Cities of Sigmar

The Cities of Sigmar are visions of civilisation and hope made manifest. Gleaming metropolises built around the towering bastion of a Stormkeep, they are heavily fortified against the armies of darkness. Within their high walls, aelf, duardin and human thrive in peaceful coexistence.

This page contains all of the rules you need to field your Cities of Sigmar miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:


Books

BookKindEditionLast update
  Cities of Sigmar
  Cities of SigmarFaction Pack4September 2024
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4September 2024
  Warhammer Underworlds Legends
  Warhammer Underworlds LegendsWarscroll4August 2024

Faction Rules


Battle Traits

Cities of Sigmar armies can use the following abilities:

Your Movement Phase
ADVANCE IN FORMATION: The sound of boots marching in unison grows louder.

Declare: Pick a friendly CITIES OF SIGMAR HERO that has not used an OFFICAR’S ORDER ability this turn to use this ability, then pick a friendly CITIES OF SIGMAR unit wholly within 12" of that HERO and not in combat to be the target.

If the target is HUMAN, you can pick an additional CITIES OF SIGMAR unit wholly within 12" of that HERO and not in combat to be a target.

You cannot pick the same unit to be a target of this ability more than once per turn.

Effect: Each target can move 3". Each target cannot move into combat during any part of that move.
KEYWORDSOFFICAR’S ORDERS

Any Shooting Phase
SUPPRESSING FIRE: A barrage of shots rains down upon the foe, disrupting their cohesion and leaving them vulnerable.

Declare: Pick a friendly CITIES OF SIGMAR HERO that has not used an OFFICAR’S ORDER ability this turn to use this ability, then pick a friendly CITIES OF SIGMAR unit wholly within 12" of that HERO to be the target.

Effect: Each time the target uses a SHOOT ability this phase, if all of its attacks targeted the same enemy unit, after that ability has been resolved, roll a dice. If the result is equal to or less than the number of models in that enemy unit that were slain by shooting attacks this phase, that enemy unit has STRIKE-LAST for the rest of the turn.
KEYWORDSOFFICAR’S ORDERS

Any Charge Phase
STRIKE THEM DOWN: The soldiers are ordered to cut down the enemy post-haste.

Declare: Pick a friendly CITIES OF SIGMAR HERO that has not used an OFFICAR’S ORDER ability this turn to use this ability, then pick a friendly CITIES OF SIGMAR unit that charged this turn that is wholly within 12" of that HERO to be the target.

Effect: Add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.

In addition, if the target is an AELF unit, add 1 to hit rolls for the target’s combat attacks for the rest of the turn.

Any Combat Phase
HOLD THE LINE: A close-formation battleline held by the resolute faithful of Sigmar is nigh impossible to penetrate.

Declare: Pick a friendly CITIES OF SIGMAR HERO that has not used an OFFICAR’S ORDER ability this turn to use this ability, then pick a friendly CITIES OF SIGMAR unit wholly within 12" of that HERO and that did not charge this turn to be the target.

Effect: The target has STRIKE-LAST and WARD (5+) for the rest of the turn.

In addition, if the target is DUARDIN, subtract 1 from hit rolls for combat attacks that target that unit for the rest of the turn.
KEYWORDSOFFICAR’S ORDERS

Battle Formations

You can pick 1 of the following battle formations for a Cities of Sigmar army. Each battle formation grants a different ability you can use in the battle.

Dawnbringer Crusade

Passive
’FORWARDS, DAWNERS!’: Though the odds of their success have sunk to desperate lows, new Dawnbringer columns plunge into the nightmarish wilds; armed with potent weaponry, ready to drive great spear-like assaults into enemy territory.

Effect: Add 2" to the Move characteristic of friendly CITIES OF SIGMAR units in the first battle round.


Fortress-city Defenders

Passive
BULWARK ZONE: Each great fortress-city is able to hold back the enemies at the gates through the discipline and vigilance of their standing armies.

Effect: Friendly CITIES OF SIGMAR units that have the ‘Fortify Position’ ability start the first battle round in a fortified position.

In addition, in the first battle round, subtract 1 from wound rolls for attacks that target friendly CITIES OF SIGMAR units while they are wholly within friendly territory.


Ironweld Guild Army

Passive
FAITH AND FIREPOWER: The powerful guilds thrive in industrial cities such as Greywater Fastness, leveraging the skill of Ironweld engineers to supply their forces with expertly crafted weapons.

Effect: Add 3" to the Range characteristic of ranged weapons used by friendly CITIES OF SIGMAR units.


Collegiate Arcane Expedition

Passive
ELDRITCH EXPERTISE: Whether from the famed colleges of Hallowheart or the populace of Settler’s Gain, the Collegiate Arcane often assembles forces to escort mages on their quests to acquire powerful artefacts or drive back the forces of Chaos.

Effect: Add 1 to casting rolls for friendly CITIES OF SIGMAR WIZARDS.

Heroic Traits

Sentinels of Order

HERO only

Passive
MASTER OF BALLISTICS: This hero takes great pride in the quality of the firearms forged in their city. Thus, they demand the most from the weapons’ wielders in battle.

Effect: If a friendly CITIES OF SIGMAR unit uses the ‘All-out Attack’ command in the shooting phase while it is within this unit’s combat range, add 1 to wound rolls for that unit’s shooting attacks in that phase. This effect is in addition to the effect of ‘All-out Attack’.

Passive
GRIZZLED VETERAN: This hero has seen countless battles in their time and is able to withstand even the mightiest blows.

Effect: If the unmodified wound roll for an attack that targets this unit is a 1-3, the attack fails and the attack sequence ends.

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

Effect: If this unit charged this turn, you can re-roll charge rolls for friendly CITIES OF SIGMAR units while they are wholly within 18" of this unit.

Artefacts of Power

Treasures of the Cities

HERO only

Passive
SACRED TOME: Upon this ancient parchment of this hallowed tome are the litanies of the Cults Unberogen.

Effect: If this unit is not a PRIEST, it has PRIEST (1). If this unit is already a PRIEST, add 1 to chanting rolls for this unit.

If this unit is a WIZARD, it cannot use SPELL abilities and PRAYER abilities in the same phase.

Passive
GLIMMERING: The glinting facets of this tiny fragment of Mallus offer fleeting glimpses of the future.

Effect: Each phase, you can re-roll 1 hit roll, or 1 wound roll, or 1 save roll for this unit.

End of Any Turn
BRAZIER OF HOLY FLAME: This torch symbolises the light of civilisation being carried into the darkness, a sacred act that emboldens those who march alongside it.

Declare: Pick a friendly non-HERO CITIES OF SIGMAR INFANTRY unit that is not in combat and wholly within 12" of this unit.

Effect: You can return up to D3 slain models to that unit.

Spell Lore

Spells of the Collegiate Arcane

Your Hero Phase
7
ELEMENTAL LIGHTNING: Lightning bursts from the wizard’s fingertips and arcs towards the enemy with crackling fury.

Declare: Pick a friendly CITIES OF SIGMAR WIZARD to cast this spell, pick a visible enemy unit within 18" of them that has not been picked to be the target of this ability this turn to be the target, then make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on the target. Then, roll a dice for each other enemy unit within the target’s combat range. On a 4+, inflict D3 mortal damage on that unit.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
7
SPEED OF THE TWIN-TAILED COMET: The wizard grants their allies swift-moving bestial forms.

Declare: Pick a friendly CITIES OF SIGMAR WIZARD to cast this spell, pick a visible friendly CITIES OF SIGMAR unit wholly within 12" to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, add 1 to the number of dice rolled when making charge rolls for the target, to a maximum of 3.
KEYWORDSSPELL

Your Hero Phase
7
CINDERCLOUD: Blinding sparks and thick plumes of smoke mask the battlefield and fall upon the enemy ranks, sowing confusion and stifling their assault.

Declare: Pick a friendly CITIES OF SIGMAR WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, subtract 1 from the Attacks characteristic of the target’s melee weapons.
KEYWORDSSPELL

Prayer Lore

Scriptures of Sigmar

Your Hero Phase
4
WRATH AND RUIN: The very earth cracks before the priest, venting fire and sulphurous fumes that engulf the enemy.

Declare: Pick a friendly CITIES OF SIGMAR PRIEST to chant this prayer, pick a visible enemy unit within 18" of them to be the target, then make a chanting roll of D6.

Effect: Roll 6 dice. If the chanting roll was 8+, roll 9 dice instead. For each 5+, inflict 1 mortal damage on the target. If 3 or more damage points are allocated to the target as a result of those dice rolls, ignore positive modifiers to save rolls for the target until the start of your next turn.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
4
UNFALTERING AIM: The moment this prayer is answered, the wind dies down to naught and weapons hold steady as if frozen in time, allowing shots to hit their mark with ease.

Declare: Pick a friendly CITIES OF SIGMAR PRIEST to chant this prayer, pick a visible friendly CITIES OF SIGMAR unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Add 1 to hit rolls for the target’s shooting attacks for the rest of the turn. In addition, if the chanting roll was 10+, add 1 to wound rolls for the target’s shooting attacks for the rest of the turn.
KEYWORDSPRAYER

Your Hero Phase
5
OATH AND STEEL: The blessing of the maker-gods hardens steel as each suit of armour remembers the hammer blows that forged it.

Declare: Pick a friendly CITIES OF SIGMAR PRIEST to chant this prayer, pick a visible friendly CITIES OF SIGMAR unit wholly within 12" of them to be the target, then make a chanting roll of D6. Add 1 to the roll if the chanter is DUARDIN.

Effect: Subtract 1 from wound rolls for attacks that target that unit until the start of your next turn. In addition, if the chanting roll was 10+, add 1 to save rolls for the target until the start of your next turn.
KEYWORDSPRAYER

Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

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

2.1 Battle Formations
Many factions contain one or more battle formations. Each battle formation grants unique benefits to your army. The faction rules for your faction will explain any battle formation options.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, il might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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

Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with a frenzied vigour.

Used By: The unit using that ATTACK ability.

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On a chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

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

Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.

The non-HERO CITIES OF SIGMAR and INFANTRY keywords are used in the following Cities of Sigmar warscrolls:

18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).

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

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