers.
When the ‘Their Finest Hour’ heroic action is carried out with this unit, in addition to the normal effect, until the end of the turn, add 3 to charge rolls for this unit and friendly FREEGUILD CAVALIERS units while they are wholly within 12" of this unit.

Run Down the Foe: With a Cavalier- Marshal at the helm, a well-timed charge of Freeguild riders can shatter the enemy’s formation before they even have a chance to strike back.
The strike-first effect applies to this unit if it made a charge move in the same turn. In addition, in the combat phase, if this unit made a charge move in the same turn, after this unit has fought for the first time in phase, you can pick 1 friendly FREEGUILD CAVALIERS unit wholly within 12" of this unit and that has not yet fought in that phase. That unit can fight immediately.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, FREEGUILD, HERO, FREEGUILD CAVALIER-MARSHAL


5"
5
3+
7
WARSCROLL

Freeguild Marshal and Relic Envoy

Freeguild Marshals who lead from the front are perhaps the most heroic of all. The respect they have won from their warriors is stronger than any shield, and their Relic Envoys ensure their orders always get to where they are needed. When battlelines clash, their skill with sword, hammer and pistol swiftly becomes clear.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Duelling Pistols
Duelling Pistols9"43+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Master-forged Longsword
Master-forged Longsword1"43+3+-12
Heirloom Warhammer
Heirloom Warhammer1"34+2+-23
Silvered Shortsword
Silvered Shortsword1"43+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Freeguild Marshal and Relic Envoy is armed with 1 of the following weapon options: Duelling Pistols and Silvered Shortsword; Master-forged Longsword; or Heirloom Warhammer.

Attendant Relic Envoy: It is a great honour for a young Relic Envoy to serve beneath a Freeguild Marshal. Their duties include bearing an ancient crusade relic, attending to the Marshal’s needs, and hand-delivering messages to the soldiers of the line.
At the start of your hero phase, you must choose for this unit’s Relic Envoy to attend the Marshal or to deliver a message to a nearby unit.

If you choose for the Relic Envoy to attend the Marshal, you can carry out a heroic action with this unit in addition to any other unit you carry out a heroic action with.

If you choose for the Relic Envoy to deliver a message to a nearby unit, pick 1 other friendly CITIES OF SIGMAR HUMAN unit wholly within 12" of this unit. Until the start of your next hero phase, the next time that unit receives a command, a command point is not spent.

Designer’s Note: The Relic Envoy’s miniature isn’t considered to be a model for rules purposes, so it can be placed beside the unit to which the message is being delivered.

Rousing Speech: In the face of the oncoming enemy, those Freeguild Marshals who stand shoulder to shoulder with their soldiers employ rousing oratory to inspire them to stand strong in the name of Sigmar.
Once per battle, you can carry out the ‘Deliver Rousing Speech’ heroic action below with this unit instead of any other heroic action you can carry out with it.

HEROIC ACTION
Deliver Rousing Speech: Pick up to 3 friendly CITIES OF SIGMAR HUMAN units wholly within 18" of this unit. For each unit picked, roll 2D6. If the score is less than or equal to that unit’s Bravery characteristic, until the end of the turn, models in that unit count as 2 models for the purposes of contesting objectives.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, FREEGUILD, HERO, FREEGUILD MARSHAL, FREEGUILD MARSHAL AND RELIC ENVOY


5"
8
3+
7
WARSCROLL

Fusil-Major on Ogor Warhulk

Forming the mobile watchtowers of the Castelite formations, Fusil-Majors borne by Ogor Warhulks use their vantage points to spy weaknesses in the enemy line and direct the fire of friendly forces. The obvious threat posed by their massive ogor carriers is usually enough to make foes think twice about storming their positions.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Long Fusil
Long Fusil24"33+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warhulk Mace
Warhulk Mace2"33+3+-2D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 130
Battlefield Role: Leader
Base size: 50mm
Notes: Single

A Fusil-Major on Ogor Warhulk is armed with a Long Fusil.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Castelite Formation

COMPANION: This unit’s ogor is armed with a Warhulk Mace.

Crack Shot: Tales are told of battles won with a single, well-placed shot from a longfusil.
If the unmodified hit roll for an attack made with this unit’s Long Fusil is 6, you can say that this unit has attempted a crack shot. If you do so, the attack sequence ends. After all of this unit’s attacks have been resolved, you can roll a dice for each crack shot it attempted. For each roll that is at least double the target unit’s Wounds characteristic, pick 1 model from that unit to be slain.

Range Finder: Experts in ballistics, Fusil-Majors can estimate distance and trajectory with unrivalled accuracy.
At the start of your shooting phase, you can pick 1 friendly CASTELITE unit wholly within 12" of this unit and roll a dice. Until the end of the phase, the Range characteristic of that unit’s missile weapons is increased hy a number of inches equal to the roll. The same unit cannot be affected by this ability more than once in the same phase.

Fortified Position: The massive shield carried by a Warhulk is strong enough to deflect a blow from agargant’s club.
At the start of the battle, this unit is in a fortified position. In addition, at the end of your movement phase, if this unit both remained stationary and was not set up in that phase, it can establish a fortified position. Once this unit is in a fortified position, it remains so until it moves or is removed from the battlefield. While this unit is in a fortified position, you can ignore negative modifiers to save rolls for attacks made with missile weapons that target it.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, OGOR, FREEGUILD, CASTELITE, HERO, FUSIL-MAJOR, FUSIL-MAJOR ON OGOR WARHULK


5"
5
4+
8
WARSCROLL

Galen ven Denst

As an agent of Azyr, Galen ven Denst has executed hundreds of Chaos cultists and living dead over the course of his career. His stoicism and agility is impressive, his skill with spell-banishing pistol and runic broadsword all the more so.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spell-banishing Pistol
Spell-banishing Pistol9"33+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Runic Broadsword
Runic Broadsword1"43+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Leader
Base size: 28.5mm
Notes: Single, Unique. Doralia ven Denst and Galen ven Denst units must be taken as a set. Although taken as a set, each is a separate unit.

Galen ven Denst is armed with a Spell-banishing Pistol and a Runic Broadsword.

Grim Resolve: Witch hunters are tenacious opponents, ignoring the pain of wounds that would fell a lesser person.
This unit has a ward of 5+.

Weapons of Banishment: Inscribed with the holy writ of Sigmar and inlaid with nullstone and silver, the weapons of the Ven Densts are anathema to spellcasters and their works, banishing all forms of arcane energy in a flash.
Double the Damage characteristic of an attack made with this model’s weapons if the target of that attack is a WIZARD or DAEMON. In addition, when this model fights or shoots, you can choose an endless spell to be the target of any of its attacks. If you do so, roll a dice to see if that attack scores a hit. If it does, do not make a wound or save roll. Instead, roll 2D6. If the roll is greater than the casting value of that endless spell, that endless spell is dispelled.

Guardian and Mentor: Whenfaced with an imminent threat, Galen will protect his daughter at all costs.
At the start of the combat phase, if this unit is within 3" of a friendly DORALIA VEN DENST and there are any enemy units within 3" of her, the strike-first effect applies to this unit.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, ORDER OF AZYR, HERO, GALEN VEN DENST


5"
5
5+
7
WARSCROLL

Haskel Hexbane

A witch hunter of the Order of Azyr, Haskel Hexbane is ruthless in his quest to purge the more insidious threats to Sigmar’s people. In battle he pursues his quarry with absolute conviction, utilising his pistols, brand and stakes of Aqshian flamewood to bring about their demise.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blackpowder Pistols
Blackpowder Pistols9"33+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Truefire Brand
Truefire Brand1"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: Leader
Base size: 28mm
Notes: Single, Unique. Haskel Hexbane and Hexbane’s Hunters units must be taken as a set. Although taken as a set, each is a separate unit.

Haskel Hexbane is armed with Blackpowder Pistols and a Truefire Brand.

Grim Resolve: Witch hunters are tenacious opponents, ignoring the pain of wounds that would fell a lesser person.
This unit has a ward of 5+.

Hunt with Conviction: With a righteous fervour, Haskel hunts the profane and blasphemous creatures that threaten mortalkind, bringing the wrathofthe Order of Azyr upon them.
After deployment but before the start of the first battle round, pick 1 enemy HERO or MONSTER on the battlefield to be the target of the witch hunt. If there are any enemy WIZARD HEROES on the battlefield, 1 of those units must be picked to be the target of the witch hunt. Add 1 to the damage inflicted by attacks made by this unit that target that unit.

Flamewood Stakes: Carved from Aqshian flamewood, these stakes burst into flame when they pierce the flesh of an undead creature.
At the end of the combat phase, you can pick 1 enemy unit within 1" of this unit and roll a dice. Add 1 to the roll if that unit has the DEATH, DAEMON or WIZARD keyword. On a 3+, that unit suffers D3 mortal wounds.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, ORDER OF AZYR, HERO, HASKEL HEXBANE


5"
9
5+
9
WARSCROLL

Pontifex Zenestra, Matriarch of the Great Wheel

The Great Wheel turns, and the driving force is faith. As she gives her inspiting battlefield sermons, the raw celestial power of the God-King crackles out from Pontifex Zenestra's sacred palanquin to ininerate her enemies, whilst her acolytes bludgeon and hew any foolish enough to approach her without permision
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sceptre of the Wheel
Sceptre of the Wheel1"13+3+-1
Club and Axe
Club and Axe1"43+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single, Unique

Pontifex Zenestra, Matriarch ofthe Great Wheel, is armed with the Sceptre ofthe Wheel.

CREW: This unit’s Acolytes are armed with a Club and Axe.

Voice of the God-King: Zenestra is the mouthpiece of Sigmar himself upon the battlefield; with a simple utterance, she can banish the sorceries ofthe enemy.
This unit can attempt to dispel 1 endless spell at the start of your hero phase and attempt to unbind 1 spell in the enemy hero phase, in the same manner as a WIZARD. Add 1 to unbinding rolls made for this unit.

Blessed Palanquin: The thrice-sanctified sedan chair upon which Zenestra is borne offers her mysticalprotection.
This unit has a ward of 4+.

Vessel of Sigmar: Channelling the divine might of the God-King, Pontifex Zenestra has the power to bless the very earth around her.
Vessel of Sigmar is a prayer with an answer value of 3. If answered, and this unit is within your territory, pick 1of the effects below to apply until the start ofyour next hero phase. If answered and this unit is not within your territory, pick 2 of the effects below to apply until the start ofyour next hero phase instead of 1:

Hallowed Ground: Friendly CITIES OF SIGMAR HUMAN units have a ward of 5+ while they are wholly within 18" of this unit.

The Great Wheel Turns: Add 2" to the Move characteristic of friendly CITIES OF SIGMAR HUMAN units on the battlefield.

Cast Out Evil: Roll a dice for each enemy WIZARD and PRIEST on the battlefield. On a 2+, that unit suffers D3 mortal wounds.

Wrath of Azyr: Like the spokes of the Great Wheel, twisting arcs of celestial lightning revolve around Zenestra’s sedan, scorching the enemies of Sigmar until they are naught but smoking husks.
At the start of the combat phase and after this unit fights, roll a dice for each enemy unit within 3" of this unit. On a 2+, the unit being rolled for suffers D3 mortal wounds.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, DEVOTED OF SIGMAR, HERO, PRIEST, PONTIFEX ZENESTRA


4"
5
4+
7
WARSCROLL

Runelord

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rune Staff and Forgehammer
Rune Staff and Forgehammer1"33+3+-D3
PITCHED BATTLE PROFILE

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

A Runelord is armed with a Rune Staff and Forgehammer.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Grudgebound War Throng

Runes of Spellbreaking: Runelords dampen the magic of their enemies with ancient sigils of unbinding.
This unit can attempt to unbind one spell in the enemy hero phase in the same manner as a WIZARD.

Forgefire: Calling upon the latent power of runic engravings, Runelords imbue the weapons of their kin with ancient might.
Forgefire is a prayer that has an answer value of 4 and a range of 18". If answered, pick 1 friendly CITIES OF SIGMAR DUARDIN unit wholly within range and visible to the chanter. Until the start of your next hero phase, improve the Rend characteristic of that unit’s melee weapons by 1.

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


6"
5
6+
7
WARSCROLL

Sorceress

Despots who rule over the Darkling Covens with unquestioned authority and cruel cunning, Sorceresses wield dark and terrible sorceries that can blast the life from their foes or wrack them with unimaginable agony.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Witchstaff
Witchstaff2"13+3+-1D3
PITCHED BATTLE PROFILE

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

A Sorceress is armed with a Witchstaff

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Thrall Warhost

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Blood Sacrifice: The sorceress shows no mercy as she slits the throat of a nearby thrall and draws power from the blood that gushes forth.
At the start of your hero phase, you can pick 1 friendly DARKLING COVENS model within 3" of this unit to be slain. If you do so, add 2 to casting rolls for this unit until the end of that phase.

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

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


4"
6
3+
8
WARSCROLL

Warden King

Warden Kings are the leaders of the Dispossessed duardin, venerable fighters and strategists who seek out the most fearsome enemy combatants and bludgeon them to death with rune-carved warhammers.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rune Hammer
Rune Hammer1"53+3+-2D3
PITCHED BATTLE PROFILE

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

A Warden King is armed with a Rune Hammer.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Grudgebound War Throng

Ancestral Grudgebearer: Every Warden King knows the names of those who wronged their forebears. As they march out to defend or reclaim their holds, they seek the settle those grudges.
If this unit is picked to be your general, at the start of first battle round, you can pick 1 enemy unit to bear a grudge against. If you do so, until the end of the battle, if the unmodified hit roll for an attack made with a melee weapon by a friendly CITIES OF SIGMAR DUARDIN unit that targets that enemy unit is 6, that attack automatically wounds the target (do not make a wound roll).

Fearless Leader: Warden Kings are often first into the fray, with their oathsworn kin following closely in their wake swinging gromril hammers and settling grudges.
In the combat phase, after this unit has fought for the first time in that phase, you can pick 1 friendly CITIES OF SIGMAR DUARDIN unit that has not yet fought in that phase, is within 3" of an enemy unit and is wholly within 12" of this unit. That unit can fight immediately.

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


6"
5
6+
7
WARSCROLL

Archmage*

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Seerstaff
Seerstaff1"15+5+-1
Swift Hooves
Swift Hooves1"24+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

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

DESCRIPTION

An Archmage is armed with a Seerstaff.

MOUNT: This unit can have an Aelven Steed mount that is armed with Swift Hooves. If this unit has an Aelven Steed mount, it has a Move characteristic of 14" instead of 6".

ABILITIES

Elemental Shield: Elemental Shield is a spell that has a casting value of 6 and a range of 18". If successfully cast, until your next hero phase, the caster has a ward of 6+, and friendly units have a ward of 6+ while they are wholly within 18" of the caster.

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


6"
5
4+
8
WARSCROLL

Dragon Noble*

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Reaver Bow
Reaver Bow20"33+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Star Blade
Star Blade1"63+4+-1
Star Lance
Star Lance2"33+4+-12
Enchanted Polearm
Enchanted Polearm1"33+3+-1D3
Ithilmar-shod Hooves
Ithilmar-shod Hooves1"24+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

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

DESCRIPTION

A Dragon Noble is armed with one of the following weapon options: Star Blade; Star Lance; Enchanted Polearm; or Star Blade and Phoenix Banner.

MOUNT: This unit can have an Aelven Purebreed mount that is armed with Ithilmar-shod Hooves. If this unit has an Aelven Purebreed mount, it has a Move characteristic of 12" instead of 6".

ABILITIES

Enchanted Shield: You can add 1 to save rolls for attacks that target this unit.

Star Lance: If this unit is armed with a Star Lance and it makes a charge move, until the end of the turn, add 1 to wound rolls for attacks made with its Star Lance and add 1 to the damage inflicted by each successful attack made with its Star Lance.

Phoenix Banner: If this unit is armed with a Phoenix Banner, it gains the TOTEM keyword and you can re-roll charge rolls for friendly ORDER DRACONIS units within 16" of this unit.

Might of the Dragon: Once per battle, in the combat phase, you can say that this unit will inspire members of its order. If you do so, pick this unit and 1 other friendly ORDER DRACONIS unit within 10" of this unit. Add 1 to hit rolls for attacks made by those units until the end of that phase.

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


6"
5
4+
8
WARSCROLL

Excelsior Warpriest*

This courageous mortal man has taken up arms to protect Sigmar’s faithful from Chaos, and has been gifted with the power to summon forth the divine light of Sigmar. With this holy radiance he scours away the abominations of Chaos even as he heals the wounds of his comrades in battle.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warhammer
Warhammer1"44+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

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

DESCRIPTION

An Excelsior Warpriest is armed with a Warhammer.

ABILITIES

Loyal Companion: The first time this unit is set up on the battlefield, you can summon 1 FREE CITY GRYPH-HOUNDS unit consisting of 1 model to the battlefield and add it to your army. Set up the FREE CITY GRYPH-HOUNDS unit wholly within 3" of this unit and more than 9" from all enemy units.

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


12"
5
4+
7
WARSCROLL

Freeguild General on Warhorse*

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pistol
Pistol9"13+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sigmarite Weapon
Sigmarite Weapon1"53+4+-11
Freeguild Lance
Freeguild Lance2"33+4+-12
Steel-shod Hooves
Steel-shod Hooves1"24+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

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

DESCRIPTION

A Freeguild General on Warhorse is armed with one of the following weapon options: Sigmarite Weapon and Freeguild Shield; Sigmarite Weapon and Pistol; Sigmarite Weapon and Stately War Banner; or Freeguild Lance and Freeguild Shield.

MOUNT: This unit’s Warhorse attacks with its Steel-shod Hooves.

STATELY WAR BANNER: If this unit is armed with a Stately War Banner, it gains the TOTEM keyword.

ABILITIES

Charging Lance: This unit’s Freeguild Lance has a Rend characteristic of -2 instead of -1 if this unit made a charge move in the same turn.

Hold the Line: You can use this command ability in your hero phase. This unit must issue the command and up to 3 friendly FREEGUILD units can receive the command. Until the start of your next hero phase, add 1 to hit and wound rolls for attacks made by the units that received the command if they have not made a normal move, run, retreat or charge move in the same turn.

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


6"
5
3+
7
WARSCROLL

Loremaster*

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Greatsword
Greatsword1"33+3+-12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

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

DESCRIPTION

A Loremaster is armed with a Greatsword.

ABILITIES

Hand of Glory: Hand of Glory is a spell that has a casting value of 5 and a range of 18". If successfully cast, pick 1 friendy HERO within range and visible to the caster. Add 1 to hit and wound rolls for attacks made by that friendy HERO until your next hero phase.

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


8"
5
6+
8
WARSCROLL

Mistweaver Saih*

A Mistweaver Saih is a powerful enchantress. Drifting amidst a swirling, sorcerous haze, she flickers in and out of sight at will, sowing confusion and paranoia amongst those who have drawn her ire. Amidst the carnage the aelven enchantress remains disturbingly serene, the eye at the heart of a storm of illusory horror and bloodshed.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aelven Blade
Aelven Blade1"34+4+-1
Mistweaver’s Staff
Mistweaver’s Staff2"14+3+-1D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

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

DESCRIPTION

A Mistweaver Saih is armed with an Aelven Blade and Mistweaver’s Staff.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

ABILITIES

Glimmermist: Once per turn, when this unit is picked as the target of an attack, you can say that the Mistweaver will shroud herself in glimmermist. If you do so, this unit’s Save characteristic is 1+ instead of 6+ until all of the attacking unit’s attacks have been resolved.

Illusory Assault: Illusory Assault is a spell that has a casting value of 6 and a range of 24". If successfully cast, pick 1 enemy unit within range and visible to the caster, and roll 3D6. If the roll is greater than that enemy unit’s Bravery characteristic, it suffers D3 mortal wounds. If the roll is at least double that enemy unit’s Bravery characteristic, it suffers D6 mortal wounds instead.

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


16"
8
5+
7
WARSCROLL

Skywarden*

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Zephyr Trident
Zephyr Trident2"24+3+-2
Ithilmar Blade
Ithilmar Blade1"34+4+-1
Agent’s Blade and Spear
Agent’s Blade and Spear2"14+4+-1
Raking Talons
Raking Talons3"33+4+-11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 175
Battlefield Role: Leader
Base size: 32mm
Notes: Single

DESCRIPTION

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

FLY: This unit can fly.

MOUNT: This unit can have a Skycutter mount that is pulled by a Swiftfeather Hawk armed with Raking Talons.

CREW: If this unit has a Skycutter mount, it is crewed by a Swifthawk Agent armed with an Agent’s Blade and Spear.

ABILITIES

Enchanted Shield: You can add 1 to save rolls for attacks that target this unit.

Swifthawk Pennant: If this unit is armed with a Swifthawk Pennant, it gains the TOTEM keyword and you can add 1 to wound rolls for attacks made by friendly SWIFTHAWK AGENTS units within 16" of this unit.

Windrider: If this unit has a Skycutter mount, in the shooting phase, it has a Save characteristic of 4+ instead of 5+.

Fleet of Wing: If this unit has a Skycutter mount, roll 2D6 instead of single dice when making a run roll for it.

Swoop and Attack!: Once per battle, in your charge phase, you can say that this unit will sound the attack. If you do so, friendly SWIFTHAWK AGENTS units can attempt a charge in that phase even if they ran in the same turn.

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


6"
5
6+
7
WARSCROLL

Spellweaver*

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blows of Mystic Power
Blows of Mystic Power1"34+3+-1
Heartwood Staff
Heartwood Staff2"14+3+-1D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

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

DESCRIPTION

A Spellweaver is armed with one of the following weapon options: Blows of Mystic Power; or a Heartwood Staff.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

ABILITIES

Ancient Blessings: Once per battle, when you pick this unit to attempt to cast a spell, you can say that it will draw upon ancient blessings. If you do so, that spell is automatically with a casting roll equal to the casting value of the spell that cannot be modified.

Blessing of Life: Blessing of Life has a casting value of 5 and a range of 16". If successfully cast, pick 1 friendly WANDERERS unit within range and visible to the caster. You can return up to D3 slain models to that unit.

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


8"
5
5+
8
WARSCROLL

Tenebrael Shard*

A Tenebrael Shard is a killer of superlative skill. Fast beyond belief, supernaturally agile and ominously silent, the Shard closes upon his prey as fast as thought and ends their lives with callous efficiency. None know whether he is an assassin, a spy, or simply a terrifying force of nature, but to stand in his path means certain death.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bladed Barbs
Bladed Barbs1"64+4+-1
Reaper Gauntlets
Reaper Gauntlets2"23+3+-1D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

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

DESCRIPTION

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

ABILITIES

Shadowstrike: In your hero phase, you can roll a dice for this unit. If you do so, on a 4+, you can remove this unit from the battlefield and set it up anywhere on the battlefield that is within 3" of any enemy units. If you do so, add 1 to hit rolls for attacks made by this unit until the end of the turn.

Graceful Killer: Ignore Rend modifiers to save rolls for attacks that target this unit.

Incredible Speed: At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that phase, this model can move up to 8" but cannot finish that move within 3" of an enemy unit.

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


5"
5
4+
7
WARSCROLL

Warrior Priest*

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sigmarite Warhammer
Sigmarite Warhammer1"44+4+-1
Paired Sigmarite Warhammers
Paired Sigmarite Warhammers1"64+4+-1
Sigmarite Greathammer
Sigmarite Greathammer1"24+3+-11
Steel-shod Hooves
Steel-shod Hooves1"24+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

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

DESCRIPTION

A Warrior Priest is armed with one of the following weapon options: Sigmarite Warhammer and Sigmarite Shield; Paired Sigmarite Warhammers; or Sigmarite Greathammer.

SHIELD: If this unit is armed with a Sigmarite Shield, it has a Save characteristic of 3+ instead of 4+.

MOUNT: This unit can be mounted on a Barded Warhorse that is armed with Steel-shod Hooves. If this unit is mounted on a Barded Warhorse, it has a Move characteristic of 12" instead of 5".

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


6"
5
4+
8
WARSCROLL

Wayfinder*

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Greatbow
Greatbow20"33+3+-11
Hooked Beak
Hooked Beak18"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Kindred Blade
Kindred Blade1"33+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

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

DESCRIPTION

A Wayfinder is armed with a Greatbow and Kindred Blade.

COMPANION: This unit is accompanied by a Hunting Falcon that is armed with a Hooked Beak.

ABILITIES

Hail of Doom Arrow: Once per battle, in your shooting phase, you can say that this unit will fire its Hail of Doom arrow. If you do so, change the Attacks characteristic of this unit’s Greatbow to 3D6 until the end of that phase.

Bravest of the Brave: Once per battle, in the battleshock phase, you can say that this unit will inspire bravery in its fellow Wanderers. If you do so, when you take a battleshock test for a friendly WANDERERS unit within 18" of this unit in that phase, use this unit’s Bravery characteristic. In addition, if you make a battleshock roll of 1 for any of those units, that unit can shoot immediately. A unit cannot be affected by this ability more than once per phase.

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


6"
5
4+
8
WARSCROLL

Waystrider*

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Longbow
Longbow20"33+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Starlight Greatblade
Starlight Greatblade1"33+3+-1D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

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

DESCRIPTION

A Waystrider is armed with a Longbow and Starlight Greatblade.

ABILITIES

Heartseeker Arrow: After deployment, roll a dice if the model chosen to be the enemy general is visible to any friendly units with this ability. On a 5+, that general suffers 1 mortal wound.

Boldest of the Bold: Once per battle, in the battleshock phase, you can say that this unit will inspire boldness in its fellow Wanderers. If you do so, when you take a battleshock test for a friendly WANDERERS unit within 18" of this unit in that phase, use this unit’s Bravery characteristic. In addition, if you make a battleshock roll of 1 for any of those units, that unit can fight immediately. A unit cannot be affected by this ability more than once per phase.

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


6"
5
4+
8
WARSCROLL

Waywatcher*

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Waystalker Bow: Fast Shots
Waystalker Bow: Fast Shots22"63+3+-11
Waystalker Bow: Precise Shots
Waystalker Bow: Precise Shots22"33+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Waystalker Blade
Waystalker Blade1"23+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

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

DESCRIPTION

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

ABILITIES

Invisible Hunter: Subtract 1 from hit rolls for attacks that target this unit in the enemy shooting phase.

Hawk-eyed Archer: Each time this unit shoots, choose either the Fast Shots or Precise Shots weapon characteristics for all the attacks it makes with its Waystalker Bow.

Each time you make an unmodified hit roll of 6 for an attack made with Fast Shots, that attack scores 2 hits on the target. Make a wound roll and save roll for each hit.

Each time you make an unmodified wound roll of 6 for Precise Shots, change the Rend characteristic for that attack to -2.

Solitary Marksman: In your shooting phase, add 1 to hit rolls for attacks made by this unit if it remained stationary in the previous movement phase.

See, But Do Not Be Seen: Once per battle, in the enemy shooting phase, you can say that this unit will direct fellow Wanderers to conceal their position. If you do so, subtract 1 from hit rolls for attacks that target other friendly WANDERERS units within 18" of this unit in that phase.

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


5"
5
5+
7
WARSCROLL

Witch Hunter*

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Baroque Pistol
Baroque Pistol9"13+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blessed Rapier
Blessed Rapier1"43+4+-1
Silver Greatsword
Silver Greatsword1"33+3+-11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

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

DESCRIPTION

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

ABILITIES

Grim Resolve: This unit has a ward of 5+.

Sigmar’s Judgement: Add 1 to the damage inflicted by each successful attack made by this unit if the target is a WIZARD or DAEMON.

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

Battleline


6"
1
4+
6
WARSCROLL

Bleakswords

Bleakswords leap into the fray in a blur of flashing steel. Wielding their duelling swords with unnatural grace, they slice their foes to ribbons with an unstoppable flurry of strikes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Darkling Sword
Darkling Sword1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 100
Battlefield Role: Battleline
Base size: 25mm

Each model in a Bleakswords unit is armed with a Darkling Sword.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Thrall Warhost

CHAMPION: 1 model in this unit can be a Lordling. Add 1 to the Attacks characteristic of that model’s melee weapons.

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

MUSICIAN: 1 in every 10 models in this unit can be a Hornblower. Add 1 to charge rolls for this unit while it includes any Hornblowers.

Quicksilver Strike: These warriors seem to move in the blink of an eye, unleashing lethal ripostes and counterstrikes.
If the unmodified hit roll for an attack made with a Darkling Sword is 6, that attack scores 2 hits on the target instead of 1. Make a wound roll and save roll for each hit.

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


6"
1
4+
6
WARSCROLL

Dreadspears

Dreadspear shieldwalls form the armoured core of the Darkling Covens’ armies. Fully enthralled to the service of their masters, these cruel warriors fight and slay with unnerving focus.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Darkling Spear
Darkling Spear2"24+4+-1
PITCHED BATTLE PROFILE

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

Each model in a Dreadspears unit is armed with a Darkling Spear.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Thrall Warhost

CHAMPION: 1 model in this unit can be a Lordling. Add 1 to the Attacks characteristic of that model’s melee weapons.

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

MUSICIAN: 1 in every 10 models in this unit can be a Drummer. Add 1 to charge rolls for this unit while it includes any Drummers.

Coven Guard: These warriors are trained to wait for the perfect moment before thrusting their spears into the hearts of their foes.
Add 1 to hit rolls for attacks made by this unit that target an enemy unit that made a charge move in the same turn.

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


5"
1
4+
5
WARSCROLL

Freeguild Steelhelms

While the rank and file of the Freeguilds are often individually outmatched by the myriad threats they face in their mission to retake the realms, they have three things on their side: discipline, gutsy determination and their faith in Sigmar.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Freeguild Weapon
Freeguild Weapon1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 100
Battlefield Role: Battleline
Base size: 25mm

Each model in a Freeguild Steelhelms unit is armed with a Freeguild Weapon

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Castelite Formation

CHAMPION: 1 model in this unit can be a Sergeant-at-Arms. Add 1 to the Attacks characteristic of that model’s melee weapons.

STANDARD BEARER: 1 in every 10 models in this unit can be a Steelhelm Herald. Add 1 to the Bravery characteristic of this unit while it includes any Steelhelm Heralds.

BATTLE PRIEST: 1 model in this unit can be a Battle Priest.

Consecrate the Land: Bellowing Sigmarite hymns and catechisms, the Battle Priest purges the taint of Chaos from the land and consecrates it in the name of Sigmar.
At the end of your movement phase, if this unit includes a Battle Priest and is contesting an objective you control that is not contested by any enemy models, you can say that it will consecrate the land. If you do so, roll a dice. On a 3+, that objective is considered by you to be consecrated. Friendly CITIES OF SIGMAR HUMAN units have a ward of 6+ while they are contesting a consecrated objective. If your opponent gains control of a consecrated objective, it is no longer consecrated.

Hold the Line: Steelhelm regiments are drilled to fight as a coordinated whole, overcoming their opponents through unwavering spirit and weight of numbers.
Each time this unit receives the All-out Attack or All-out Defence command, you can pick 1 other friendly unit with this ability that is wholly within 12" of this unit and has not received any commands this phase. That unit receives the same command as this unit and the sequence ends.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, FREEGUILD, CASTELITE, FREEGUILD STEELHELMS


4"
1
3+
7
WARSCROLL

Ironbreakers

Ironbreakers are the elite guardians of the Dispossessed’s underground fortresses. Clad from head to toe in impervious gromril and wielding masterwork axes and hammers, they form an impenetrable wall against which the enemy is soon shattered.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Drakefire Pistol
Drakefire Pistol9"23+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ironbreaker Weapon
Ironbreaker Weapon1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 130
Battlefield Role: Battleline
Base size: 25mm

Each model in an Ironbreakers unit is armed with an Ironbreaker Weapon.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Grudgebound War Throng

CHAMPION: 1 model in this unit can be an Ironbeard. That model is armed with Drakefire Pistols and a Cinderblast Bomb in addition to its Ironbreaker Weapon.

STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic ofthis unit while it includes any Standard Bearers.

MUSICIAN: 1 in every 10 models in this unit can be a Hornblower. Add 1 to run rolls and charge rolls for this unit while it includes any Hornblowers.

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

Gromril Shieldwall: Once formed up into a shieldwall, a line of gromril-clad Ironbreakers is nigh impenetrable.
If this unit is picked for the ‘Form Shieldwall’ order, it has a ward of 4+ until the end of the phase instead of 5+.

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


4"
1
4+
8
WARSCROLL

Longbeards

Longbeards are the oldest and most experienced duardin warriors, as evidenced by their great, flowing beards and tendency to grumble on relentlessly about their enemies and allies alike – even in the thick of battle.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ancestral Great Axe
Ancestral Great Axe1"23+3+-21
Ancestral Weapon
Ancestral Weapon1"23+4+-11
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 130
Battlefield Role: Battleline
Base size: 25mm

Each model in a Longbeards unit is armed with 1 of thefollowing weapon options: Ancestral Great Axe; or Ancestral Weapon and Gromril Shield. All models in the unit must be armed with the same weapon option.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Grudgebound War Throng

CHAMPION: 1 model in this unit can be an Old Guard. Add 1 to the Attacks characteristic of that model’s melee weapons.

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

MUSICIAN: 1 in every 10 models in this unit can be a Musician. Add 1 to run rolls and charge rolls for this unit while it includes any Musicians.

SHIELD: If this unit is armed with Ancestral Weapons and Gromril Shields, it has a Save characteristic of 3+ instead of 4+.

I Thought Duardin Were Made of Sterner Stuff!: A disgruntled lookfrom a grumbling Longheard is often enough to galvanise the spirits of younger duardin and keep them in thefight.
Each time a model would flee from a friendly CITIES OF SIGMAR DUARDIN unit that is wholly within 12" of any friendly units with this ability, roll a dice. On a 4+, that model does not flee.

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


4"
1
4+
6
WARSCROLL

Dispossessed Warriors*

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Duardin Axe or Duardin Hammer
Duardin Axe or Duardin Hammer1"13+4+-1
Double-handed Duardin Axe
Double-handed Duardin Axe1"14+3+-11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 100
Battlefield Role: Battleline

DESCRIPTION

Each model in a Dispossessed Warriors unit is armed with one of the following weapon options: Duardin Axe or a Duardin Hammer; or Double-handed Duardin Axe. All models in the unit must be armed with the same weapon option.

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

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

MUSICIAN: 1 in every 10 models in this unit can be a Hornblower. You can add 1 to charge rolls for this unit if it includes any Hornblowers.

ABILITIES

Resolute in Defence: Add 1 to save rolls for attacks that target this unit if this unit has not made a charge move in the same turn.

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


5"
1
6+
5
WARSCROLL

Freeguild Archers*

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bow
Bow18"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Shortsword
Shortsword1"15+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 110
Battlefield Role: Battleline

DESCRIPTION

Each model in a Freeguild Archers unit is armed with a Bow and Shortsword.

CHAMPION: 1 model in this unit can be a Marksman. Add 1 to the Attacks characteristic of that model’s Bow.

ABILITIES

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

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


6"
1
6+
6
WARSCROLL

Glade Guard*

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Longbow
Longbow20"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Glade Blade
Glade Blade1"15+5+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 135
Battlefield Role: Battleline

DESCRIPTION

Each model in a Glade Guard unit is armed with a Longbow and Glade Blade.

CHAMPION: 1 model in this unit can be a Lord’s Bowman. Add 1 to the Attacks characteristic of that model’s Longbow.

STANDARD BEARER: 1 in every 10 models in this unit can be a Pennant Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Pennant Bearers. Add 2 to the Bravery characteristic of this unit instead if it includes any Pennant Bearers and it is in cover.

MUSICIAN: 1 in every 10 models in this unit can be Hornblowers. You can re-roll run rolls for this unit if it includes any Hornblowers.

ABILITIES

Peerless Archery: Add 1 to hit rolls for attacks made by this unit in the shooting phase if it has more than 10 models and is more than 3" from all enemy units.

Arcane Bodkins: Once per battle, in your shooting phase, you can say that this unit will fire its Arcane Bodkins. If you do so, change the Rend characteristic of this unit’s Longbows to -3 until the end of that phase.

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

None


6"
1
5+
6
WARSCROLL

Black Ark Corsairs

Cruel-hearted and avaricious, Black Ark Corsairs are the footsoldiers of the Scourge Privateers. Wielding a variety of lethal weapons, they thrive in the chaos of a swirling melee, where their superior swordsmanship can be put to deadly use.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Repeater Handbow
Repeater Handbow9"24+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Vicious Blade
Vicious Blade1"14+4+-1
Paired Vicious Blades
Paired Vicious Blades1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 90
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is SCOURGE PRIVATEERS

Each model in a Black Ark Corsairs unit is armed with a 1 of the following weapon options: Vicious Blade and Repeater Handbow; or Paired Vicious Blades.

CHAMPION: 1 model in this unit can be a Reaver. Add 1 to the Attacks characteristic of that model’s melee weapons.

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

MUSICIAN: 1 in every 10 models in this unit can be a Hornblower. Add 1 to run rolls and charge rolls for this unit while it includes any Hornblowers.

Skilled Swashbucklers: With a flash of steel, each ill-timed strike directed at a Corsair is paid for in blood as the aelf delivers a perfect riposte.
If the unmodified hit roll for an attack made with a melee weapon that targets this unit is 1, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

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


6"
1
4+
7
WARSCROLL

Black Guard

These fanatical warriors guard the rulers of the Darkling Covens. Armed with ebon halberds and clad in ensorcelled plate, they present an impassable and deadly obstacle to any who threaten their ward.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ebon Halberd
Ebon Halberd2"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 140
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is DARKLING COVENS

Each model in a Black Guard unit is armed with an Ebon Halberd

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Thrall Warhost

CHAMPION: 1 model in this unit can be a Lordling. Add 1 to the Attacks characteristic of that model’s melee weapons.

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

MUSICIAN: 1 in every 10 models in this unit can be a Drummer. Add 1 to charge rolls for this unit while it includes any Drummers.

Steel and Sorcery: Black Guard are often charged with protecting Sorceresses on the field of battle. In turn, they benefit from the shadowy arcane wards woven by their mistresses.
This unit has a ward of 4+ while it is within 3" of any friendly Sorceress units. In addition, friendly Sorceress units have a ward of 4+ while they are within 3" of any units with this ability.

Designer’s Note: This does not include Sorceress on Black Dragon units.

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


14"
2
4+
6
WARSCROLL

Dark Riders

For those marked by the Dark Riders, there is nowhere to flee. These cloaked killers gallop forth upon red-eyed shadowmares, levelling spears and repeater crossbows to deal a fatal blow to their quarry
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Repeater Crossbow
Repeater Crossbow18"34+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Barbed Spear
Barbed Spear2"23+4+-11
Vicious Bite
Vicious Bite1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 150
Battlefield Role: None
Base size: 60 x 35mm

Each model in a Dark Riders unit is armed with a Repeater Crossbow and Barbed Spear.

MOUNT: This unit’s Dark Steeds are each armed with a Vicious Bite.

CHAMPION: 1 model in this unit can be a Herald. Add 1 to the Attacks characteristic of that model’s Barbed Spear.

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

MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. Add 1 to charge rolls for this unit while it includes any Hornblowers.

Shadow Raiders: These warriors strike forth from unknown quarters in a succession of lightning-fast raids.
This unit can retreat and still shoot and or charge later in the turn. In addition, add 1 to hit rolls for attacks made by this unit if it made a retreat move in the same turn.

Sow Terror and Confusion: Dark Riders wage a war of terror and confusion, striking at their enemy’s weakest points with merciless precision.
Roll a dice each time an enemy unit issues a command within 12" of any friendly units with this ability. On a 5+, that command is not received (it still counts as having been used) and the command point that was spent to issue that command is lost.

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


6"
1
5+
6
WARSCROLL

Darkshards

Armed with fast-firing repeater crossbows, formations of Darkshards unleash a withering hail of iron-tipped bolts into their enemies, each volley piercing eyes and puncturing hearts.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Repeater Crossbow
Repeater Crossbow16"24+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cruel Dagger
Cruel Dagger1"14+5+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 120
Battlefield Role: None
Base size: 25mm
Notes: For each Bleakswords or Dreadspears unit included in an army, 1 Darkshards unit can be included in the army as a Battleline unit.

Each model in a Darkshards unit is armed with a Repeater Crossbow and Cruel Dagger.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Thrall Warhost

CHAMPION: 1 model in this unit can be a Lordling. Add 1 to the Attacks characteristic of that model’s missile weapons.

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

MUSICIAN: 1 in every 10 models in this unit can be a Hornblower. Add 1 to charge rolls for this unit while it includes any Hornblowers.

Storm ofIron-tipped Bolts: Die skies darken moments before the enemy below is shredded by a volley of iron bolts.
Add 1 to hit rolls for attacks made with this unit’s Repeater Crossbows while it has 10 or more models.

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


5"
5
4+
8
WARSCROLL

Doralia ven Denst

Despite her youth, Doralia ven Denst is a renowned agent of the Order of Azyr. Not only a hunter of witches and warlocks, she is a specialist in dispelling the endless spells they unleash, banishing them with consecrated blade and crossbow bolt alike.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Anti-thaumic Crossbow
Anti-thaumic Crossbow24"23+3+-22
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Consecrated Blade
Consecrated Blade1"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: None
Base size: 28.5mm
Notes: Single, Unique. Doralia ven Denst and Galen ven Denst units must be taken as a set. Although taken as a set, each is a separate unit.

Doralia ven Denst is armed with an Anti-thaumic Crossbow and Consecrated Blade

Grim Resolve: Witch hunters are tenacious opponents, ignoring the pain of wounds that would fell a lesser person.
This unit has a ward of 5+.

Weapons of Banishment: Inscribed with the holy writ of Sigmar and inlaid with nullstone and silver, Doralia’s anti-thaumic crossbow bolts and consecrated blade are anathema to spellcasters and their works, banishing all forms of arcane energy in a flash.
Double the Damage characteristic of an attack made with this model’s weapons if the target ofthat attack is a WIZARD or DAEMON. In addition, when this model fights or shoots, you can choose an endless spell to be the target of any of its attacks. If you do so, roll a dice to see if that attack scores a hit. If it does, do not make a wound or save roll. Instead, roll 2D6. Ifthe roll is greater than the casting value of that endless spell, that endless spell is dispelled.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, ORDER OF AZYR, HERO, DORALIA VEN DENST


10"
6
4+
7
WARSCROLL

Drakespawn Chariots

Drakespawn Chariots are elegant yet cruel war machines that are highly manoeuvrable thanks to their single-wheel design. Fitted with an array of scything blades and crewed by skilled Order Serpentis knights, they cause dreadful carnage as they plough into the enemy lines.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Repeater Crossbow
Repeater Crossbow18"44+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Barbed Spear
Barbed Spear2"23+4+-11
Ferocious Jaws
Ferocious Jaws1"63+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1/3 - 1      Points: 90/270
Battlefield Role: None
Base size: 120 x 92mm
Notes: Single. Each time this unit is included in an army, it can have 3 models. If it has 1 model, the points value is 90. If it has 3 models, the points value is 270.

Each model in a Drakespawn Chariots unit is armed with a Repeater Crossbow and Barbed Spear.

MOUNT: This unit’s Drakespawn are armed with Ferocious Jaws.

Scythed Runners: Vicious blades are fitted to this chariot, carving apart anything that gets in its way. The deadliest attacks are delivered to the flanks of the enemy already beset by the Order's Drakespawn Knights.
After this unit makes a charge move, pick 1 enemy unit and roll 2 dice for each model in this unit within 3" of a model in that enemy unit. For each roll of 2-4, that enemy unit suffers 1 mortal wound. For each roll of 5+, that enemy unit suffers 3 mortal wounds. If the enemy unit picked is within 3"of any friendly DRAKESPAWN KNIGHTS units, add 2 to each roll.

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


10"
2
3+
7
WARSCROLL

Drakespawn Knights

Cold-blooded Drakespawn make for formidable mounts, for not only do they carry their lance-bearing riders towards the enemy with sure-footed speed, their fangs and claws are sharp enough to tear through metal and bone with ease.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Barbed Lance
Barbed Lance2"23+4+-11
Ferocious Jaws
Ferocious Jaws1"33+4+-11
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 140
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is ORDER SERPENTIS

Each model in a Drakespawn Knights unit is armed with a Barbed Lance

MOUNT: This unit’s Drakespawn are each armed with Ferocious Jaws.

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

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

MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. Add 1 to run rolls and charge rolls for this unit while it includes any Hornblowers.

Lance Charge: As the Drakespawn thunder across the battlefield, lances are levelled ready to be driven deep into the enemy.
If this unit made a charge move in the same turn, add 1 to the Damage characteristic of its Barbed Lances and improve the Rend characteristic of its Barbed Lances by 1.

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


6"
1
4+
7
WARSCROLL

Executioners

These skull-masked killers are the most feared warriors of the Darkling Covens. True virtuosos of slaughter, they have mastered the art of severing heads with every swing of their curved Executioner’s Draichs.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Executioner’s Draich
Executioner’s Draich1"23+3+-12
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 170
Battlefield Role: None
Base size: 25mm

Each model in an Executioners unit is armed with an Executioner’s Draich.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Thrall Warhost

CHAMPION: 1 model in this unit can be a Lordling. Add 1 to the Attacks characteristic ofthat model’s melee weapons.

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

MUSICIAN: 1 in every 10 models in this unit can be a Drummer. Add 1 to charge rolls for this unit while it includes any Drummers.

Severing Strike: Heads roll and crimson arcs of hot blood spurt into the air as these warriors swing their deadly blades.
If the unmodified hit roll for an attack made with an Executioner’s Draich is 6, that attack causes 2 mortal wounds to the target and the attack sequence ends.

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


6"
1
6+
8
WARSCROLL

Flagellants

Entirely consumed by their zealous faith in the God-King, these holy warriors long for nothing more than to martyr themselves in battle. Armed with little more than clubs and flails, they leap upon their foes in a frenzied mob.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Castigating Flails and Clubs
Castigating Flails and Clubs2"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 100
Battlefield Role: None
Base size: 25mm
Notes: Battleline if army includes Pontifex Zenestra, Matriarch of the Great Wheel

Each model in a Flagellants unit is armed with Castigating Flails and Clubs.

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

Glorious Martyrs: When all hope is lost, a Flagellant willfling themselves at the enemy with reckless abandon, heedless of their own survival.
Each time a model in this unit is slain by an attack made with a melee weapon, you can pick 1enemy unit within 3" of this unit and roll a dice. On a 5+, that unit suffers 1mortal wound.

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


10"
2
3+
7
WARSCROLL

Freeguild Cavaliers

The battlefield shakes as the heavy cavalry of the Sigmarite cities make their charge. No idle jousters these; theirs is a war of grinding, brutal attrition where man and steed alike are expected to fight for hours at a time without rest.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cavalier Weapon
Cavalier Weapon1"33+3+-11
Arch-Knight’s Blade
Arch-Knight’s Blade1"43+3+-22
Steel-shod Hooves
Steel-shod Hooves1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 180
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is FREEGUILD

Each model in a Freeguild Cavaliers unit is armed with a Cavalier Weapon.

MOUNT: This unit’s Warhorses are each armed with Steel-shod Hooves.

CHAMPION: 1 model in this unit can be an Arch-Knight. That model is armed with an Arch-Knight’s Blade instead of a Cavalier Weapon.

STANDARD BEARER: 1 in every 5 models in this unit can be a Cavalier Herald. Add 1 to the Bravery characteristic ofthis unit while it includes any Cavalier Heralds.

Devastating Charge: Thundering across the battlefield, the Cavaliers build up momentum before smashing deep into the enemy’s ranks, laying about themselves with blade, axe, hammer and flail.
If this unit made a charge move in the same turn, add 1 to the Damage characteristic of its Cavalier Weapons and improve the Rend characteristic of its Cavalier Weapons by 1.

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


5"
3
4+
7
WARSCROLL

Freeguild Command Corps

The battlefield aides of the Freeguild Marshals range from towering Arch-Knight champions to soul-priests, from War Surgeons to sinister Whisperblades. Together they are a force far greater than the sum of their parts.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sigmarite Great Weapon
Sigmarite Great Weapon2"43+3+-1D3
Enchanted Rapier
Enchanted Rapier1"12+2+-3D6
Assortment of Weapons
Assortment of Weapons1"23+4+-1
Gargoylian Bite
Gargoylian Bite1"34+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 6      Points: 200
Battlefield Role: None
MODELBASE SIZE
Soul Shepherd40mm
Mascot Gargoylian28.5mm
Arch-Knight, Whisperblade, Great Herald and War Surgeon32mm
Notes: Single

The models in a Freeguild Command Corps are 1 Arch-Knight, 1 Whisperblade, 1 Great Herald, 1 War Surgeon, 1 Soul Shepherd and 1 Mascot Gargoylian. The Arch-Knight is armed with a Sigmarite Great Weapon. The Whisperblade is armed with an Enchanted Rapier. The Great Herald, War Surgeon and the Soul Shepherd are each armed with an Assortment of Weapons. The Mascot Gargoylian is armed with a Gargoylian Bite.

GREAT HERALD: This unit has the TOTEM keyword while it has a Great Herald.

The Marshal’s Retinue: As well as bringing their diverse range of skills to the battlefield, the warriors and wisemen of the Command Corps have each sworn to guard the life of a Marshal with their own.
At the start of the first battle round, before determining who has the first turn, you can pick 1 friendly FREEGUILD MARSHAL AND RELIC ENVOY on the battlefield for this unit to be assigned to. The same FREEGUILD MARSHAL cannot have more than 1 FREEGUILD COMMAND CORPS assigned to it. That FREEGUILD MARSHAL has a ward of 4+ while it is within 3" of this unit.

Sawbones: The War Surgeon performs a vital role on the battlefield: keeping the soldiery around them fighting for as long as possible.
You can only use this ability while this unit has a War Surgeon. At the end of your hero phase, you can pick up to 3 friendly CITIES OF SIGMAR HUMAN units wholly within 12" of this unit. For each unit picked, you can either heal up to D3 wounds allocated to that unit or, if no wounds have been allocated to that unit, you can return a number of slain models to it that have a combined Wounds characteristic of D3 or less.

Dispatch Spies: The Whisperblades have networks of informants and operatives at their disposal that they use to unravel the best-laid plans of the enemy.
You can only use this ability while this unit has a Whisperblade. Once per turn, when an enemy unit issues a command, you can say that the Whisperblade will attempt to disrupt it. If you do so, roll a dice. On a 4+, that command is not received (the command ability still counts as having been used) and the command point that was spent to issue that command is lost. Each time a command is issued, no more than 1 attempt to disrupt it can be made.

Sound the Advance: The role of the Great Herald is to direct the movement of the soldiery around them.
You can only use this ability while this unit has a Great Herald. Add 1 to run rolls and charge rolls for friendly CITIES OF SIGMAR HUMAN units while they are wholly within 12" of any friendly units that have a Great Herald. In addition, when a friendly CITIES OF SIGMAR HUMAN unit wholly within 12" of any friendly units that have a Great Herald retreats, you can add D3" to the Move characteristic of all models in that unit until the end of the phase.

Tune of the Corpus Somni: It is said only Sigmarites who are close to death can hear the pipe of the Corpus Somni. Those who are yet deaf to its melancholy notes, however, are inexplicably filled with an odd sense of certainty that they will see the day through to its end.
You can only use this ability while this unit has a Soul Shepherd. In the battleshock phase, each time a model would flee from a friendly CITIES OF SIGMAR HUMAN unit while that friendly unit is wholly within 12" of this unit, roll a dice. On a 4+, that model does not flee. The same unit cannot be affected by this ability more than once in the same phase.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, FREEGUILD, FREEGUILD COMMAND CORPS


5"
1
4+
5
WARSCROLL

Freeguild Fusiliers

Planting their pavises in the ground, Freeguild Fusiliers form up into a defensive line that is effectively a fortress battlement brought to the field. From this defensive position, they unleash continuous volleys of fire from their sturdy fusil-cannons amidst drifting clouds of blackpowder smoke.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fusil-cannon: Fortified Position
Fusil-cannon: Fortified Position24"24+4+-11
Fusil-cannon: Mobile
Fusil-cannon: Mobile12"14+4+-11
Brace of Pistols
Brace of Pistols9"43+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bayonet
Bayonet1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 170
Battlefield Role: None
Base size: 28.5mm
Notes: For each Freeguild Steelhelms unit included in an army, 1 Freeguild Fusiliers unit can be included in the army as a Battleline unit.

Each model in a Freeguild Fusiliers unit is armed with a Fusil-cannon and Bayonet.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Castelite Formation

CHAMPION: 1 model in this unit can be a Fusil-Sergeant. Add 2 to the Attacks characteristic of that model’s Fusil-cannon. Alternatively, that model can be armed with a Brace of Pistols instead of a Fusil-cannon.

STANDARD BEARER: 1 in every 10 models in this unit can be a Fusilier Herald. Add 1 to the Bravery characteristic of this unit while it includes any Fusilier Heralds.

Designer’s Note: The Blackpowder Squire isn’t a model for rules purposes; it is a marker for the Resupply Run ability.

Fusiliers, Fire!: When in position, Fusiliers unleash devastating volleys of fire into the enemy lines.
Each time a model shoots with a Fusil-cannon, if its unit is in a fortified position, use the Fortified Position weapon characteristics. Otherwise, use the Mobile weapon characteristics.

Fortified Position: Heavy pavises are slammed into the dirt, forming a wall of oak and iron as strong as a fortification.
At the start of the battle, this unit is in a fortified position. In addition, at the end of your movement phase, if this unit both remained stationary and was not set up in that phase, it can establish a fortified position. Once this unit is in a fortified position, it remains so until it moves or is removed from the battlefield. While this unit is in a fortified position, you can ignore negative modifiers to save rolls for attacks made with missile weapons that target it.

Resupply Run: As ammunition runs low, Blackpowder Squires are dispatched to bring fresh supplies to the line.
Once per battle, at the start of your shooting phase in the third or subsequent battle rounds, you can say that this unit will be resupplied by its Blackpowder Squire. If you do so, you can re-roll hit rolls for attacks made with missile weapons by this unit until the end of that phase.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, FREEGUILD, CASTELITE, FREEGUILD FUSILIERS


12"
5
3+
6
WARSCROLL

Gyrobomber

Gyrobombers are heavy assault aircraft equipped with racks of devastating bombs that they rain on the heads of their targets, enveloping them in a deadly storm of explosions and flying shrapnel.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Clattergun
Clattergun18"53+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rotor Blades
Rotor Blades1"34+4+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: None
Base size: 50mm

A Gyrobomber is armed with a Clattergun and Rotor Blades

FLY: This unit can fly

Grudgebuster Bombs: Gyrobombers swoop over the enemy lines, dropping a lethal payload onto the hapless warriors below.
After this unit has made a normal move, pick 1 enemy unit that this unit passed across and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

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


12"
4
3+
6
WARSCROLL

Gyrocopters

Small and nimble singleduardin fighter craft, Gyrocopters roar over the heads of their targets in tight formation, strafing them with flames or scalding steam before wheeling away to begin another attack run.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Brimstone Gun
Brimstone Gun15"33+3+-1D3
Steam Gun
Steam Gun12"2D63+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rotor Blades
Rotor Blades1"34+4+-12
PITCHED BATTLE PROFILE

Unit Size: 1/3      Points: 80/240
Battlefield Role: None
Base size: 50mm
Notes: Single. Each time this unit is included in an army, it can have 3 models. If it has 1 model, the points value is 80. If it has 3 models, the points value is 240.

Each model in a Gyrocopters unit is armed with Rotor Blades and 1 of the following weapon options: Brimstone Gun; or Steam Gun.

FLY: This unit can fly.

CHAMPION: If this unit has 2 or more models, 1 model in this unit can be a Squadron Leader. Add 1 to the Attacks characteristic of that model’s missile weapons.

Guild Bombs: Every Gyrocopter goes to battle with a single payload of these volatile blackpowder explosives.
Once per battle, after this unit has made a normal move, pick 1 enemy unit and roll 1 dice for each model in this unit that passed across any models in that enemy unit. For each roll of 2+, that enemy unit suffers D3 mortal wounds.

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


4"
1
4+
7
WARSCROLL

Hammerers

Hammerers are traditionally tasked with guarding the Warden Kings in battle. The rhythmic rise and fall of their gromril mauls instils fear in their enemies just as it lifts the spirits of their fellow duardin.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gromril Great Hammer
Gromril Great Hammer1"23+3+-22
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 150
Battlefield Role: None
Base size: 25mm

Each model in a Hammerers unit is armed with a Gromril Great Hammer.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Grudgebound War Throng

CHAMPION: 1 model in this unit can be a Keeper of the Gate. Add 1 to the Attacks characteristic of that model’s melee weapons.

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

MUSICIAN: 1 in every 10 models in this unit can be a Musician. Add 1 to run rolls and charge rolls for this unit while it includes any Musicians.

Kingsguard: These warriors are oathsworn to protect their liege.
At the start of the first battle round, before determining who has the first turn, you can pick 1 friendly WARDEN KING on the battlefield for this unit to be assigned to (the same WARDEN KING cannot have more than 1 unit assigned to it). That WARDEN KING has a ward of 4+ while it is within 3" of this unit.

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


5"
2
5+
7
WARSCROLL

Hexbane’s Hunters

Though mere mortals in a world filled with walking nightmares, Hexbane’s Hunters burn with conviction and bring with them the full might of humanity’s determination and resourcefulness – let the enemies of Sigmar beware!
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Crossbow Launcher
Crossbow Launcher18"13+3+-1D6
Volley Pistol
Volley Pistol9"33+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Great Axe
Great Axe2"33+3+-2D3
Witch Hunter Weapons
Witch Hunter Weapons1"23+3+-11
Ferocious Bite
Ferocious Bite1"34+3+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 180
Battlefield Role: None
MODELBASE SIZE
Aemos Duncarrow32mm
Brydget Axwold28mm
Ratspike25mm
Grotbiter25mm
Quiet Pock32mm
Notes: Single, Unique. Haskel Hexbane and Hexbane’s Hunters units must be taken as a set. Although taken as a set, each is a separate unit.

The models in Hexbane’s Hunters are BrydgetAxwold, Aemos Duncarrow, Quiet Pock, Ratspike and Grotbiter. BrydgetAxwold is armed with a Volley Pistol and Witch Hunter Weapons. Aemos Duncarrow is armed with a GreatAxe. Quiet Pock is armed with a Crossbow Launcher and Witch Hunter Weapons. Ratspike and Grotbiter are each armed with a Ferocious Bite.

Grim Resolve: Witch hunters are tenacious opponents, ignoring the pain of wounds that would fell a lesser person.
This unit has a ward of 5+.

Agents of the Order: These warriors fight at Hexbane’s side, hunting the evil and the wicked without mercy.
Add 1 to the damage inflicted by attacks made by this unit that target the unit you picked to be the target of the witch hunt (see the Haskel Hexbane warscroll).

Flamewood Stakes: Carved from Aqshian flamewood, these stakes burst into flame when they pierce the flesh of an undead creature.
At the end of the combat phase, you can pick 1 enemy unit within 1" of this unit and roll a dice. Add 1 to the roll if that unit has the DEATH, DAEMON or WIZARD keyword. On a 3+, that unit suffers D3 mortal wounds.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, ORDER OF AZYR, HEXBANE’S HUNTERS


4"
1
4+
7
WARSCROLL

Irondrakes

Armed with a terrifying array of heavy weaponry, Irondrakes overwhelm their foes with torrents of flesh-melting flame and volleys of high explosive missiles, relying upon mastercrafted gromril armour to fend off all retaliation.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Grudgehammer Torpedo
Grudgehammer Torpedo18"13+3+-2D3
Drakegun
Drakegun15"13+3+-11
Drakefire Pistol
Drakefire Pistol9"23+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Plated Fist
Plated Fist1"13+3+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 160
Battlefield Role: None
Base size: 25mm
Notes: For each Ironbreakers unit included in an army, 1 Irondrakes unit can be included in the army as a Battleline unit.

Each model in an Irondrakes unit is armed with a Drakegun and a Plated Fist.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Grudgebound War Throng

CHAMPION: 1 model in this unit can be an Ironwarden. An Ironwarden can replace its Drakegun with 1 of the following weapon options: Grudgehammer Torpedo; or Drakefire Pistols and a Cinderblast Bomb.

STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic ofthis unit while it includes any Standard Bearers.

MUSICIAN: 1 in every 10 models in this unit can be a Hornblower. Add 1 to run rolls and charge rolls for this unit while it includes any Hornblowers.

Blaze Away: Once in position, Irondrakes rain unrelenting fire upon the foe.
Add 1 to the Attacks characteristic of this unit’s missile weapons if there are no enemy units within 3" of this unit and this unit has not made a move or been set up in the same turn.

Cinderblast Bomb: This weapon explodes in a burst ofshrapnel and flame.
It this unit includes a model armed with a Cinderblast Bomb, once per battle, in your shooting phase, that model can throw it. Ifit does so, pick 1 enemy unit within 6" of that model and roll a dice. On a 2+, that unit suffers D3 mortal wounds.

Grudgehammer Torpedo: These armour-piercing warheads can bring down the mightiest foes.
The Damage characteristic of this unit’: Grudgehammer Torpedo is 3 if the target of the attack is a MONSTER.

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


12"
6
5+
6
WARSCROLL

Scourgerunner Chariots

Employed to chase down fast-moving prey, Scourgerunner Chariots are swift and deadly war machines armed with a deadly harpoon launcher that can cripple even the most fearsome monster.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ravager Harpoon
Ravager Harpoon18"23+3+-2D3
Repeater Crossbow
Repeater Crossbow18"44+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hook-spear
Hook-spear2"24+4+-1
Vicious Bite
Vicious Bite1"44+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1/3 - 1      Points: 80/240
Battlefield Role: None
Base size: 120 x 92mm
Notes: Single. Each time you include this unit in your army, it can have 3 models. If it has 1 model, the points value is 80. If it has 3 models, the points value is 240.

Each model in a Scourgerunner Chariots unit is armed with a Ravager Harpoon, Repeater Crossbow and Hook-spear.

MOUNT: This unit’s Dark Steeds are armed with Vicious Bites.

CHAMPION: If this unit has 2 or more models, 1 model in this unit can be a High Beastmaster. Add 1 to the Attacks characteristic of that model’s missile weapons.

Lay the Beast Low: Loosed by a keeneyed aelf, a harpoon sails through the air and sinks deep into its target's vital organs.
The Damage characteristic of this unit’s Ravager Harpoon is 3 for attacks that target an enemy MONSTER.

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


5"
1
5+
5
WARSCROLL

Wildercorps Hunters

Trackers, scouts and outdoorsmen, the Wildercorps are experts in attacking from the cover of thick foliage and broken ground. Their warhounds surge forward, sinking fangs into flesh even as skilled marksmen pick out their targets with crossbows and arbalests.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hunting Crossbow
Hunting Crossbow18"24+4+-11
Hunting Arbalest
Hunting Arbalest18"23+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hunting Weapons
Hunting Weapons1"24+4+-1
Ferocious Bite
Ferocious Bite1"34+3+-1
PITCHED BATTLE PROFILE

Unit Size: 11      Points: 130
Battlefield Role: None
MODELBASE SIZE
Wildercorps Warden, Arbalest40mm
2 x Leatherhides and Trailblazer28.5mm
2 x Scouts and 4 x Trailhounds25mm
Notes: For each Freeguild Steelhelms unit included in an army, 1 Wildercorps Hunters unit can be included in the army as a Battleline unit.

Each model in a Wildercorps Hunters unit is armed with a Hunting Crossbow and Hunting Weapons.

WILDERCORPS WARDEN: 1 in every 11 models in this unit must be a Wildercorps Warden. That model is armed with a Ferocious Bite in addition to its other weapons. Wildercorps Wardens can issue commands to their own unit.

TRAILHOUNDS: 4 in every 11 models in this unit must be a Trailhound. Each ofthose models is armed with a Ferocious Bite instead of any other weapons.

ARBALESTER: 1 in every 11 models in this unit must be an Arbalester. That model is armed with a Hunting Arbalest instead of a Hunting Crossbow.

Expert Trackers: These soldiers are tasked with scouting ahead of the main advance, luring out enemy warriors and alerting their allies to any dangers that lie before them.
After deployment but before the first battle round begins, this unit can make a normal move (it cannot run).

Hidden and Dangerous: Lurking unseen by the enemy, Wildercorps Hunters stalk their quarry sometimes for days on end before they launch surprise volleys of crossbow boltsfrom hidden positions.
This unit is not visible to enemy units while it is in cover or while it is more than 12" away from them. In addition, improve the Rend characteristic of this unit’s missile weapons by 1 while all of the models in this unit are within 1" of a terrain feature.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, FREEGUILD, WILDERCORPS HUNTERS


4"
1
5+
6
WARSCROLL

Dispossessed Quarrellers*

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Duardin Crossbow
Duardin Crossbow20"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ranger Axe
Ranger Axe1"14+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 135
Battlefield Role: None

DESCRIPTION

Each model in a Dispossessed Quarrellers unit is armed with a Duardin Crossbow and Ranger Axe.

CHAMPION: 1 model in this unit can be a Veteran. Add 1 to the Attacks characteristic of that model’s Ranger Axe.

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

MUSICIAN: 1 in every 10 models in this unit can be a Drummer. You can add 1 to charge rolls for this unit if it includes any Drummers.

ABILITIES

Precision Fire: Add 1 to the Attacks characteristic of this unit’s Duardin Crossbows if it has not made a normal move in the same turn.

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


4"
1
5+
6
WARSCROLL

Dispossessed Thunderers*

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Duardin Handgun
Duardin Handgun16"14+3+-11
Brace of Duardin Pistols
Brace of Duardin Pistols8"24+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Duardin Handgun
Duardin Handgun1"14+5+-1
Brace of Duardin Pistols
Brace of Duardin Pistols1"24+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 135
Battlefield Role: None

DESCRIPTION

Each model in a Dispossessed Thunderers unit is armed with a Duardin Handgun.

CHAMPION: 1 model in this unit can be a Veteran. A Veteran is armed with a Brace of Duardin Pistols instead of a Duardin Handgun.

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

MUSICIAN: 1 in every 10 models in this unit can be a Drummer. You can add 1 to charge rolls for this unit if it includes any Drummers.

ABILITIES

Precision Fire: Add 1 to hit rolls for this unit’s Duardin Handguns if it has not made a normal move in the same turn.

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


12"
2
4+
7
WARSCROLL

Dragon Blades*

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Drake Lance and Drake Sword
Drake Lance and Drake Sword1"23+4+-1
Ithilmar-shod Hooves
Ithilmar-shod Hooves1"24+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

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

DESCRIPTION

Each model in a Dragon Blades unit is armed with a Drake Lance and Drake Sword.

MOUNT: This unit’s Aelven Purebreeds are each armed with Ithilmar-shod Hooves.

CHAMPION: 1 model in this unit can be a Drakemaster. Add 1 to the Attacks characteristic of that model’s Drake Lance and Drake Sword.

STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Standard Bearers. Add 2 to the Bravery characteristic of this unit instead if this unit includes any Standard Bearers and is within 8" of another friendly ORDER DRACONIS unit.

MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. Add 1 to run rolls and charge rolls for this unit if it includes any Hornblowers.

ABILITIES

Lance Charge: Add 1 to the wound rolls and Damage of this unit’s Drake Lances and Swords if it charged in the same turn.

Dragon Lance: If this unit makes a charge move, until the end of the turn, add 1 to wound rolls for attacks made with its Drake Lances and Drake Swords and add 1 to the damage inflicted by each successful attack made with its Drake Lances and Drake Swords.

Drake Shields: Add 1 to save rolls for attacks that target this unit.

Ancient Dignity: Do not take battleshock tests for this unit if it is within 16" of a friendly ORDER DRACONIS HERO.

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


9"
2
-
6
WARSCROLL

Free City Gryph-hounds*

Gryph-hounds are pack-hunting creatures from the realm of Azyr, noble beasts that detest corruption. Their sharp senses pierce deception as easily as their beaks and claws shred the flesh of the unfaithful. Packs of Gryph-hounds are known to ally themselves to those fighting for a just cause, and they offer loyal protection to their companions.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Vicious Beak and Claws
Vicious Beak and Claws1"43+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DESCRIPTION

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

ABILITIES

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

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


16"
8
5+
6
WARSCROLL

Skycutters*

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Swifthawk Bows
Swifthawk Bows16"34+4+-1
Eagle Eye Bolt Thrower
Eagle Eye Bolt Thrower16"14+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Agents’ Blades and Spears
Agents’ Blades and Spears2"24+4+-1
Raking Talons
Raking Talons3"33+4+-11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 135
Battlefield Role: None

DESCRIPTION

Each model in a Skycutters unit is armed with one of the following weapon options: Eagle Eye Bolt Thrower and Agents’ Blades and Spears; or Swifthawk Bows and Agents’ Blades and Spears. Each model in the unit must be armed with the same weapon option.

FLY: This unit can fly.

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

ABILITIES

Aelven Shields: Add 1 to save rolls for attacks that target this unit.

Agents’ Blades and Spears: If this unit is armed with Swifthawk Bows and Agents’ Blades and Spears, add 1 to the Attacks characteristic of its Agents’ Blades and Spears.

Fleet of Wing: Roll 2D6 instead of single dice when making a run roll for this unit.

Sky Chariot: This unit can run and still shoot later in the turn.

Swifthawk Discipline: If you fail a battleshock test for this unit whilst it is within 16" of a friendly SWIFTHAWK AGENTS HERO, halve the number of models that flee (rounding up).

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


12"
5
5+
6
WARSCROLL

Swifthawk Chariots*

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Charioteers’ Bows
Charioteers’ Bows2"24+3+-2
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Swifthawk Spears
Swifthawk Spears2"34+4+-1
Swift Hooves
Swift Hooves3"33+4+-11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: None

DESCRIPTION

Each model in a Swifthawk Charioteers unit is armed with Charioteers’ Bows and Swifthawk Spears.

MOUNT: This unit’s Aelven Purebreeds are armed with Swift Hooves.

ABILITIES

Graceful Charge: You can re-roll wound rolls for attacks made with melee weapons by this unit if it made a charge move in the same turn.

Swift and Deadly: When you pick this unit to run, you do not need to make a run roll. Instead, add 6" to the Move characteristic of the models in this unit in that phase.

In addition, this unit is eligible to fight in the combat phase if it is within 6" of an enemy unit instead of 3", and it can move an extra 3" when it piles in.

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


6"
1
3+
7
WARSCROLL

Swordmasters*

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Greatsword
Greatsword1"23+3+-11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

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

DESCRIPTION

Each model in a Swordmasters unit is armed with a Greatsword.

CHAMPION: 1 model in this unit can be a Bladelord. Add 1 to the Attacks characteristic of that model’s Greatsword.

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

MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. You can add 1 to charge rolls for this unit if it includes any Hornblowers.

ABILITIES

A Blur of Blades: If the unmodified hit roll for an attack made by this unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound roll and save roll for each hit.

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


9"
6
4+
7
WARSCROLL

White Lion Chariots*

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ranger Greataxes
Ranger Greataxes1"43+3+-11
Fangs and Claws
Fangs and Claws1"44+3+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: None

DESCRIPTION

Each model in a White Lion Chariots unit is armed with Ranger Greataxes.

MOUNT: This unit’s War Lions are armed with Fangs and Claws.

ABILITIES

Unbridled Ferocity: After a model in this unit finishes a charge move, roll a dice for each enemy unit within 1" of that model. On a 3+, that unit suffers D3 mortal wounds. If this unit has more than 1 model, roll to determine if mortal wounds are inflicted after each model finishes its charge move, but do not allocate the mortal wounds until all of the models in the unit have finished their charge moves.

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


6"
1
4+
8
WARSCROLL

White Lions*

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ranger Greataxe
Ranger Greataxe1"23+3+-11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 135
Battlefield Role: None

DESCRIPTION

Each model in a White Lions unit is armed with a Ranger Greataxe.

CHAMPION: 1 model in this unit can be a Guardian. Add 1 to the Attacks characteristic of that model’s Ranger Greataxe.

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

MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. You can add 1 to charge rolls for this unit if it includes any Hornblowers.

ABILITIES

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

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

Behemoth


8"
12
4+
6
WARSCROLL

Celestial Hurricanum

One of the most complex and deadly creations of the Collegiate, the Celestial Hurricanum is a gigantic arcane orrery that can summon a furious magical storm to lay waste to enemy warriors.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Arcane Tools
Arcane Tools1"45+5+-1
Steel-shod Hooves
Steel-shod Hooves1"44+4+-1
PITCHED BATTLE PROFILE

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

A Celestial Hurricanum is armed with Arcane Tools.

MOUNT: This unit’s Warhorses are armed with Steel-shod Hooves.

Storm of Shemtek: A Celestial Hurricanum can summon a magical storm to batter the foe with the fury o f the heavens. As the battle rages, the tempest grows ever stronger.
In your hero phase, you can pick 1 enemy unit within 18" of this unit and roll a number of dice equal to the number of the current battle round. For each roll of 2+, that enemy unit suffers D3 mortal wounds.

Portents of Battle: Celestial Hurricanums leak magical energy, granting nearby soldiers visions of the imminent future that allow them to land their blows with uncanny accuracy.
Add 1 to hit rolls for attacks made by friendly CITIES OF SIGMAR HUMAN units wholly within 9" of any friendly units with this ability.

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


8"
12
4+
10
WARSCROLL

Kharibdyss

The Kharibdyss is a deep-sea abomination that inspires primal terror in its prey. These beasts are employed by the Scourge Privateers to shatter enemy formations, where upon the scattered and broken survivors are picked off by the cruel Corsairs.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fanged Tentacles
Fanged Tentacles3"54+3+-13
Spiked Tail
Spiked Tail3"D63+3+-1
Cruel Goads and Whips
Cruel Goads and Whips2"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

A Kharibdyss is armed with Fanged Tentacles and a Spiked Tail.

CREW: This unit’s handlers are armed with Cruel Goads and Whips.

Abyssal Howl: These creatures let loose spine-chilling roars when they scent the blood of their prey.
Enemy units cannot receive the Rally and Inspiring Presence commands while they are within 12" of this unit.

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


8"
12
4+
6
WARSCROLL

Luminark of Hysh

The Luminark of Hysh is a devastating arcane war machine, capable of focusing light through its aetherquartz optics in order to unleash a beam of soulfire that vaporises everything in its path.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Searing Beam of Light
Searing Beam of Light30"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Arcane Tools
Arcane Tools1"45+5+-1
Steel-shod Hooves
Steel-shod Hooves1"44+4+-1
PITCHED BATTLE PROFILE

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

DESCRIPTION

A Luminark of Hysh is armed with a Searing Beam of Light and Arcane Tools

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

Searing Beam of Light: As interlocking lenses of aetherquartz click into place, a beam of blinding white light burns forth to immolate all before it.
Do not use the attack sequence for an attack made with Searing Beam of Light. Instead, pick 1 point on the battlefield within range ofthe shooting model that is visible to it and draw a straight line between that point and the closest point on the shooting model’s base. Roll a dice for each unit that has any models passed across by that line. For each roll of 2+, that unit suffers D3 mortal wounds.

Aura of Protection: Luminarks of Hysh are surrounded by a protective magical aura.
Friendly CITIES OF SIGMAR HUMAN units have a ward of 6+ while they are wholly within 9" of any friendly units with this ability.

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


8"
12
2+
7
WARSCROLL

Steam Tank

Clanking monstrosities of steel and iron, Steam Tanks rattle across the battlefield, blasting away at targets with their cannons and steam-spewing guns while grinding yet more to paste beneath their metal-clad wheels.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Steam Cannon
Steam Cannon24"14+2+-2D3+2
Steam Gun
Steam Gun8"2D63+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Crushing Wheels
Crushing Wheels1"63+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 250
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single. Battleline if general is a STEAM TANK COMMANDER

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

Steel Behemoth: Enemy warriors are crushed beneath the ironclad bulk of this war machine.
After this model makes a charge move, you can pick 1 enemy unit within 1" of this model and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

More Pressure!: Pumping pressure into the valves and pistons of a Steam Tank can improve its performance – but risks a catastrophic backfire.
At the start of your hero phase, you can choose to overpressure this model’s boiler. If you do so, roll 2D6. If the roll is less than the number of wounds currently allocated to this model, this model immediately suffers D3 mortal wounds.

If the roll is equal to or greater than the number of wounds currently allocated to this unit, pick 1 of the following effects to apply to this unit until the start of your next hero phase:

Power the Wheels: This unit can run and shoot and/or charge in the same turn.

Power the Guns: Add 1 to the Attacks characteristic ofthis unit’s Steam Cannon and add D6 to the Attacks characteristic of this unit’s Steam Gun.

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


8"
12
4+
6
WARSCROLL

War Hydra

Stoked into a killing rage by the goads and lashing whips of their handlers, War Hydras lumber forward into battle, their multiple heads spitting flesh-melting gouts of flame as they stomp and crush the enemy to bloody paste.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fiery Breath
Fiery Breath9"See below2+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Razor-sharp Fangs
Razor-sharp Fangs3"64+3+-13
Cruel Goads and Whips
Cruel Goads and Whips2"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

A War Hydra is armed with Fiery Breath and Razor-sharp Fangs.

CREW: This unit’s handlers are armed with Cruel Goads and Whips.

Fiery Breath: Each of the Hydra's many heads lets loose a torrent of flames that engulf the enemy.
The Attacks characteristic of Fiery Breath is equal to the number of models in the target unit, to a maximum Attacks characteristic of 10.

Sever One Head, Another Takes Its Place: It is almost impossible to kill a Hydra, for they regenerate wounds and regrow severed heads with alarming speed.
At the end of the combat phase, you can heal up to 5 wounds allocated to this model.

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


14
3+
10
WARSCROLL

Carmine Dragon*

The Carmine Dragon is a creature saturated with the arcane power of Shyish, its claws and fangs rippling with amethyst magic. With every roar, it unleashes deadly blasts of dark energy that strip its terrified victims of their souls.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soul-sheering Blast
Soul-sheering Blast12"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Raking Claws
Raking Claws2"4+3+-22
Amethyst Fangs
Amethyst Fangs3"33+-2D6
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveRaking ClawsAmethyst Fangs
0-616"82+
7-914"73+
10-1111"64+
12+9"55+
PITCHED BATTLE PROFILE

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

DESCRIPTION

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

FLY: This model can fly.

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

ABILITIES

Deathly Dark Scales: The Carmine Dragon’s hide is nigh-on impenetrable to all but the strongest of blows.
This model has a ward of 5+.

Soul-sheering Blast: Gouts of amethyst flame erupt from the Carmine Dragon’s open maw, sheering souls from their mortal forms and leaving bodies rendered to nothing more than a purple-glowing pile of ash.
Do not use the attack sequence for an attack made with Soul-sheering Blast. Instead, roll a dice. On a 5+, the target unit suffers D6 mortal wounds.

Spell Devourer: With the amethyst energies of the Realm of Endings coalescing through its body, the Carmine Dragon can force a magical effect to die off with a single pulse of thought.
Each time this model is affected by a spell or the ability of an endless spell, you can roll a dice. On a 4+, ignore the effects of that spell or the ability of that endless spell on this model.

KEYWORDS
ORDER, DRAGON, MONSTER, CARMINE DRAGON


14
3+
6
WARSCROLL

Dread Maw*

Dread Maws are massive reptilian worms that spend most of their lives below ground, only surfacing to hunt. They use their hard rock-like coils to bind and crush their prey, and are able to tunnel through rock and soil as a fish swims through water.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slime Spray
Slime Spray12"14+3+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cavernous Maw
Cavernous Maw3"33+2+D6
Writhing Coils
Writhing Coils2"4+4+-11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveCavernous MawWrithing Coils
0-614"-33D6
7-812"-22D6
9-1010"-2D6
11+8"-1D3
PITCHED BATTLE PROFILE

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

DESCRIPTION

A Dread Maw is armed with a Cavernous Maw, Writhing Coils and Slime Spray.

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

ABILITIES

Devourer From Below: The Dread Maw’s ability to burrow through the ground means that it can emerge from any part of a battlefield without hindrance, taking its prey by surprise.
During deployment, instead of setting up this model on the battlefield, you can place it to one side and say that it is tunnelling through the earth in reserve. If you do so, at the end of your second movement phase, you must set up this model anywhere on the battlefield more than 9" from all enemy units.

Impenetrable Hide: Long exposure to the taint left behind from the Age of Chaos has made the armoured scales of Dread Maws all but impervious to harm.
This model has a ward of 5+.

Tunnel Worm: The Dread Maw grinds through rock and soil without resistance.
When this model makes a move, it can pass across terrain features and other models in the same manner as a model that can fly.

Yawning Maw: Their circular mouths studded with rows of sickle-shaped teeth, Dread Maws can swallow a fully armoured man whole.
Add 1 wound rolls for attacks made a Cavernous Maw if the target unit has a Wounds characteristic of 2 or less.

KEYWORDS
MONSTER, DREAD MAW


14
10
WARSCROLL

Incarnate Elemental of Beasts*

Elementals of Beasts are gruesome fusions of meat and bone, bound together and given will by the raw magic of Ghur. Savage beyond imagining, they slash and gore their way through whole armies, reducing their enemies to mutilated heaps of flesh.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Amber Breath
Amber Breath12"D65+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Savage Talons
Savage Talons2"3+4+-21
Impaling Horns
Impaling Horns2"44+3+-1D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveSaveSavage Talons
0-510"3+12
6-88"4+10
9-117"4+8
12+6"5+6
PITCHED BATTLE PROFILE

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

DESCRIPTION

An Incarnate Elemental of Beasts is armed with Savage Talons, Impaling Horns and Amber Breath.

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

ABILITIES

Savage Frenzy: These creatures are at their most dangerous in their final moments, lashing out at their enemies in vengeful hatred.
If this model is slain, before removing it from play, it can fight. This model is then removed from play.

Howl of the Great Beast: The howl of an Incarnate Elemental of Beasts can freeze the blood of all who hear it.
Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of this model.

Incarnate of Ghur: Incarnate Elementals are able to draw upon the energies from their realm to increase their strength.
Add 1 to wound rolls for attacks made by this model if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

The Lure of Spilt Blood: The potent aroma of freshly spilt blood sends these creatures into a frenzy.
You can re-roll charge rolls for this model if it is within 12" of any enemy models that have any wounds allocated to them.

KEYWORDS
GHUR, MONSTER, INCARNATE ELEMENTAL OF BEASTS


14
10
WARSCROLL

Incarnate Elemental of Fire*

An Incarnate Elemental of Fire is a magical creature formed from the wantonly destructive forces of Aqshy, the Realm of Fire. It appears as a great burning figure of cindered flesh engulfed in robes of furnace-hot flames.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fiery Bolts
Fiery Bolts18"4+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tendrils of Fire
Tendrils of Fire2"63+4+-1
Burning Lance
Burning Lance3"33+2+-22
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveSaveFiery Bolts
0-38"3+10
4-67"4+8
7-96"4+6
10-125"5+4
13+4"6+2
PITCHED BATTLE PROFILE

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

DESCRIPTION

An Incarnate Elemental of Fire is armed with Tendrils of Fire, a Burning Lance and Fiery Bolts.

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

ABILITIES

Ashes to Ashes: The burning power of an Incarnate Elemental of Fire is no natural flame, but an insidious and almost wilfully destructive arcane force that eats into anything it touches, destroying them from within.
If the unmodified hit roll for an attack made by this model is 6, double the weapon’s Damage characteristic for that attack.

Gift of Elemental Fire: The very presence of an Incarnate Elemental of Fire brings destruction, as the heat that radiates off its form is enough to scorch metal and kindle flesh into bright flame.
At the end of the combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers D3 mortal wounds.

Incarnate of Aqshy: Incarnate Elementals are able to draw upon the energies from their realm to heal their bodies and increase their strength.
Add 1 to wound rolls for attacks made by this model if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

KEYWORDS
AQSHY, MONSTER, INCARNATE ELEMENTAL OF FIRE


20
4+
6
WARSCROLL

Magma Dragon*

These primordial beasts are among the most malevolent of dragon kind. Their gullet burns with the intensity of a raging volcano, and when roused to wrath they incinerate their foes with jets of flame, or else tear them to shreds with their enormous claws and fangs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Brimstone Dragonfire
Brimstone Dragonfire18"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Furnace-hot Jaws
Furnace-hot Jaws3"43+2+D6
Crushing Claws
Crushing Claws2"4+3+-12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveFurnace-hot JawsCrushing Claws
0-1016"-38
11-1314"-37
14-1612"-26
17+10"-25
PITCHED BATTLE PROFILE

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

DESCRIPTION

A Magma Dragon is armed with Furnace-hot Jaws, Crushing Claws and Brimstone Dragonfire.

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

FLY: This model can fly.

ABILITIES

Brimstone Dragonfire: Unleashing the heat within, the Magma Dragon spews gouts of whitehot fire upon its prey.
Do not use the attack sequence for an attack made with this model’s Brimstone Dragonfire. Instead, roll a dice. On a 2+, the target unit suffers D6 mortal wounds. If the target unit has 10 or more models, it suffers 2D6 mortal wounds instead of D6.

Burning Blood: The lifeblood that flows through Magma Dragons is molten rock. To spill it is akin to standing beside a volcanic eruption.
Roll a dice each time a wound or mortal wound that was caused by a melee weapon is allocated to this model. On a 4+, the attacking unit suffers 1 mortal wound. On a 6, the attacking unit suffers D3 mortal wounds instead.

KEYWORDS
DRAGON, MONSTER, MAGMA DRAGON


12
4+
5
WARSCROLL

Merwyrm*

Merwyrms are nightmarish creatures able to traverse both land and sea. Harbouring a malice cultivated in their endless struggle for survival upon the ocean floor, they loose this hatred upon any foolish enough to go into battle against them.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chill Breath
Chill Breath8"64+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hideous Jaws
Hideous Jaws1"33+3+D3
Powerful Tail
Powerful Tail2"14+3+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveHideous JawsPowerful Tail
0-58"-36
6-77"-2D6
8-96"-2D3
10+5"-12
PITCHED BATTLE PROFILE

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

DESCRIPTION

A Merwyrm is armed with Chill Breath, Hideous Jaws and a Powerful Tail.

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

ABILITIES

Abyssal Predator: The Merwyrm’s usual prey are the leviathans of the deep, and they have a talent for latching onto their quarry and tearing away great chunks of flesh.
If the unmodified wound roll for an attack made with this model’s Hideous Jaws is 6, the Damage characteristic of that weapon for that attack is D6 instead of D3.

Stench of the Deep: The air around this beast is filled with an unholy stench of rotting flesh and brackish filth. This putrid smell upturns stomachs and stings eyes, weakening and blinding its enemies before they can attack.
Subtract 1 from hit rolls for attacks made with melee weapons that target this model.

Unnatural Metabolism: The Merwyrm’s cavernous jaws are so huge that stories abound of its ability to swallow a person whole, its wounds sealing each time it devours an unfortunate victim.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can heal up to D3 wounds allocated to this model.

KEYWORDS
MONSTER, MERWYRM

Artillery


3"
8
4+
5
WARSCROLL

Ironweld Great Cannon

The massive artillery pieces known as Ironweld Great Cannons act as the bastions of the Castelite formations. Protected by thick oaken 1 gun-shields affixed to the weapon’s fore, the crew tirelessly load and reload their weapon to ensure the barrage upon the enemy is relentless.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Great Cannon: Cannonball
Great Cannon: Cannonball24"24+2+-2D3+2
Great Cannon: Armour-piercing Shell
Great Cannon: Armour-piercing Shell24"24+2+-4D6
Great Cannon: Grapeshot
Great Cannon: Grapeshot12"53+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tools and Sidearms
Tools and Sidearms1"34+5+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Artillery
Base size: 90mm
Notes: Single

An Ironweld Great Cannon is armed with a Great Cannon.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Castelite Formation

CREW: This unit’s crew are armed with Tools and Sidearms.

Shot and Shell: The engineers of the Ironweld Arsenal have developed a range of different ammunition for the Great Cannon to fire.
Each time a model shoots with a Great Cannon, choose either the Cannonball, Armour-piercing Shell or Grapeshot missile weapon characteristics for that shooting attack. The Cannonball and Armour-piercing Shot can only be chosen while this unit is in a fortified position.

Fortified Position: This lumbersome war machine is wheeled into position with its heavy oaken shieldfacing the enemy, protecting the crewfrom enemyfire.
At the start of the battle, this unit is in a fortified position. In addition, at the end of your movement phase, if this unit both remained stationary and was not set up in that phase, it can establish a fortified position. Once this unit is in a fortified position, it remains so until it moves or is removed from the battlefield. While this unit is in a fortified position, you can ignore negative modifiers to save rolls for attacks made with missile weapons that target it.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, CASTELITE, IRONWELD ARSENAL, WAR MACHINE, IRONWELD GREAT CANNON


2"
4
5+
6
WARSCROLL

Ironweld Arsenal Cannon*

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cannon Shell
Cannon Shell32"24+2+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Artillery Toolss
Artillery Toolss1"34+5+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

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.

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

Warscroll Battalion


Warscroll Battalion

Castelite Formation

With a shieldwall of heavy pavises planted into the mud, the soldiers of a Castelite Formation become a living stronghold, ready to withstand the brunt of the enemy assault and mete out retribution in turn.
ORGANISATION
 • 1-2 Fusil-Majors on Ogor Warhulks
 • 3 Freeguild Steelhelms or Freeguild Fusiliers units in any combination
 • 1 Ironweld Great Cannon
ABILITIES

Hold Formation!: These soldiers have campaigned together from the moment they took the Coin Malleus, forming steadfast bonds in battle. Now they fight and die as one, and will hold the line with every ounce of strength they can muster.
When a unit in this battalion receives the Inspiring Presence command, roll a dice for each other unit in this battalion wholly within 12" of that unit. On a 4+, do not take battleshock tests in that phase for the unit being rolled for.


Warscroll Battalion

Grudgebound War Throng

The warriors of the Dispossessed fight proudly in the reclamation of their ancient holds and in the settling of not-forgotten grudges.
ORGANISATION
 • 1 Warden King
 • 1 Runelord
 • 1 Hammerers unit
 • 1-3 Ironbreakers or Longbeards units in any combination
 • 0-2 Irondrakes units
ABILITIES

Stubborn to the End: The Dispossessed are renowned for their stubborn refusal to admit defeat, especially in the face of overwhelming odds.
Subtract 1 from wound rolls for attacks that target a unit in this battalion in the third and subsequent battle rounds.


Warscroll Battalion

Thrall Warhost

Ensorcelled by the unbreakable will of a Sorceress, the warriors of this warhost hurl themselves into battle, each aelf compelled to give their life for their dark and terrible mistress should she demand it.
ORGANISATION
 • 1 SORCERESS
 • 1 Black Guard unit
 • 1 Executioners unit
 • 2-4 Dreadspears, Bleakswords or Darkshards units in any combination
ABILITIES

‘Have No Mercy!’: With enemies closing in on all sides, the Sorceress who leads this bleak host commands her underlings to murder the foe with pitiless efficiency.
Once per battle, at the start of the combat phase, if the SORCERESS in this battalion is within 12" of any enemy units, you can say that she will command her underlings. If you do so, add 1 to wound rolls for attacks made with melee weapons by units in this battalion until the end of that phase.

Regiment of Renown


Regiment of Renown

The Blacktalons

From scions of the Dark Gods to marauding orruk warlords, threats to Sigmar’s people lurk in every corner of the realms. It is Neave Blacktalon, the God-King’s foremost assassin, who must put down these fell champions. Neave travels upon winds of magic during battle to unleash storms of never-ending axe blows. With her come the Blacktalons, tightly knit companions and warriors of deadly renown all.
ORGANISATION
 • 1 Neave Blacktalon
 • 1 Neave’s Companions unit
 • 1 Lorai, Child of the Abyss
If your army has an ORDER general but is not a Stormcast Eternals army, you can include these warscrolls in your army as a special type of ally called The Blacktalons regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army as an ally even if its points value exceeds the amount allowed for allied units. The units in The Blacktalons regiment of renown are considered to belong to their own core battalion that has the Unified battalion ability (core rules, 26.2.1).
ABILITIES

Justice Will Be Served: When a potential target is near, the Blacktalons are resolute in their determination to deliver Azyrite justice.
Friendly THE BLACKTALONS units have a ward of 6+.


Regiment of Renown

Elthwin’s Thorns

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.
ORGANISATION
 • 1 Arch-Revenant (Leader)
 • 5 Gossamid Archers
If your army has an ORDER general but is not a Sylvaneth army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even though its number of units and points value exceeds the amount allowed for allied units.
ABILITIES

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.


Regiment of Renown

Fjori’s Flamebearers

ORGANISATION
 • 1 Grimhold Exile
 • 1 Auric Hearthguard unit with 5 models
 • 1 Hearthguard Berzerkers unit with 5 models
 • 1 Vulkite Berzerkers with Fyresteel Handaxes unit with 10 models
If your army has an ORDER general but is not a Fyreslayers army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even if its points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 540
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as Fjori’s Flamebearers. Although taken as a set, each is a separate unit.

ABILITIES

Toe to Toe: The duardin who follow Fjori into battle do not back down from any foe, no matter the size.
Enemy MONSTERS within 3" of any units in this regiment of renown cannot contest objectives.

Defiance of Grimnir: For these vengeful Fyreslayers, the bigger the enemy, the better.
Units in this regiment of renown cannot be picked when your opponent carries out a monstrous rampage.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

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

Twin-tailed Comet

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

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

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

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

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

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

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

Leader, Behemoth
Leader
Behemoth

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

Leader, Behemoth
Leader
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

Wildform

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

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

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

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.

Pha’s Protection

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

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

14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.

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

Leader, Behemoth
None
Behemoth
Artillery

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

Leader, Behemoth
None
Behemoth

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

Leader, Behemoth
None
Behemoth

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

Leader, Behemoth
Leader
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

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

Leader, Behemoth
Battleline
None

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

Leader, Behemoth
Battleline
None
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.

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

Leader, Behemoth
Leader
None
Behemoth
Artillery
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
Rally
At a shouted command, injured warriors stagger back to their feet and prepare to fight once more.
You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3" from all enemy units. Roll 1 dice for each slain model from that unit. For each 6, you can return 1 slain model to that unit.

You can only return models to that unit that have a combined Wounds characteristic of 10 or less. For example, if the unit that received the command has a Wounds characteristic of 2, you can return a maximum of 5 models to that unit.

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

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

Leader, Behemoth
Behemoth

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

Leader, Behemoth
Leader
None

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

Leader, Behemoth
Leader

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

Leader, Behemoth
Leader
None

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

Leader, Behemoth
Leader
None

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

Leader, Behemoth
Leader
None

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

Leader, Behemoth
Leader
None

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

Leader, Behemoth
Leader
None

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

Leader, Behemoth
Leader

Transmutation of Lead

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

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

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

Leader
None
All-out Attack
With a singular purpose, these warriors attack with all of their might.
You can use this command ability when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase. That unit must receive the command. Add 1 to hit rolls for attacks made by that unit until the end of that phase.

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

Leader
None
Behemoth

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

Leader
None
Behemoth
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

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

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

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

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

Leader
Battleline
None

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

Leader
Battleline
None
Artillery

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

Leader
Battleline
None
Artillery
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.

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

Leader
None
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.

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

Leader
Battleline
None

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

Leader
Battleline
None
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.

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

Leader
Battleline

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

Leader
None

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

Leader
None

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

Leader
Battleline
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.

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

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

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
All-out Defence
With consummate skill, these cunning warriors protect themselves from attack.
You can use this command ability when a friendly unit is picked as the target of an attack in the shooting or combat phase. That unit must receive the command. Add 1 to save rolls for attacks that target that unit until the end of that phase.

Form Shieldwall

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

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

17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.

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

Leader, Behemoth
Leader
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.

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

None
Inspiring Presence
The stoic leaders of these mighty warriors never falter, inspiring their comrades to fight no matter the odds.
You can use this command ability at the start of the battleshock phase. The unit that receives the command does not have to take battleshock tests in that phase.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

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

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.