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:Contents | ||
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Show History | ||||
| Book | Kind | Edition | Last update | |
Cities of Sigmar | ||||
Cities of Sigmar | Faction Pack | 4 | July 2025 | |
Spearhead: Cities of Sigmar - Zenestra's Zealots | ||||
Spearhead: Cities of Sigmar - Zenestra's Zealots | Expansion | 4 | May 2026 | |
Rules Updates | ||||
Rules Updates | Rulebook | 4 | April 2026 | |
Spearhead: City of Ash | ||||
Spearhead: City of Ash | Expansion | 4 | April 2026 | |
Legends compendium | ||||
Legends compendium | Warscroll | 4 | April 2026 | |
Spearhead: Cities of Sigmar - Castelite Company | ||||
Spearhead: Cities of Sigmar - Castelite Company | Expansion | 4 | April 2026 | |
Spearhead: Cities of Sigmar - Fusil Platoon | ||||
Spearhead: Cities of Sigmar - Fusil Platoon | Expansion | 4 | April 2026 | |
Battle Profiles | ||||
Battle Profiles | Rulebook | 4 | April 2026 | |
Daughters of Khaine | ||||
Daughters of Khaine | Battletome | 4 | March 2026 | |
Sylvaneth | ||||
Sylvaneth | Battletome | 4 | March 2026 | |
Disciples of Tzeentch | ||||
Disciples of Tzeentch | Battletome | 4 | February 2026 | |
Ossiarch Bonereapers | ||||
Ossiarch Bonereapers | Battletome | 4 | February 2026 | |
Lumineth Realm-lords | ||||
Lumineth Realm-lords | Battletome | 4 | February 2026 | |
Scourge of Ghyran - Cities of Sigmar | ||||
Scourge of Ghyran - Cities of Sigmar | Expansion | 4 | December 2025 | |
Darkwater Heroes - Legends Warscrolls | ||||
Darkwater Heroes - Legends Warscrolls | Warscroll | 4 | December 2025 | |
Regiments of Renown | ||||
Regiments of Renown | Warscroll | 4 | September 2025 | |
Grotmas Advent: Regiments of Renown | ||||
Grotmas Advent: Regiments of Renown | Warscroll | 4 | September 2025 | |
Flesh-eater Courts | ||||
Flesh-eater Courts | Battletome | 4 | August 2025 | |
Kharadron Overlords | ||||
Kharadron Overlords | Battletome | 4 | July 2025 | |
Regiments of Renown - Idoneth Deepkin | ||||
Regiments of Renown - Idoneth Deepkin | Expansion | 4 | July 2025 | |
Sons of Behemat | ||||
Sons of Behemat | Faction Pack | 4 | January 2025 | |
The Duardin Ascendant | ||||
The Duardin Ascendant | White Dwarf | 4 | November 2024 | |
Stormcast Eternals | ||||
Stormcast Eternals | Battletome | 4 | September 2024 | |
| Q: | Can a Luminark of Hysh use the ‘Covering Fire’ command to shoot with its Searing Beam of Light? |
| A: | No, because attacks made with Searing Beam of Light require you to pick a point on the battlefield to be the target rather than an enemy unit. |
Cities of Sigmar armies can use the following abilities:
Your Movement Phase |
| KEYWORDS | OFFICAR’S ORDERS |
Any Shooting Phase |
| KEYWORDS | OFFICAR’S ORDERS |
Any Charge Phase |
Any Combat Phase |
| KEYWORDS | OFFICAR’S ORDERS |
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.
| Name | Points |
| Dawnbringer Crusade | 0 |
| Fortress-city Defenders | 0 |
| Ironweld Guild Army | 0 |
| Collegiate Arcane Expedition | 0 |
| Veteran Cannoneers | 30 |
| Fearless Exemplars | 0 |
Passive |
Passive |
Passive |
Passive |
Veteran Cannoneers Once Per Turn (Army), Your Shooting Phase |
Fearless Exemplars Once Per Turn (Army), Your Hero Phase |
Passive |
Passive |
Passive |
Castelite Veterans Your Hero Phase |
Any Combat Phase |
Your Hero Phase |
Passive |
Passive |
End of Any Turn |
Your Hero Phase | 7 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER, UNLIMITED |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER |
Your Hero Phase | 5 |
| KEYWORDS | PRAYER |
The Duardin AscendantROSTER OPTIONS
REGIMENT OPTIONS
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Passive |
Once Per Turn (Army), Your Hero Phase |
Once Per Turn (Army), Your Shooting Phase |
Once Per Turn (Army), Your Charge Phase |
Once Per Turn (Army), Any Comhat Phase |
Passive |
Once Per Battle, Your Hero Phase |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER, UNLIMITED |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER |
Fusil-Platoon| This Spearhead army consists of the following units: General
Units
| ||
Passive |
Once Per Turn (Army), Your Shooting Phase |
Once Per Battle, Deployment Phase |
Once Per Battle, Your Movement Phase |
Passive |
Once Per Turn, Your Movement Phase |
Once Per Turn, Enemy Combat Phase |
5" 8 3+ 2 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. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Long Fusil | ||||||||
| Long Fusil | 24" | 3 | 3+ | 3+ | 1 | 2 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Warhulk's Mace | ||||||||
| Warhulk's Mace | 4 | 4+ | 2+ | 2 | 2 | |||
Your Shooting Phase |
KEYWORDS | HERO, INFANTRY, CASTELITE |
5" 1 5+ 1 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. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Hunting Crossbow | ||||||||
| Hunting Crossbow | 15" | 2 | 4+ | 4+ | 1 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Hunting Weapons | ||||||||
| Hunting Weapons | 2 | 4+ | 4+ | - | 1 | |||
| Trailhound’s Ferocious Bite | ||||||||
| Trailhound’s Ferocious Bite | 2 | 4+ | 3+ | - | 1 | |||
Deployment Phase |
KEYWORDS | INFANTRY |
5" 5 5+ 2 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 from their crucibles, channelling metallurgic magic to destroy their foes. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Tongstaff | |||||||
| Tongstaff | 3 | 4+ | 4+ | 1 | D3 | ||
Your Hero Phase |
KEYWORDS | HERO, WIZARD, INFANTRY |
5" 1 4+ 1 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. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Fusil-cannon | ||||||||
| Fusil-cannon | 18" | 2 | 4+ | 4+ | 1 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Bayonet | ||||||||
| Bayonet | 1 | 4+ | 4+ | - | 1 | |||
Passive |
Once Per Turn (Army), Your Shooting Phase |
KEYWORDS | INFANTRY, CASTELITE, REINFORCEMENTS |
Castelite Company| This Spearhead army consists of the following units: General
Units
| ||
Once Per Battle Round, Start of Battle Round |
Passive |
Once Per Turn, Enemy Shooting Phase |
Once Per Battle, Start of Any Turn |
End of Any Turn |
Passive |
Passive |
10" 7 3+ 2 Every Cavalier-Marshal is trained to be bold and aggressive, taking the fight to the foe when they are at their weakest. Nigh unstoppable on the charge, they gallop hard into the enemy ahead of their soldiers, collapsing battlelines in a single decisive attack even as they spur their fellow Sigmarites into battle with rousing calls to action. Though they often carry the weight of a Dawnbringer Crusade upon their shoulders, they are inspiring champions well used to leading by example. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Dragoon Pistol [Shoot in Combat] | ||||||||
| Dragoon Pistol Shoot in Combat | 10" | 2 | 3+ | 4+ | 1 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Master-forged Longsword | ||||||||
| Master-forged Longsword | 5 | 3+ | 4+ | 1 | 2 | |||
| Warhorse’s Steel-shod Hooves [Companion] | ||||||||
| Warhorse’s Steel-shod Hooves Companion | 2 | 5+ | 3+ | - | 1 | |||
Your Hero Phase |
KEYWORDS | HERO, CAVALRY |
3" 8 4+ 2 The massive artillery pieces known as Ironweld Great Cannons act as the bastions of the Castelite formations. Protected by thick oaken gunshields affixed to the weapon’s fore, the crew tirelessly load and reload their weapon to ensure the barrage upon the enemy is relentless. Should foes draw too close, a muzzle full of grapeshot will bring their charge to an abrupt and gory halt. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Great Cannon: Cannonball | ||||||||
| Great Cannon: Cannonball | 24" | 2 | 4+ | 2+ | 2 | D3+2 | ||
| Great Cannon: Grapeshot | ||||||||
| Great Cannon: Grapeshot | 12" | 5 | 3+ | 3+ | 1 | 2 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Crew’s Tools and Sidearms | ||||||||
| Crew’s Tools and Sidearms | 2 | 4+ | 4+ | - | 1 | |||
Passive |
KEYWORDS | WAR MACHINE, REINFORCEMENTS |
10" 3 3+ 1 The battlefield shakes as the heavy cavalry of the Sigmarite cities make their charge. No idle jousters are the Freeguild Cavaliers but men and women hardened by bitter experience and keen to take out their wrath on the enemies of the God-King. These knights are at their most fearsome when they crash into the foe at full speed, but they are certainly no strangers to brutal attritional melees in which rider and steed are expected to fight for hours at a time without rest. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Cavalier Weapon [Charge (+1 Damage)] | |||||||
| Cavalier Weapon Charge (+1 Damage) | 3 | 4+ | 4+ | 1 | 1 | ||
| Warhorse’s Steel-shod Hooves [Companion] | |||||||
| Warhorse’s Steel-shod Hooves Companion | 2 | 5+ | 3+ | - | 1 | ||
Any Charge Phase |
KEYWORDS | CAVALRY, REINFORCEMENTS |
5" 1 4+ 1 While the hard-slogging Freeguild Steelhelms 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. With shields locked together and voices joined in song, they can prove a difficult prospect for even the most hardened killers. The Battle Priests who accompany them are experts in reconsecrating those lands tainted by Chaos, and turning the innate power of the land to their advantage – even if it takes the sacrifice of their comrades-in-arms to do so. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Freeguild Weapon | |||||||
| Freeguild Weapon | 2 | 4+ | 4+ | - | 1 | ||
Your Movement Phase |
KEYWORDS | INFANTRY, REINFORCEMENTS |
Sentinels of Embergard| This Spearhead army consists of the following units: General
Units
| ||
Once Per Turn (Army), Reaction: You declared a FIGHT ability for your general or a friendly non-HERO unit wholly within 12" of your general |
Passive |
Passive |
Any Shooting Phase |
Passive |
Once Per Battle, Your Movement Phase |
Once Per Battle, Any Combat Phase |
6" 5 4+ 2 Jorvan Kreel seems to live a bleakly charmed life. Once, he was a Ranger-Colonel of Anvilgard, patrolling the outskirts of that skulduggerous city. He escaped the Khainite invasion and spent years assembling a mercenary fleet to take revenge. The Vermindoom shattered that hope and put him on the path to Embergard. Aided by Thexa, his loyal ash panther companion, Kreel remains a courageous, tenacious and cunning leader of men, if sometimes an arrogant loose cannon. None can be sure if he wishes to protect Embergard for its own sake or use it as a stepping stone towards vengeance... | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Ranger Blades | |||||||
| Ranger Blades | 6 | 3+ | 4+ | 1 | 2 | ||
Your Hero Phase |
End of Any Turn |
KEYWORDS | HERO, INFANTRY |
5" 5 4+ 2 Many are the fanatical Cults Unberogen, but few are more eager to take to the battlefield than the Mallus Forgepriests. These warrior-preachers worship Sigmar as a hammer set to crush all who would threaten civilisation, and they revere the meteoric iron recovered from fallen Azyrite comets as a holy material that demands to be turned into blessed weapons. A Forgepriest is both a fierce warrior and an agent of purification and consecration. Where they stride, bellowing their Sigmarite hymnals, corruption of all kinds seems to wither away – emboldening those who fight nearby. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Sigmarite Warhammer | |||||||
| Sigmarite Warhammer | 4 | 4+ | 3+ | 1 | D3 | ||
Your Hero Phase |
KEYWORDS | HERO, PRIEST, INFANTRY |
5" 1 4+ 1 Freeguild Grenadiers are close-quarters specialists: the roughest, toughest and most recklessly courageous of a city’s soldiery. They inevitably draw the bloodiest and dirtiest missions, be it cutting through a tumbled strongpoint or leading a purge operation into a subterranean nest of evil. It is a mark of the Grenadiers’ slightly mad bravado that they take pride in such tasks – maybe even eagerly anticipate them. Part of this enthusiasm perhaps comes from the chance to deploy their murderous arsenal, from flesh-mangling scattershot blasters and bombs to incinerating flame-hurlers. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Ruin-sweeper Arsenal | ||||||||
| Ruin-sweeper Arsenal | 10" | 1 | 4+ | 2+ | 2 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Grenadier Bardiche | ||||||||
| Grenadier Bardiche | 2 | 4+ | 4+ | 1 | 2 | |||
Once Per Turn (Army), End of Any Turn |
KEYWORDS | INFANTRY, REINFORCEMENTS |
5" 2 3+ 1 Gallants see themselves as especially honourable warriors. Each is a veteran; perhaps they found that a life of peace after their tour of duty did not suit them, or their home was destroyed by one of Sigmar’s many enemies. Either way they have returned to the front, forming martial circles with other like-minded souls and practically demanding to be deployed where the fighting is thickest. Gallants often position themselves slightly outside the command structure of the Freeguilds; the heraldry they bear is in memory of fallen strongpoints and cities, a promise to avenge the dead. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Weapons of Gallantry | |||||||
| Weapons of Gallantry | 2 | 3+ | 4+ | 1 | 1 | ||
Any Combat Phase |
KEYWORDS | INFANTRY |
Zenestra’s Zealots| This Spearhead army consists of the following units: General
Units
| ||
Whisperblades ensure that their masters are omniscient and their enemies oblivious.
Your Whisperblade is not set up during the deployment phase. Instead, from the second battle round onwards, it can use the following ability: Your Movement Phase |
Passive |
Once Per Turn (Army), Your Movement Phase |
Passive |
Passive |
Once Per Battle, Your Hero Phase |
Once Per Turn, Reaction: You declared a RUN ability for a non-HERO unit wholly within 12" of your general |
Any Combat Phase |
5" 5 3+ 2 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. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Duelling Pistols [Shoot in Combat] | ||||||||
| Duelling Pistols Shoot in Combat | 10" | 4 | 3+ | 4+ | 1 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Master-forged Weapon | ||||||||
| Master-forged Weapon | 5 | 3+ | 4+ | 1 | 2 | |||
Your Hero Phase |
Passive |
KEYWORDS | HERO, INFANTRY |
5" 9 5+ 2 4+ The Great Wheel turns, and the driving force is faith. As Zenestra gives her inspiring battlefield sermons, the raw celestial power of the God-King crackles out from her sacred palanquin to incinerate her enemies, whilst her acolytes bludgeon and hew any foolish enough to approach her without permission. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Sceptre of the Wheel | |||||||
| Sceptre of the Wheel | 3 | 4+ | 4+ | 1 | D3 | ||
Your Hero Phase |
KEYWORDS | HERO, PRIEST, INFANTRY, WARD (4+) |
5" 3 6+ 2 Lurking in the shadows is the Whisperblade, who keeps the Freeguild Marshal apprised of dissent. They wear a cloak of Ulguan falsecloth that allows them to blend with the darkness – all the better to listen, learn and assassinate. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Enchanted Rapier | |||||||
| Enchanted Rapier | 4 | 3+ | 4+ | 2 | 2 | ||
Passive |
KEYWORDS | INFANTRY |
5" 2 4+ 2 Freeguild Arch-Knights are mighty warriors uplifted from the ranks, outfitted with the finest arms and armour and expected to lead by example. Accompanied by their retinue of specialists, they smash and cleave their way through their foes, leading the rank and file to victory | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Command Weapons | |||||||
| Command Weapons | 3 | 3+ | 4+ | 1 | 1 | ||
Once Per Turn, Reaction: You used a command |
KEYWORDS | INFANTRY, REINFORCEMENTS |
5" 1 4+ 1 The Steelhelms are the weatherbeaten infantry at the heart of each Freeguild regiment. Inspired by the presence of Pontifex Zenestra, they march fearlessly into battle, hacking away at enemies that stray too close with swords, axes and mauls. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Freeguild Weapon | |||||||
| Freeguild Weapon | 2 | 4+ | 4+ | - | 1 | ||
Any Combat Phase |
KEYWORDS | INFANTRY, REINFORCEMENTS |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
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| ||
| In some cases, it 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. | ||
Your Shooting Phase |
| KEYWORDS | CORE, ATTACK, SHOOT |
Any Combat Phase |
| KEYWORDS | CORE, ATTACK, FIGHT |
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| The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature. | ||
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
Enemy Shooting Phase | 1 |
| KEYWORDS | SHOOT, ATTACK |
The CITIES OF SIGMAR and HERO keywords are used in the following Cities of Sigmar warscrolls:
The HUMAN keyword is used in the following Cities of Sigmar warscrolls:
| ||
| 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. | ||
The AELF keyword is used in the following Cities of Sigmar warscrolls:
Passive |
The DUARDIN keyword is used in the following Cities of Sigmar warscrolls:
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
The CITIES OF SIGMAR and WIZARD keywords are used in the following Cities of Sigmar warscrolls:
The HUMAN, INFANTRY and HERO keywords are used in the following Cities of Sigmar warscrolls:
The non-HERO HUMAN and INFANTRY keywords are used in the following Cities of Sigmar warscrolls:
The HUMAN and WAR MACHINE keywords are used in the following Cities of Sigmar warscrolls:
The HERO keyword is used in the following Cities of Sigmar warscrolls:
Reaction: You declared an ATTACK ability | 1 |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
Your Movement Phase |
| KEYWORDS | CORE, MOVE |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RUN |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
The CITIES OF SIGMAR and HUMAN keywords are used in the following Cities of Sigmar warscrolls:
The INFANTRY keyword is used in the following Cities of Sigmar warscrolls:
The CAVALRY keyword is used in the following Cities of Sigmar warscrolls:
| Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control. | ||
The PRIEST keyword is used in the following Cities of Sigmar warscrolls:
Your Hero Phase |
| KEYWORDS | PRAYER, UNLIMITED |
Once Per Battle, Your Hero Phase | 7 |
| KEYWORDS | PRAYER |
The WIZARD keyword is used in the following Cities of Sigmar warscrolls:
The non-HERO CITIES OF SIGMAR and INFANTRY keywords are used in the following Cities of Sigmar warscrolls:
The CITIES OF SIGMAR and PRIEST keywords are used in the following Cities of Sigmar warscrolls:
The warscrolls using ORDER and DUARDIN keywords can be found in the following Factions:
Order: Cities of Sigmar, Fyreslayers, Kharadron Overlords.The ORDER and DUARDIN keywords are used in the following warscrolls:
The FYRESLAYERS keyword is used in the following Fyreslayers warscrolls:
The KHARADRON OVERLORDS keyword is used in the following Kharadron Overlords warscrolls:
The CITIES OF SIGMAR and DUARDIN keywords are used in the following Cities of Sigmar warscrolls:
The warscrolls using DUARDIN, ORDER and PRIEST keywords can be found in the following Factions:
Order: Cities of Sigmar, Fyreslayers.The DUARDIN, ORDER and PRIEST keywords are used in the following warscrolls:
The warscrolls using ORDER, DUARDIN and INFANTRY keywords can be found in the following Factions:
Order: Cities of Sigmar, Fyreslayers, Kharadron Overlords.The ORDER, DUARDIN and INFANTRY keywords are used in the following warscrolls:
The warscrolls using DUARDIN, ORDER and HERO keywords can be found in the following Factions:
Order: Cities of Sigmar, Fyreslayers, Kharadron Overlords.The DUARDIN, ORDER and HERO keywords are used in the following warscrolls:
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Contents | ||