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:
|
|
Cities of Sigmar |
Cities of Sigmar | Battletome | 4 | July 2025 |
Rules Updates |
Rules Updates | Rulebook | 4 | August 2026 |
| 4 | July 2026 |
| 4 | July 2026 |
| 4 | June 2026 |
| 4 | May 2026 |
| 4 | April 2026 |
| 4 | April 2026 |
Legends Warscrolls |
Legends Warscrolls | Warscroll | 4 | July 2026 |
| 4 | June 2026 |
| 4 | April 2026 |
Darkwater Heroes - Legends Warscrolls |
Darkwater Heroes - Legends Warscrolls | Warscroll | 4 | July 2026 |
| 4 | June 2026 |
| 4 | December 2025 |
Battle Profiles |
Battle Profiles | Rulebook | 4 | July 2026 |
| 4 | July 2026 |
| 4 | June 2026 |
| 4 | April 2026 |
Ogor Mawtribes |
Ogor Mawtribes | Battletome | 4 | July 2026 |
Scourge of Aqshy - Cities of Sigmar |
Scourge of Aqshy - Cities of Sigmar | Expansion | 4 | June 2026 |
Battletome Supplement: Cities of Sigmar |
Battletome Supplement: Cities of Sigmar | Supplement | 4 | June 2026 |
| 4 | May 2026 |
Spearhead: Cities of Sigmar - Zenestra's Zealots |
Spearhead: Cities of Sigmar - Zenestra's Zealots | Expansion | 4 | May 2026 |
Spearhead: City of Ash |
Spearhead: City of Ash | Expansion | 4 | April 2026 |
Spearhead: Cities of Sigmar - Fusil Platoon |
Spearhead: Cities of Sigmar - Fusil Platoon | Expansion | 4 | April 2026 |
Spearhead: Cities of Sigmar - Castelite Company |
Spearhead: Cities of Sigmar - Castelite Company | Expansion | 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 |
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 |
Battletome: Cities of Sigmar
| Q: | Does the ‘Overheating’ ability remove one heat token or one heat token for each 5+? |
| A: | One heat token for each 5+. |
Cities of Sigmar armies can use the following abilities:
FORM UP!: Once the order is given, shieldwalls and cannon batteries link up to form a fortress of flesh and steel that little can stand against.
Declare: Pick a friendly
CITIES OF SIGMAR unit to use this ability, then pick 2 other
visible friendly
CITIES OF SIGMAR units wholly within 12" of it to be the targets.
The unit using this ability and the targets:
- cannot be under orders.
- must each be a different unit type.
Effect: For the rest of the battle round, the unit using this ability and the targets are
under orders.
Designer’s Note: ‘Unit type’ refers to the name of the warscroll (Core Rules, 4.0), e.g. ‘Freeguild Cavalier-Marshal’ or ‘Cannonade Cogfort’.
TAKE AIM!: While their shield-slogging comrades keep the foe at bay, sharpshooters rain down punishing volumes of fire on helpless foes.
Declare: Pick a friendly unit that is
under orders to use this ability.
Effect: Pick 1 of that unit’s ranged weapons. Add 1 to
hit rolls for
shooting attacks made with that weapon for the rest of the turn.
SOUND THE ATTACK!: As the piercing note of a war-horn sounds, shields shift aside to permit cavalry and hollering assault troops to sally forth and engage the foe.
Used By: The unit using that
CHARGE ability.
Effect: You can change the lowest D6 in the
charge roll to match the highest D6.
INTO THEM, YOU DOGS!: Sigmarite officers demand remarkable feats from their warriors, leading them into the furnace of battle with a rousing speech and a sword held high.
Declare: Pick a friendly
HERO that is
under orders to use this ability. That unit is the
field officer for the rest of the turn. Then, pick 2 other
visible friendly
non-HERO units that are
under orders and wholly within 12" of the
field officer to be the targets.
Effect: For the rest of the turn, the first time the
field officer uses a
FIGHT ability, you can pick a target that has not used a
FIGHT ability this turn. That target is
inspirited and the other target is
emboldened. The
inspirited target can be picked to use a
FIGHT ability immediately after the
FIGHT ability used by the
field officer has been resolved. Then, if the
emboldened target has not used a
FIGHT ability this turn, it can be picked to use a
FIGHT ability immediately after the
inspirited target’s
FIGHT ability has been resolved.
HURL THEM BACK!: After the enemy has spent their fury, the Sigmarites heave forward, shoving their foes off balance and leaving them open to a killing blow.
Declare: Pick a friendly unit that is
under orders and
in combat with an enemy unit that
charged this turn to use this ability.
Effect: For the rest of the turn, add 1 to the Rend characteristic of that unit’s melee weapons.
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.
Stalwart Guardians
TO THE LAST: Determined to safeguard all that they cherish, the Sigmarites charge into battle to reinforce wavering battlelines.
Effect: Each time a friendly unit that is
under orders uses the ‘
Rally’ command, you can make 3 additional rally rolls of D6.
Collegiate Exemplars
MASTERS OF THE ARCANE: The battlemages of the Collegiate Arcane might be intimidating and occasionally aloof, but their sorcery perfectly supplements a fighting formation.
Effect: Add 1 to arcane manipulation rolls and
banishment rolls for friendly
WIZARDS that are
under orders.
Designer’s Note: WIZARDS in this battletome use arcane manipulation rolls for a variety of powerful effects.
Zealous Hordes
THRONGS OF THE FAITHFUL: All that remains in these Sigmarites’ hearts is a burning desire for vengeance against the reavers who slaughtered their loved ones.
Effect: For the rest of the turn, add 1 to
wound rolls for
combat attacks made by friendly
SIGMARITE units that target the enemy unit using that
FIGHT ability.
Swift Reinforcements
DAWNBRINGER CRUSADE: Pouring forth from the Cities of Sigmar, the Dawnbringer Crusades seek to reconquer and reconsecrate the Mortal Realms in the name of the God-King.
Declare: Pick a friendly
non-HERO CITIES OF SIGMAR INFANTRY unit wholly within friendly territory to use this ability.
Effect: If that unit is
in combat, it can move 6". It can move through the
combat ranges of enemy units but can only end that move in combat with units it was in combat with at the start of that move. It does not have to end the move in combat.
If that unit is not in combat, it can move 6". It cannot move into combat during any part of that move.
Veteran Cannoneers
CANNY CREWS: The crews of these Great Cannons are so well trained they often fire the perfect shot, blasting off the heads of monsters or mowing down ranks of the enemy.
Declare: Pick up to 3 friendly
Ironweld Great Cannon units to be the targets.
Effect: For the rest of the turn, each time the target uses a
SHOOT ability, you can re-roll 1
hit roll, or 1
wound roll, or 1 random characteristic roll for the Damage characteristic.
Fearless Exemplars
FRONT-LINE LEADER: The officars of this army are the stuff of Dawnbringer legend, hard-bitten veterans that stand with the troops through thick and thin. Their exemplary behaviour and courage inspires their soldiers to fight all the harder when the going gets tough.
Declare: Pick a friendly
CITIES OF SIGMAR HUMAN INFANTRY HERO to use this ability. Then, you can pick up to 1 friendly
NON-HERO HUMAN INFANTRY unit and up to 1 friendly
HUMAN WAR MACHINE unit that are wholly within 12" of that
HERO to be the targets.
Effect: While the targets are wholly within 12" of that
HERO, add 1 to the Rend characteristic of the target
INFANTRY unit’s melee weapons and the target
WAR MACHINE unit’s ranged weapons until the start of your next turn.
Thrall Warhost
On 1st June 2027, these rules will move over to Warhammer Legends. This means that they will no longer be legal for competitive play
HAVE NO MERCY: Their mistress’s commands echoing in their minds, the aelves of the Darkling Covens are compelled to murder the foe with pitiless efficiency, their dark-hearted kin joining them in the slaughter.
Declare: Pick a
visible enemy unit to be the target.
Effect: Until the start of the next battle round, add 1 to
wound rolls for
combat attacks made by friendly
CITIES OF SIGMAR AELF units that target that enemy unit while it is damaged or has had any models slain in the same turn.
Grudgebound War Throng
On 1st June 2027, these rules will move over to Warhammer Legends. This means that they will no longer be legal for competitive play
I’VE SEEN WORSE AND KILLED BETTER: The duardin who battle for the Cities of Sigmar are as gruff and critical as they are loyal, courageous and bold. Little can move them once their mind is set or their feet planted.
Declare: Pick an enemy unit that
charged this turn and is
in combat with any friendly
CITIES OF SIGMAR DUARDIN units that did not charge this turn to be the target.
Effect: Roll a dice. On a 4+, other than the
Companion weapon ability, weapon abilities for the target’s
combat attacks have no effect for the rest of the turn.
Sentinels of Order
(
HERO only excluding
Cannonade Cogfort and
Conqueror Cogfort)
|
| STENTORIAN GENERAL | 0 |
| BELOVED LEADER | 0 |
| GRIZZLED DRILLMASTER | 0 |
STENTORIAN GENERAL: This hero’s bellowed threats are so intense that the enemy cowers before them.
Effect: Subtract 1 from
ward rolls for enemy units while they are
in combat with any
visible friendly units that are wholly within 12" of this unit and
under orders.
BELOVED LEADER: Such is the esteem in which this officer is held that their soldiers would march into the jaws of death without fear.
Effect: Ignore negative modifiers to
hit rolls and
wound rolls applied by enemy abilities for attacks made by
visible friendly units that are wholly within 12" of this unit and
under orders.
GRIZZLED DRILLMASTER: This warrior is a grim-faced veteran who mercilessly drills regiments under their command, not out of cruelty but from a desire to ensure their survival.
Effect: Other
visible friendly units have
WARD (6+) while they are wholly within 12" of this unit and
under orders.
Castelite Veterans
HERO only
|
| ASTUTE TACTICIAN | 0 |
| DRAW STEEL! | 0 |
| COSMOPOLITAN LEADER | 20 |
ASTUTE TACTICIAN: This Sigmarite has spent as much time with their nose in military tomes as they have knee-deep in the spilled guts of their foes. Their erudition in the subject of battlefield manoeuvres is highly regarded.
Declare: Pick a friendly
CITIES OF SIGMAR unit wholly within 12" of this unit to be the target.
Effect: For the rest of the turn, add 1 to
charge rolls for the target and add 2 to
run rolls for the target.
DRAW STEEL!: With a bellow, the officar lunges into battle, and their troops follow them with as much steel in their hearts as they wield in their clenched fists.
Declare: If this unit
charged this turn, pick a friendly
CITIES OF SIGMAR HUMAN unit that charged this turn and is wholly within 12" of this unit to be the target.
Effect: Add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.
COSMOPOLITAN LEADER: This officar has trained under and alongside all the myriad factions that dwell within the walls of the Cities of Sigmar. Their knowledge of many different fighting styles and disciplines is a rare quality.
Declare: Pick a friendly
CITIES OF SIGMAR INFANTRY or
CAVALRY unit wholly within 12" of this unit to be the target. If this unit is
HUMAN, pick up to 3 eligible units to be the targets instead.
Effect: Roll a dice. On a 3+, until the start of your next turn:
- If the target is HUMAN, add 1 to wound rolls for the target’s combat attacks.
- If the target is DUARDIN, add 1 to charge rolls for the target.
- If the target is AELF, add 3 to the target’s control score.
Sentinels of Order
You can pick a
heroic trait from this table instead of from other Heroic Traits tables available to this faction.
(
HERO only excluding
Cannonade Cogfort and
Conqueror Cogfort)
|
| PIOUS VETERAN | 0 |
| BRISTLING ATTITUDE | 0 |
| COSMOPOLITAN LEADER | 0 |
PIOUS VETERAN: The quiet strength of this warrior’s faith is such that tiny miracles manifest around them wherever they go
Effect: Each time you pick targets while declaring a
PRAYER ability used by a friendly
CITIES OF SIGMAR PRIEST, if this unit is eligible to be picked, you can pick it to be an additional target.
BRISTLING ATTITUDE: Many enemy assaults falter in the face of this general’s fiery yet determined resistance.
Effect: Spend any number of
rage dice. If your opponent’s
fury level is lower than yours, they must increase their
fury level by 1, to a maximum of 7. Then, roll
X dice, where
X is the number of
rage dice spent. For each 3+, subtract 1 from the
charge roll.
COSMOPOLITAN LEADER: This veteran has trained under and alongside soldiers from all walks of life across the Cities of Sigmar. Their knowledge of many different fighting styles and disciplines is a rare quality.
Declare: Pick up to 3
visible friendly
non-WAR MACHINE SIGMARITE units wholly within 12" of this unit to be the targets.
Effect: Spend 1
rage dice for each target. If your opponent’s
fury level is lower than yours, they must increase their
fury level by 1, to a maximum of 7. Then, add 1 to
wound rolls for each target’s
combat attacks until the start of your next turn.
Treasures of the Cities
(
HERO only, excluding
Cannonade Cogfort and
Conqueror Cogfort)
|
| THE LAST BLADE OF EMBERGARD | 0 |
| BONES OF SAINT IGNIFUS | 0 |
| THE SPHERE CELESTIAL | 0 |
THE LAST BLADE OF EMBERGARD: This chipped and scratched blade grows steadily hotter as allies and enemies fall, fuelled by the fury of battle.
Effect: This unit can use this ability while it is in reserve. Pick 1 of this unit’s non-
Companion melee weapons. Add 2 to that weapon’s Attacks characteristic and Rend characteristic for the rest of the battle.
BONES OF SAINT IGNIFUS: The seventh Supreme Pontifex of the Sigmarite faith, Ignifus perished in the act of slaying the Nightmare of Vandium. His bones thrum with righteous power.
Effect: Add 1 to the
casting roll or
chanting roll for that ability.
THE SPHERE CELESTIAL: By cranking the dials on this incredibly sophisticated artefact, the bearer can manipulate space and time on a local level, swapping the position of themselves and another willing ally.
Declare: If this unit is not
in combat, pick a point on the battlefield within 1" of this unit and more than 3" from all other units (friendly and enemy) and
terrain features to be the target point. Then, pick another
visible friendly
CITIES OF SIGMAR INFANTRY or
CAVALRY HERO that is wholly within 18" of this unit and not in combat to be the target unit.
Effect: Remove this unit from the battlefield and
set it up again within 1" of the target unit and not in combat. Then, remove the target unit from the battlefield and set it up again within 1" of the target point and not in combat. This unit and the target unit can use
MOVE abilities in the following movement phase (this is an exception to
Core Rules, 24.0).
An Ironweld Innovation is a unique
enhancement that can be given to
Cannonade Cogforts and
Conqueror Cogforts. A unit can only have 1 Ironweld Innovation.
|
| PROTOTYPE ARCO-COMBUSTOR UNINHIBITOR | 0 |
| EMERGENCY BELLOWS | 0 |
| GRAPPLE-NET LAUNCHER | 0 |
PROTOTYPE ARCO-COMBUSTOR UNINHIBITOR: This device accelerates the burning of a Cogfort’s emberstone fuel, allowing sudden and shocking bursts of motion.
Effect: For the rest of the turn:
- Add 3" to this unit’s Move characteristic.
- This unit can use SHOOT abilities even if it used a RETREAT ability in the same turn.
- No mortal damage is inflicted on this unit by RETREAT abilities.
EMERGENCY BELLOWS: This cogwork mechanism pumps cool air into an overheating arco-combustor.
Effect: Remove 1 of this unit’s
heat tokens.
GRAPPLE-NET LAUNCHER: This hull-mounted defensive device flings a steel-mesh net at onrushing foes, trapping them fast and nullifying their attacks.
Declare: If this unit did not charge this turn, pick an enemy unit
in combat with this unit and that
charged this turn to be the target.
Effect: Subtract 1 from the Attacks characteristic of the target’s melee weapons for the rest of the turn.
Spells of the Collegiate Arcane
SPEED OF THE TWIN-TAILED COMET: Banners blaze with ethereal fire and trail comet-like contrails as the Freeguilders hurl themselves forward to meet the enemy.
Declare: Pick a friendly
CITIES OF SIGMAR WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: For the rest of the turn, add 3" to the Move characteristic of friendly
non-WAR MACHINE CITIES OF SIGMAR units while they are wholly within 12" of the caster and
visible to them.
CURSE OF SCORCHED METAL: The wizard causes the weapons of their foes to grow unbearably hot, searing their flesh to the bone.
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, the first time the target uses an
ATTACK ability, for each unmodified
hit roll of 1 for an attack made by the target as part of that
ATTACK ability, inflict 1
mortal damage on the target after the
ATTACK ability has been resolved.
HIGH STAR’S LIGHT: The mage summons a simulacrum of Sigendil, the High Star of Azyr, to inspire their allies to the greatest heights of valour.
Declare: Pick a friendly
CITIES OF SIGMAR WIZARD to cast this spell, pick a
visible friendly
CITIES OF SIGMAR unit wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: Add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.
Scriptures of Sigmar
HOLY AEGIS: A shimmering barrier manifests around the beneficiary, dulling the impact of enemy attacks.
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: If the chanting roll was 7+, you can pick another eligible unit to be a second target. Until the start of your next turn, ignore the first damage point that would be allocated to each target in each phase.
| KEYWORDS | PRAYER, UNLIMITED |
RECKONING OF SINNERS: Searing oratory causes enemies to be stricken by the weight of the sins and outrages they have committed against the God-King’s folk.
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: If the chanting roll was 10+, you can pick another eligible unit to be a second target. Until the start of your next turn, enemy units have a maximum
control score of 1 while they are
in combat with any of the targets.
BENEDICTION OF THE HIGH HEAVENS: The priest beseeches Sigmar to rain down restorative blessings upon his faithful, seeing lacerations heal and broken bones reknit.
Declare: Pick a friendly
CITIES OF SIGMAR PRIEST to chant this prayer, pick another
visible friendly
CITIES OF SIGMAR unit wholly within 12" of them to be the target, then make a
chanting roll of D6.
Effect: Heal (D3) the target and the chanter. If the chanting roll was 7+,
Heal (D3) each visible friendly
CITIES OF SIGMAR unit wholly within 12" of the chanter instead.
Decorations for Valour are unique
enhancements that can be given to
CITIES OF SIGMAR units that have the
CHAMPION keyword. A unit can only have 1 Decoration for Valour.
|
| TWIN-TAILED COMET OF HONOUR | 10 |
| THE LIVING CITY CROSS | 10 |
| AQSHIAN ORDER OF MERIT | 10 |
TWIN-TAILED COMET OF HONOUR: Bearing one of the holiest symbols of Sigmar, this medal is awarded for exemplary acts of gallantry
Effect: While this unit has any
champions, add 5 to this unit’s
control score.
THE LIVING CITY CROSS: Having spent many years deployed in the wilds of Ghyran, this warrior has trained their troops to use camouflage and guerrilla-style survival techniques.
Effect: While this unit has any
champions, subtract 1 from
hit rolls for
shooting attacks that target this unit.
AQSHIAN ORDER OF MERIT: Awarded to distinguished veterans of battle in the Realm of Fire, this medal marks out those who have protected their allies against Aqshy’s rage-inducing effects.
Effect: While this unit has any
champions, if an enemy unit
in combat with this unit uses the ‘
Eruption of Fury’ ability, when resolving attacks as part of that ability, on an unmodified
hit roll of 6, do not inflict an additional D3
mortal damage on each unit in combat with that unit.
Army of Renown
When you pick the Cities of Sigmar faction for your army, you can choose for it to be an Allies of the Free Cities
Army of Renown. If you do so, use the
faction rules on these pages instead of the Cities of Sigmar faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the
ALLIES OF THE FREE CITIES keyword.
| | |
| ROSTER OPTIONS - Any non-UNIQUE SIGMARITE units
For each Sigmarite unit you include, you can include:
- Up to 1 ALLIES OF THE FREE CITIES DUARDIN unit
- Up to 1 ALLIES OF THE FREE CITIES AELF unit
- You cannot include Regiments of Renown
You must include 1 SIGMARITE unit for each AELF unit and each DUARDIN unit you include. | |
| | |
FORM UP, ALLIES!: Once the order is given, humans, aelves and duardin alike link up to form a fortress of flesh and steel that little can stand against.
Declare: Pick a friendly
ALLIES OF THE FREE CITIES unit to use this ability, then pick 2 other
visible friendly
ALLIES OF THE FREE CITIES units wholly within 12" of it to be the targets.
The unit using this ability and the targets:
- cannot be under orders.
- must each be a different unit type.
Effect: For the rest of the battle round, the unit using this ability and the targets are
under orders.
Designer’s Note: ‘Unit type’ refers to the name of the warscroll (Core Rules, 4.0), e.g. ‘Freeguild Cavalier-Marshal’ or ‘Allies of the Free Cities Auric Hearthguard’.
FORCES OF ORDER: The soldiers who stand shoulder to shoulder against the evil ravaging the Mortal Realms are hardy and bold, and they take strength from their shared bonds of fellowship.
Effect: While 3 friendly
ALLIES OF THE FREE CITIES units are wholly within 12" of each other and 1 of those units has the
AELF keyword, 1 of those units has the
DUARDIN keyword and 1 of those units has the
SIGMARITE keyword:
- Those units have WARD (5+) against shooting attacks.
- Add 3 to those units’ control scores.
- Add 1 to wound rolls for those units’ combat attacks.
(
HERO only)
RESPECTED COMMANDER: This commander is hailed as a paragon of virtue by all goodly beings, and their orders are followed with the utmost haste.
Effect: If you roll a 1-3 when determining the distance that unit can move, you can use a value of 4 instead.
(
HERO only)
SIGNET OF THE CITY: This piece of jewellery is bestowed upon those who have performed a great service to one of Sigmar’s cities, giving their opinion considerable weight in matters military. The bearers do tend to overstep their authority, however, countermanding earlier orders and sowing confusion.
Declare: Pick this unit and each
visible friendly
ALLIES OF THE FREE CITIES unit wholly within 18" of this unit to be the targets.
Effect: For the rest of the turn:
- The targets are under orders.
- The targets have WARD (6+).
- The targets have a maximum control score of 1.
THESE REALMS ARE OURS: The allies of Sigmar share a desire to restore civilisation and stability to the realms, whatever the cost.
Declare: Pick a friendly
ALLIES OF THE FREE CITIES WIZARD to cast this spell, pick an
objective within 18" of them to be the target, then make a
casting roll of 2D6.
Effect: For the rest of the turn, melee weapons used by friendly
ALLIES OF THE FREE CITIES units have
Charge (+1 Damage) for attacks that target enemy units that are
contesting the target objective.
DIVINE MANDATE: Sigmar’s quest to drive Chaos from reality and reconquer the Mortal Realms imbues his faithful with his dread aspect of war, that of a furious and all-conquering warrior king.
Declare: Pick a friendly
ALLIES OF THE FREE CITIES PRIEST to chant this prayer, pick a
visible friendly
ALLIES OF THE FREE CITIES unit wholly within 12" of them to be the target, then make a
chanting roll of D6.
Effect: If the chanting roll was 10+, you can pick another eligible unit to be a second target. Until the start of your next turn, enemy units have a maximum
control score of 1 while they are
in combat with any of the targets.
| KEYWORDS | PRAYER, UNLIMITED |
When you pick the Fyreslayers, Kharadron Overlords or Cities of Sigmar faction for your army, you can choose it to be a Duardin Ascendant
Army of Renown. If you do so, use the
faction rules on these pages instead of the Fyreslayers, Kharadron Overlords or Cities of Sigmar faction rules. Every unit in your army must be drawn from the units listed in the organisation below. All units in your army gain the
DUARDIN ASCENDANT keyword.
| | |
| ROSTER OPTIONS - Grombrindal (must be include and must be your general}
- Any ORDER DUARDIN unit
REGIMENT OPTIONS - You cannot include Regiments of Renown
- You cannot include MANIFESTATIONS
- You cannot include faction terrain
| |
| | |
DUARDRAZHAL: Grombrindal's goal is no less than the reunification of all the scattered, noble duardin nations.
Effect: Friendly
DUARDIN ASCENDANT units are
unified while they are wholly within 12" of at least 1
FYRESLAYERS, 1
KHARADRON OVERLORDS and 1
CITIES OF SIGMAR DUARDIN unit.
'AS THE ANCESTORS INTENDED!': To stand with far-flung kin in hours of crisis bolsters every duardin preacher.
Declare: Pick a friendly
unified DUARDIN ASCENDANT PRIEST to be the target.
Effect: Add 1 to
chanting rolls for the target for the rest of the turn.
'PAH! NOW THIS IS A SHOT...': Duardin gunners of every creed never miss an opportunity to show their superior craft before their kin.
Declare: Pick a friendly
unified DUARDIN ASCENDANT INFANTRY unit to be the target.
Effect: Add 1 to the Attacks characteristic of the target’s ranged weapons for the rest of the turn .
'AS ONE, KINFOLK!': The children of the ancestor gods surge across the field as one mighty throng.
Declare: Pick up to 3 friendly
unified DUARDIN ASCENDANT INFANTRY units to be the targets.
Effect: For the rest of the turn, add 1 to the number of dice rolled when making
charge rolls for the targets, to a maximum of 3.
'SETTLE EVERY GRUDGE! KHAZUK!': When fighting as one, the duardin are a red-handed force of raw vengeance.
Declare: Pick a friendly
unified DUARDIN ASCENDANT INFANTRY unit to be the target.
Effect: Add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.
HERO only
TIRELESS PURPOSE: This duardin lord shares Grombrindal's vision for their people, and their fervour is infectious.
Effect: Each time a friendly
DUARDIN ASCENDANT INFANTRY unit wholly within 12" of this unit uses the '
Normal Move' ability, add 2" to the distance that unit can move as part of that ability.
HERO only
VALAYAN HEARTH-BANNER: Wrought in the image of she who guards hold and hearth, this runic standard is a salve to even severe wounds - for those who believe.
Declare: Pick each friendly
unified DUARDIN ASCENDANT unit on the battlefield to be the targets.
Effect: Heal (D3) each target.
SPIRIT OF THE WHITE DWARF: When Grombrindal takes the field, even the most sceptical Kharadron cannot help but feel a flicker of divine awe.
Declare: Pick a friendly
DUARDIN ASCENDANT PRIEST to chant this prayer, pick a
visible friendly
DUARDIN ASCENDANT unit within 18" of them to be the target, then make a
chanting roll of D6.
Effect: The target is unified until the start of your next turn. If the chanting roll was 8+, you can pick 2 targets instead of 1.
| KEYWORDS | PRAYER, UNLIMITED |
OATH OF RESTORATION: All that which once belonged to the duardin will be theirs anew - so swear those who hold faith in Grombrindal.
Declare: Pick a friendly
DUARDIN ASCENDANT PRIEST to chant this prayer, pick a
visible objective within 18" of them that is
contested by 2 or more friendly
unified units to be the target, then make a
chanting roll of D6.
Effect: Until the start of your next turn, friendly
DUARDIN ASCENDANT units have
WARD (6+) while they have any models contesting the target. If the chanting roll was 7+, friendly
DUARDIN ASCENDANT units have
WARD (5+) while they have any models contesting the target instead.
Army of Renown
When you pick the Cities of Sigmar faction for your army, you can choose for it to be the Iron March
Army of Renown. If you do so, use the
faction rules on these pages instead of the Cities of Sigmar faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the
IRON MARCH keyword.
Commanders of the Iron March, Engineers of the Iron March and Iron March Auxiliaries are unique
enhancements that can be given to
IRON MARCH WAR MACHINES. A unit can only have 1 of each unique enhancement.
FORM UP, IRON MARCH!: Once the order is given, Cogforts and infantry alike link up to form a fortress of flesh and steel that little can stand against.
Declare: Pick a friendly
IRON MARCH unit to use this ability, then pick either 1 or 2 other
visible friendly
IRON MARCH units wholly within 12" of it to be the targets.
The unit using this ability and the targets:
- cannot be under orders.
- must each be a different unit type.
Effect: For the rest of the battle round, the unit using this ability and the targets are
under orders.
Designer’s Note: ‘Unit type’ refers to the name of the warscroll (Core Rules, 4.0), e.g. ‘Cannonade Cogfort’ or ‘Mallus Forgepriest’.
Commanders of The Iron March
CASTELLAN-CAPTAIN VYAN PHILSIN: Infamous for launching amphibious assaults on Kruleboyz camps in the swamps of Ghyran, those who board Philsin’s Cogfort are well versed in close combat.
Effect: Add 1 to
wound rolls for
combat attacks made by friendly
IRON MARCH INFANTRY units while they are wholly within 12" of this unit and
under orders.
COMMODORE DE GRAÇON: De Graçon is an intrepid commander known for her lightning raids on enemy positions. She has a reputation for burning through fuel at a fearsome pace.
Effect: This unit and up to 1 other friendly
IRON MARCH WAR MACHINE within this unit’s
combat range can use the ‘
Normal Move’ ability as if it were your movement phase.
CASTELLAN-CAPTAIN REGAN VANDERCLOUD: Vandercloud prefers to smash their Cogfort into the foe like a stone battering ram.
Declare: If this unit
charged this turn, pick a
visible enemy unit within 1" of it to be the target.
Effect: Roll a D3. On a 2+:
- Inflict an amount of mortal damage on the target equal to the roll.
- The target has a maximum control score of 1 for the rest of the turn.
ENGINEER KIRSTA LOUDREN: Loudren is ferociously protective of her Cogfort’s arco-combustor and she would rather see it utterly destroyed than have it fall into unworthy hands.
Effect: If this unit is destroyed, before removing it from play, roll a dice for each
visible unit (friendly and enemy) within its
combat range. On a 3+, inflict an amount of
mortal damage on that unit equal to the roll.
ENGINEER GURREN ASHBROW: Ashbrow is one of the Ironweld’s most senior Cogfort experts. His tireless repairs are as ingenious as they are swift.
Effect: Each time this unit uses the ‘
Rally’ command, you can make 3 additional rally rolls of D6.
ENGINEER BARTEL HOLST: Holst believes that a powerful defence is a Cogfort’s greatest boon. His war machine is clad in duardin-forged steel plate; to him, the Cogfort’s severely reduced manoeuvrability and speed is an acceptable cost.
Effect: This unit has
WARD (6+) and
STRIKE-LAST.
BATTLE-PRIEST SOLANTRA WHYL: Whyl is a veteran battle-priest who suffered crippling injuries during a Skaven artillery barrage. Since then, she has strapped herself into any Cogfort willing to give her berth, using the titan as her mobile pulpit.
Effect: This unit has
PRIEST (1).
BROADMOORE AND LOUSE: The notoriously foul-tempered Marshal Hans Broadmoore and his downtrodden Relic Envoy Louse Renlik often ride to battle atop a Cogfort. Should foes attempt to board, the pair fight back fiercely with sabre and pistol.
Effect: Add 2 to the Attacks characteristic of this unit’s
Crew’s Leadshotters. In addition, if this unit is destroyed, before removing it from play, roll a dice. On a 3+, you can
set up a
Freeguild Marshal and Relic Envoy wholly within 6" of this unit and not
in combat. That unit has the
IRON MARCH keyword.
MASTER SAPPER GAVELOCK FISKE: Whether directing the fire of a realmscorcher or the bombardment of a godbreaker cannon, Fiske can pinpoint the weak spot of any enemy fortification.
Effect: This unit’s ranged weapons have
Anti-FACTION TERRAIN (+1 Rend) and Anti-
WAR MACHINE (+1 Rend).
THE CHANT OF IRON: The alliance between Grungni the Maker and Sigmar the God-King is writ large upon the priest’s brow as divine creation and celestial wrath combine.
Declare: Pick a friendly
IRON MARCH PRIEST to chant this prayer, pick either a
visible enemy unit within 18" of them or a visible friendly
IRON MARCH unit that is wholly within 12" of them and that has not been picked to be the target of this ability this turn to be the target, then make a
chanting roll of D6.
Effect: If you picked an enemy unit:
- If the chanting roll was 8+, you can pick another eligible enemy unit to be a second target.
- Subtract 2" from each target’s Move characteristic until the start of your next turn.
If you picked a friendly unit,
Heal (D3) the target and the chanter. If the chanting roll was 8+, Heal (D3) each visible friendly
IRON MARCH unit that is wholly 12" of the chanter and that has not been healed by this ability this turn instead.
| KEYWORDS | PRAYER, UNLIMITED |
Here, you will find additional rules to use with a Cities of Sigmar army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts: the Anvil of Apotheosis and Paths for Cities of Sigmar units.
The Anvil of Apotheosis
| | |
| Your Hero's WarscrollYou can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details. | |
| | |
| | |
| The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted.
After the Anvil of Apotheosis, you will find 2 Paths for Cities of Sigmar units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Blighted Wilds). | |
| | |
Step 1 - Set a Destiny Point Limit
The Anvil of Apotheosis uses a currency called
destiny points. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your hero, what type of hero they will be and what their battle profile points cost will be.
Pick 1 of the following:
| HERO TYPE | DESTINY POINT LIMIT | BATTLE PROFILE POINTS COST | | City Recruit | 10 | 150 | | City Veteran | 30 | 250 | | City Lord | 50 | 350 |
|
Over the next few steps, you will pick options for your hero. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.
To begin with, your hero has the following warscroll:
| Regulation Weapon |
| | Regulation Weapon | 3 | 3+ | 4+ | 1 | D3 |
| HERO, INFANTRY |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
Step 3 - Pick an Archetype
You must pick 1 of the following Archetypes for your hero:
| | |
| Change your hero’s Save characteristic to 3+ and replace their melee weapon with the following weapon. In addition, your hero has the following regiment options:
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Marshal's Blade | 5 | 3+ | 4+ | 1 | 2 |
|
| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | | Marshal's Blade | | 5 | 3+ | 4+ | 1 | 2 |
|
| Regiment Options | Any SIGMARITE units |
|
| |
| | |
| | |
| Change your hero’s Save characteristic to 4+ and replace their melee weapon with the following weapons. In addition, your hero has the following regiment options:
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Order Crossbow Anti-CHAOS (+1 Rend), Anti-DEATH (+1 Rend) | 18" | 3 | 3+ | 4+ | 1 | 2 |
|
| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Order Crossbow Anti-CHAOS (+1 Rend), Anti-DEATH (+1 Rend) | | 18" | 3 | 3+ | 4+ | 1 | 2 |
|
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Marshal's Blade | 5 | 3+ | 4+ | 1 | 2 |
|
| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | | Marshal's Blade | | 5 | 3+ | 4+ | 1 | 2 |
|
| Regiment Options | Any SIGMARITE INFANTRY units |
|
| |
| | |
| | |
| SIGMARITE BATTLEMAGE -3DP Your hero has the WIZARD (1) keyword and the following regiment options:
| Regiment Options | Any SIGMARITE INFANTRY units |
|
| |
| | |
| | |
| SIGMARITE BATTLE-PRIEST -3DP Change your hero's Save characteristic to 4+. In addition, your hero has the PRIEST (1) keyword and the following regiment options:
| Regiment Options | Any SIGMARITE INFANTRY units |
|
| |
| | |
Step 4 - Pick Your Hero's Origin And/Or Flaw
You can pick up to 1
origin and up to 1
flaw for your hero. Each adds an ability to your hero’s warscroll. However, instead of costing
destiny points, flaws give you extra destiny points to spend elsewhere.
| | |
| OriginsCHAMPION OF THE FREE PEOPLE: This hero has fought proudly alongside the allies of civilisation, fighting back to back with them against every scourge in the Mortal Realms.
Effect: Add 1 to hit rolls and wound rolls for this unit’s combat attacks while it is wholly within 12" of any friendly non-SIGMARITE units.
PERSONAL VENDETTA: Long ago, this hero was the victim of cruelty so terrible that they can barely speak of it. Their memory is long, and they are forever searching for the one who wronged them.
Declare: Pick an enemy HERO to be the target. You can pick a unit in reserve. Effect: Pick 1 of the following effects to apply for the rest of the battle: Heroic Revenge: If the target is slain by this unit’s combat attacks, after the target is removed from play, you immediately gain 1 command point. Glorious Revenge: If the target is slain by this unit’s combat attacks, you gain 30 glory points in the aftermath sequence of this battle. Vendetta Fulfilled: If the target is slain by this unit’s combat attacks, this unit gains enough renown points in the aftermath sequence of this battle to earn the next rank on its Path and it no longer has this ability.
ONE IN A MILLION: Every now and then, a prodigy is born with the ambition, skills and drive to stamp their will on the realms.
Effect: If this unit gains any renown points in the aftermath sequence, it gains D3 additional renown points.
| |
| | |
| | |
| FlawsBROKEN SOUL: In the endless battles that stretch towards an uncertain future, this weary soul sees naught but defeat and despair.
Effect: This unit cannot contest objectives.
EGOTISTICAL: This hero is quick to jealously countermand the orders of others. They often survive only by issuing the same command moments later, claiming the credit for another's ingenuity.
Effect: Other friendly SIGMARITE units within 12" of this unit cannot use commands while they are within 12" of another friendly HERO.
TRAITOR: Perhaps they justify their betrayal as a noble sacrifice. Perhaps they are a victim of blackmail. Or perhaps they are a fervent member of a Chaos-worshipping cult. Regardless, this soul is a hidden agent of the Dark Gods.
Declare: This unit must use this ability. Effect: Roll 3D6 for each friendly CITIES OF SIGMAR unit within 12" of this unit. If any of the rolls are 13+, remove this unit from your Order of Battle/roster - they have been either executed on the spot or permanently exiled from civilisation! If this unit was your warlord/general, you must immediately pick a new warlord/general. Designer’s Note: In some battlepacks, if your general has been removed and you do not have another eligible unit on your roster to replace them, your warriors disp erse and your Path to Glory campaign will end. We recommend making sure you have a spare eligib le unit on your roster to avoid that scenario. Alternatively, you can take it as a sign to start a Slaves to Darkness or other Chaos army!
| |
| | |
Step 5 - Pick a Battle Mount
You can pick up to 1
Battle Mount for your hero.
| | |
| CAVALIER STEED: A mighty destrier marks out this hero as one of the elite.Add the following weapon to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Cavalier Steed’s Iron-shod Hooves Companion | 3 | 5+ | 3+ | - | 1 |
|
| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Cavalier Steed’s Iron-shod Hooves Companion | | 3 | 5+ | 3+ | - | 1 |
|
In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 10".
- Change the Health characteristic to 7.
- Replace the INFANTRY keyword with the CAVALRY keyword.
MAGISTERIAL PLATFORM: This hero rides to war upon a conveyance of wondrous design. Pulled by a draught horse, it might be topped by an esoteric contraption that can blast enemies to atoms or a divine powerhouse that magnifies the rider’s arcane abilities tenfold.Add the following weapon to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Draught Horse’s Iron-shod Hooves Companion | 4 | 5+ | 3+ | - | 1 |
|
| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Draught Horse’s Iron-shod Hooves Companion | | 4 | 5+ | 3+ | - | 1 |
|
In addition, if your hero is a Sigmarite Battlemage or Sigmarite Battle-priest, pick 1 of the following abilities: AZYRITE STORM: The hero channels their power through the celestial machinery that makes up this device, culminating in a searing cascade of heavenly lightning.
Declare: Pick a visible enemy unit within 12" of this unit to be the target. Effect: Make a number of D3 rolls equal to the current battle round number. For each 2+, inflict an amount of mortal damage on the target equal to the roll.
MAGICAL FOCI: Objects of incredible potency are littered across this conveyance; depending on the nature of the rider, these are eith er divine relics or arcane accentuators.
Effect: Add 1 to casting rolls and chanting rolls for this unit.
In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 8".
- Change the Health characteristic to 10.
- Replace the INFANTRY keyword with the WAR MACHINE keyword.
If your hero is a Sigmarite Battlemage: - Replace the WIZARD (1) keyword with the WIZARD (2) keyword.
If your hero is a Sigmarite Battle-priest: - Replace the PRIEST (1) keyword with the PRIEST (2) keyword.
| |
| | |
Step 6 - Battle Any Battle Mount Upgrades
If your hero has a Battle Mount, you can pick any number of
Battle Mount Upgrades for them. The same upgrade cannot be picked more than once.
| Upgrade | Effect | | Purebred Warhorse -2DP | Add 2" to your hero's Move characteristic. | | Symbols of Office -2DP | Add the following ability to your hero's warscroll:
SYMBOLS OF OFFICE: Whether bedecked in runic barding or holding banners aloft on sturdy poles, this hero wishes both allies and enemies to know the battlefield is theirs to control.
Effect: Add 3 to this unit’s control score.
| | Honed Instincts -2DP | Add the following ability to your hero's warscroll:
HONED INSTINCTS: This hero's mount is more than just a trained warhorse. It has survived dozens of battles and has gained a near-supernatural sense for imminent danger. When its rider is threatened, it immediately retreats so safer ground.
Effect: This unit can use CHARGE abilities even if it used a RETREAT ability in the same turn. In addition, no mortal damage is inflicted on this unit by RETREAT abilities.
| | Shadowsilk Barding -4DP | Add the following ability to your hero's warscroll:
SHADOWSILK BARDING: Fashioned from priceless Ulguan silks, this mount's barding renders its outline blurry and indistinct even in the glare of Hysh 'slight .
Effect: If the unmodified hit roll for a shooting attack that targets this unit is a 1-5 and this unit is more than 12" from the attacker, the attack fails and the attack sequence ends.
| | Brutal Charger -4DP | Add the following ability to your hero's warscroll:
BRUTAL CHARGER: This mount is renowned for the explosive brutality of its charge, which can take any foe off guard.
Declare: If this unit charged this turn, pick each enemy unit in combat with it to be the target. Effect: Roll a dice. On a 3+, for the rest of the turn, the targets cannot use the ' All-out Defence' command while they are in combat with this unit.
| | Borne to War -4DP | Your hero’s non-Companion melee weapon has Charge (+1 Damage). | | Stormrider -6DP | Add the following ability to your hero's warscroll:
STORMRIDER: Whether granted by their heavenly lineage or by the experiments of Collegiate wizards, this mount possesses the ability to transform into lightning and dart across the battlefield in the blink of an eye.
Effect: Remove this unit from the battlefield and set it up again on the battlefield more than 6" from all enemy units.
|
|
Step 7 - Pick any Other Upgrades
Pick any number of other upgrades for your hero. The same upgrade cannot be picked more than once.
| Upgrade | Effect | Sprinter
-1DP | INFANTRY only. Add the following ability to your hero’s warscroll:
SPRINTER: This hero's long stride allows them to cover ground quickly.
Effect: You can re-roll run rolls for this unit.
| Daring Duellist
-2DP | Your hero’s non-Companion melee weapon has Crit (2 Hits). | Blade of the Order
-2DP | If your hero has a Marshal’s Blade, it has Anti-WIZARD (+1 Rend) and Anti-PRIEST (+1 Rend). | Rapid Blows
-3DP | Add 1 to the Attacks characteristic of your hero's melee weapons. | Blademaster
-3DP | Add 1 to the Rend characteristic of your hero's melee weapons. | Faith in the Everqueen
-4DP | INFANTRY or CAVALRY only. Add the following ability to your hero’s warscroll:
FAITH IN THE EVERQUEEN: This hero venerates the Everqueen as much as they do Sigmar, and their prayers are answered with a burst of healing magic.
Effect: Heal (3) this unit.
| Display of Worship
-6DP | Add the following ability to your hero's warscroll:
DISPLAY OF WORSHIP: With a fervent prayer, this hero calls upon the God-King in the hopes of manifesting some of his power.
Effect: Roll a dice. On a 3+, pick 1 of the following effects: Divine Power: Pick each visible friendly SIGMARITE PRIEST wholly within 12" of this unit to be the targets. Each target gains 1 ritual point. Blessed Resurrection: Return 1 slain model to each visible friendly SIGMARITE INFANTRY unit wholly within 12" of this unit. Sigmar’s Protection: This unit has WARD (6+) until the start of your next turn.
| Wrath Unleashed
-6DP | Add the following ability to your hero's warscroll:
WRATH UNLEASHED: This hero has carried the burdens of war long enough - now is the time of the axe and unrestrained blood-letting.
Effect: Add 1 to the Damage characteristic of this unit’s melee weapons for the rest of the turn.
| Impeccable Generalship
-8DP | Add the following ability to your hero's warscroll:
IMPECCABLE GENERALSHIP: This hero's intense training comes to the fore as they redeploy their army, confounding the foe before battle has even begun.
Declare: Pick up to 3 friendly SIGMARITE units on the battlefield to be the targets. Effect: Remove the targets from the battlefield and set them up again wholly within friendly territory and more than 12" from all enemy units.
|
|
| | |
| Path of The Commander(CITIES OF SIGMAR HERO only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
VENGEFUL: Nothing enrages this leader more than the deaths of those under their command.
Effect: If any friendly SIGMARITE units have been destroyed this battle, add 1 to hit rolls for this unit’s combat attacks.
TO THE LAST: Every fallen comrade seems to heighten this warrior's determination to triumph.
Effect: While they are within 12" of this unit, subtract 2 from the control scores of visible enemy units for each friendly unit that has been destroyed this battle.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
FOCUSED AGGRESSION: This hero channels their rage into a decisive and deadly opening assault.
Effect: You can re-roll wound rolls for combat attacks made with this unit’s non- Companion weapons if it charged in the same turn.
WICKED CUNNING: A wily warrior, this hero can always make sure they are in exactly the right place at the right time.
Effect: This unit can use the ' Normal Move' or ' Run' ability as if it were your movement phase.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
PATIENT BLADE: This hero and their warriors bide their time, waitingfor the perfect moment to deal a telling blow.
Effect: For the rest of the battle, while they are wholly within 6" of this unit, other visible friendly non-HERO SIGMARITE units have STRIKE-FIRST.
IMPATIENT ONRUSHER: This hero surges towards the front lines in order to wreak havoc.
Declare: Pick up to 2 other visible friendly SIGMARITE units wholly within 12" of this unit to be the targets. Effect: This unit and the targets can each use the ' Normal Move' ability as if it were your movement phase. This unit must move before any targets, and it must end that move more than 12" from all enemy units and not within enemy territory. Each target must end their move within this unit’s combat range.
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
COMETH THE MOMENT: This warrior preserves all their strength for a single instance of glorious combat.
Effect: This unit can use up to 3 FIGHT abilities this phase. However, after the first is used, this unit has STRIKE-LAST for the rest of the turn, and after the second is used, allocate 6 damage points to this unit after the FIGHT ability has been resolved ( ward rolls cannot be made for those damage points).
SIGNATURE INVOCATION: This hero has mastered a particular spell or incantation and can cast it with barely a moment's thought.
Declare: Pick a SPELL or PRAYER ability that this unit can use. Effect: For the rest of the battle, this unit can use that ability in the enemy hero phase as if it were your hero phase.
| |
| | |
| | |
| Path of The Castelite(non-HERO SLAVES TO DARKNESS unit only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
CRUSADERS: To the beat of the drum and an upbeat tune, these soldiers eagerly march to battle.
Effect: Add 3 to run rolls for this unit.
BLESSED BLADES AND RUNIC SHOT: Insofar as weapons and ammunition are concerned, these warriors are equipped with the very best.
Effect: If this unit has not used a MOVE ability this turn, this unit’s weapons have Crit (Auto-wound).
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
PIONEERS: These soldiers are at their best far from home, deep behind enemy lines.
Effect: Add 1 to hit rolls for this unit’s attacks while it is wholly within enemy territory.
CAMP DEFENDERS: Through excessive drills, this unit's tightly knit shieldwall keeps enemy ranged assaults at bay.
Effect: Subtract 1 from the Rend characteristic of weapons used for shooting attacks that target this unit while it is wholly within friendly territory.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
NOT ONE STEP BACK: Famed for acts of bloody-minded stubbornness and unyielding valour, this unit would rather perish than retreat.
Effect: Ignore negative modifiers to hit rolls and wound rolls for this unit. Ignore modifiers (positive and negative) to save rolls for this unit. This unit cannot use RETREAT abilities.
FIND THE WEAK SPOT: Hard-won experience has taught these warriors to seek out and target the enemy's vulnerabilities.
Effect: For the rest of the turn, ward rolls cannot be made for damage points inflicted on enemy units by this unit’s attacks.
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
CHAMPIONS OF SIGMAR: Having seen and fought all manner of unimaginable horrors, these stalwarts have the blessing of the God-King.
Effect: Roll a dice. On a 3+: - That ability has no effect on this unit.
- This unit has WARD (5+) for the rest of the turn.
DECISIVE STRIKES: These warriors sense an opportunity for carnage, and their attacks become almost wild in their intensity.
Effect: Add 1 to the Damage characteristic of this unit’s melee weapons for the rest of the turn.
| |
| | |
Steel and blackpowder are the lifeblood of the Cities of Sigmar, but so is relentless vigilance. The Fusil-Platoons of the Sigmarite armies represent all three. Deployed as mobile gunnery brigades, their job is to seek out enemies trying to outmanoeuvre or ambush the slower battlelines and then blast them out of hiding. They also patrol the vulnerable outer borders of nascent strongpoints as dedicated sentries.
Each platoon is led by a Fusil-Major carried to battle by an Ogor Warhulk. This respected commander uses their high vantage to call out encroaching foes for destruction. His steady orders direct the withering fire of Freeguild Fusiliers. Anything spared this storm must either contend with a solid wall of pavises or the brute strength of an ogor's tower shield. The presence of an Alchemite Warforger enhances the potency of these soldiers' weapons, as well as lending some arcane might. Meanwhile, seasoned Wildercorps Hunters slip around the flanks to flush out the enemy or harry them with well-placed bolts.
| | |
| This Spearhead army consists of the following units:
General - Fusil-Major on Ogor Warhulk
Units - 1 Alchemite Warforger
- 5 Freeguild Fusiliers with 1 Blackpowder Squire token
- 5 Freeguild Fusiliers
- 11 Wildercorps Hunters
| |
| | |
FORTIFY POSITION: Heavy pavises are slammed into the dirt, forming a wall of oak and iron as strong as a fortification.
Effect: Subtract 1 from the Rend characteristic of weapons used for attacks that target friendly
CASTELITE units if they did not use a
MOVE ability in the same turn.
Pick 1 of the following regiment abilities.
WELL PROVISIONED: This brigade has a quartermaster well versed in the art of keeping their troops, healthy, hale and supplied with plenty of arrows and blackpowder.
Declare: Pick a friendly non-
HERO unit to be the target.
Effect: Roll a dice. On a 3+, add 1 to
wound rolls for that unit’s
shooting attacks for the rest of the phase.
RESPECTED LEADER: On occasion, a brigade will attract more Wildercorps Hunters than normal, as word reaches their ears of a commander worthy of their loyalty.
Effect: Friendly
Wildercorps Hunters units gain the
REINFORCEMENTS keyword.
Give your general 1 of the following enhancements.
ADEPT TACTICIAN: Assembling reinforcements into ad-hoe regiments is the hallmark of a seasoned, if a somewhat desperate, general.
Declare: Pick 2 friendly
Freeguild Fusiliers units that have been destroyed and have not already been replaced.
Effect: Set up a
single replacement
Freeguild Fusiliers unit with
10 models more than 6" from all enemy units.
BRACE!: With a keen eye for incoming attacks, this Ogor Warhulk is adept at rebuffing any and all threats made towards the Fusil-Major riding atop its gun platform.
Effect: Your general has
WARD (5+).
SHIELD BASH: With a bellow, the Ogor Warhulk drives their shield forward, forcing the enemy back.
Declare: Pick an enemy
INFANTRY,
WAR MACHINE or
CAVALRY unit
in combat with your general to be the target.
Effect: Roll a dice. On a 3+, the target must immediately use the '
Retreat' ability as if it were the enemy movement phase.
POINT-BLANK VOLLEY: A deadly round of shots are fired off at close range.
Declare: Pick an enemy unit
in combat with your general to be the target.
Effect: Roll a D3. On a 2+, inflict an amount of
mortal damage on the target equal to the roll.
| | |
| 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. | |
| | |
| Long Fusil |
| | Long Fusil | 24" | 3 | 3+ | 3+ | 1 | 2 |
| Warhulk's Mace |
| | Warhulk's Mace | | 4 | 4+ | 2+ | 2 | 2 |
MARK TARGETS: Experts in ballistics, Fusil-Majors can direct the fire of nearby Castelite formations to eliminate priority targets.
Declare: Pick an enemy unit that was targeted by this unit’s
shooting attacks this turn to be the target.
Effect: Add 1 to
hit rolls for shooting attacks made by friendly units that target that unit for the rest of the turn.
| HERO, INFANTRY, CASTELITE |
| | |
| 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. | |
| | |
| Hunting Crossbow |
| | Hunting Crossbow | 15" | 2 | 4+ | 4+ | 1 | 1 |
| Hunting Weapons |
| | Hunting Weapons | | 2 | 4+ | 4+ | - | 1 |
| Trailhound’s Ferocious Bite |
| | Trailhound’s Ferocious Bite | | 2 | 4+ | 3+ | - | 1 |
Each model in this unit is armed with a Hunting Crossbow and Hunting Weapons.
- The Wildercorps Warden is armed with a Trailhound’s Ferocious Bite in addition to their other weapons.
- 4/11 models are Trailhounds and are armed with a Trailhound’s Ferocious Bite instead of any other weapons.
EXPERT TRACKERS: These soldiers are tasked with scouting ahead of the main advance.
Effect: This unit can use the ‘
Normal Move’ ability as if it were your movement phase.
| | |
| 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. | |
| | |
| Tongstaff |
| | Tongstaff | 3 | 4+ | 4+ | 1 | D3 |
BLAZING WEAPONS: The weapons of the Warforger's allies glow red-hot with magical power.
Declare: Pick a friendly unit wholly within 12" of this unit to be the target, then make a
casting roll of 2D6.
Effect: On a 6+, the target’s melee weapons have
Crit (Mortal) until the start of your next turn.
| | |
| 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. | |
| | |
| Fusil-cannon |
| | Fusil-cannon | 18" | 2 | 4+ | 4+ | 1 | 1 |
| Bayonet |
| | Bayonet | | 1 | 4+ | 4+ | - | 1 |
BLACKPOWDER SQUIRE: When ammunition runs low, Blackpowder Squires bring fresh supplies to the line and relay orders.
Effect: While this unit has a
Blackpowder Squire token, this unit’s ranged weapons have
Shoot in Combat.
CAN'T STOP!: The Blackpowder Squire dashes to another unit amidst the mayhem of battle.
Declare: Pick another friendly
Freeguild Fusiliers unit to be the target.
Effect: Remove this unit’s
Blackpowder Squire token from the battlefield, then give it to the target.
| INFANTRY, CASTELITE, REINFORCEMENTS |
Although, at its core, the tactical doctrine of Sigmar’s mortal armies relies upon massed firepower and defence in depth, there are times when Freeguild commanders must be more flexible. On occasions where the deployment of a full army corps is not viable, smaller formations such as the Castelite Company will be dispatched to seize vital ground and defend it against threats.
Commanded by an experienced Cavalier-Marshal who has displayed particular adaptability and initiative in the face of the enemy, a Castelite Company specialises in absorbing the fury of an enemy attack before unleashing a devastating riposte in return. Freeguild Steelhelms form a sturdy core, advancing into battle with shields locked together, relying on discipline and faith to hold the line against whatever horror comes at them. With this anvil in place, the process of breaking the enemy upon it can begin. An Ironweld Great Cannon sends bone-shattering ordnance blasting through the enemy ranks, while the Cavalier-Marshal leads a thunderous counter-charge to sweep them from the field. Freeguild Cavaliers sing Sigmarite battle-hymns as they crush the opposition beneath the grinding hooves of their destriers or bash in their skulls with hammers and flails.
| | |
| This Spearhead army consists of the following units:
General - Freeguild Cavalier-Marshal
Units - 5 Freeguild Steelhelms
- 5 Freeguild Steelhelms
- 5 Freeguild Cavaliers
- 1 Ironweld Great Cannon
| |
| | |
THE OFFICAR'S ORDER: Reading the flow of battle, a ranking Freeguilder dispatches an order that could well turn the tide in the Sigmarites’ favour.
Declare: Pick a battle tactic card in your hand and place it face-down separately next to your other
battle tactic cards. The information on it is still hidden from your opponent but make it clear which card is separate. The card stays separate until you use the command on it or score the battle tactic on it as described below.
Effect: When you use the command on that card, it is not discarded but returns to your hand. Your opponent can check the information on it before it returns to your hand. The card goes back to being a normal battle tactic card, with the exception that you cannot use the command on it in the same phase it went back into your hand.
If you did not use the command on the card you separated, you can still score the battle tactic on it at the end of your turn as normal if you met its conditions. If you do so, discard it as normal. If you neither used the command nor scored the battle tactic on the card, it automatically returns to your hand at the end of your turn.
Designer’s Note: This ability essentially lets you use a command ‘for free’, but you have to choose the command at the start of the battle round, so it requires some planning ahead!
Pick 1 of the following regiment abilities.
FOR SIGMAR, CHARGE!: With their blade raised high, the Marshal signals the charge of the Cavaliers.
Effect: Friendly
CAVALRY units have
STRIKE-FIRST if they
charged in the same turn.
IRONWELD DISCIPLINE: With nerves of steel, the crew of the Great Cannon prepare to fire even as enemies close in on all sides.
Declare: Pick your
Ironweld Great Cannon to use this ability.
Effect: Roll a dice. On a 3+, it can use the ‘
Shoot’ ability as if it were your shooting phase.
Give your general 1 of the following enhancements.
FLASK OF LETHISIAN DARKWATER: Sourced from the lakewaters of the city of Lethis, when this potion is carefully sipped, its black liquid soothes the body and soul.
Effect: Heal (D6) your general.
BRAZIER OF HOLY FLAME: The torch borne by this champion symbolises the light of civilisation being carried forth into the darkness of the wilds, a sacred act that emboldens those who march alongside them.
Declare: Pick a friendly
Freeguild Steelhelms unit within your general’s
combat range.
Effect: You can return up to D3
slain models to that unit.
HEIRLOOM BLADE: Wielded in countless battles, the edge of this blade is as keen as the day it was forged.
Effect: Add 1 to the Rend characteristic of your general’s
Master-forged Longsword.
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 made for your general.
| | |
| 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. | |
| | |
| Dragoon Pistol [Shoot in Combat] |
| | Dragoon Pistol Shoot in Combat | 10" | 2 | 3+ | 4+ | 1 | 1 |
| 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 |
DECISIVE COMMANDER: In the face of the oncoming enemy, Freeguild Marshals employ rousing oratory to inspire their soldiers to stand strong in the name of Sigmar.
Declare: Pick a friendly
Freeguild Steelhelms unit wholly within 12" of this unit to be the target and roll a dice.
Effect: On a 2+, pick 1:
On Your Feet!: If the target unit is not
in combat, you can return D3
slain models to it.
Yield No Quarter!: Add 3 to the target unit’s
control score until the start of your next turn.
| | |
| 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. | |
| | |
| 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 |
| Crew’s Tools and Sidearms |
| | Crew’s Tools and Sidearms | | 2 | 4+ | 4+ | - | 1 |
SHOT AND SHELL: The engineers of the Ironweld Arsenal have developed different ammunition for the Great Cannon to fire.
Effect: Each time this unit uses a
SHOOT ability, choose either the
Cannonball or
Grapeshot weapon characteristics for all the attacks it makes with its Great Cannon. The Cannonball can only be chosen if this unit has not used a
MOVE ability that turn.
| WAR MACHINE, REINFORCEMENTS |
| | |
| 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. | |
| | |
| 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 |
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.
Declare: If this unit
charged this phase, pick an enemy unit
in combat with it to be the target and roll a dice.
Effect: On a 2+, inflict D3
mortal damage on the target.
| | |
| 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. | |
| | |
| Freeguild Weapon |
| | Freeguild Weapon | 2 | 4+ | 4+ | - | 1 |
CONSECRATE THE LAND: Bellowing Sigmarite hymns, the Battle Priest who accompanies the Steelhelms purges the taint of Chaos from the land and consecrates it in the name of the God-King.
Declare: If this unit is
contesting an objective you
control that is not
contested by any enemy models, roll a dice.
Effect: On a 3+, that objective is considered by you to be
consecrated. Friendly units have
WARD (6+) while they are contesting a consecrated objective. If your opponent gains control of a consecrated objective, it is no longer consecrated.
It takes especially hard-bitten souls to fight in Embergard. Many Freeguilders are sent to this vital bastion, but only the most vicious survive to achieve veteran status. Those who do often slip outside typical chains of command, gravitating towards charismatic captains proven in battle. They become known as Sentinels of Embergard, determined to defend the corpse-city.
Jorvan Kreel, Heir of the Kraken, is one such leader: a debonair, if gloryhungry, ranger from fallen Anvilgard. Alongside his faithful ash panther Thexa, he now roams the City of Ash, harrying the ratmen from their holes. He is invariably accompanied by the uncompromising elite of the Freeguild Grenadiers, whose incendiary arsenal and heavy bardiches are suited to savage urban fighting, as well as the armoured and honour-bound Gallants. Kreel is hardly a man of faith, but he appreciates its power. Often, then, he is accompanied by a Mallus Forgepriest – warrior-priests whose bellowed orisons inspire holy purpose in their fellows
| | |
| This Spearhead army consists of the following units:
General - Jorvan Kreel, Heir of the Kraken
(Thexa, the ash panther, is a token)
Units - 1 Mallus Forgepriest
- 5 Freeguild Gallants
- 5 Freeguild Grenadiers
- 5 Freeguild Grenadiers
| |
| | |
RANGER DOCTRINES: Kreel was once a captain in the Wildercorps. While he now commands an eclectic assortment of forces, the fluid tactics he honed in his prior life can still be used to great effect.
Used By: The unit using that
FIGHT ability
Effect: Immediately after that
FIGHT ability has been resolved, pick a point on the battlefield within 6" of your general. Remove the unit using this ability from the battlefield and
set it up again within 1" of that point and not
in combat.
Pick 1 of the following regiment abilities:
CLOSE-QUARTERS DRILL: Kreel has trained his Grenadiers to hold their fire until it can be unloaded right in their foes’ faces.
Effect: Friendly units’ ranged weapons have
Shoot in Combat but you must subtract 1 from
hit rolls for their
shooting attacks while they are in combat.
COME AND TAKE IT, BLAGGARDS!: Though their city lies in ruin, these warriors defy any enemy who tries to prise the wreckage from them.
Effect: Add 5 to the
control scores of friendly non-
HERO units while they are
in combat with any enemy units that have 6 or more models or a Health characteristic of 3 or more.
Give your general 1 of the following enhancements.
THROWING KNIVES: Jorvan Kreel has, over the course of his adventures, acquired an assortment of deadly blades ready to be hurled into a chest, stomach or skull.
Declare: Pick a
visible enemy unit within 10" of your general to be the target.
Effect: Roll a dice. On a 3+, inflict 1
mortal damage on the target.
HOT-BLOODED ENDURANCE: A lifetime spent in the wilderness has left Kreel an indefatigable warrior.
Effect: Your general can use
CHARGE abilities even if they used a
RUN or
RETREAT ability in the same turn and no
mortal damage is inflicted on them by
RETREAT abilities.
TRAINED RANGER: The pathfinding skills he picked up in the jungles of the Charrwind Coast serve Kreel well in Embergard’s urban sprawl.
Declare: Pick a friendly unit wholly within 6" of a battlefield edge to be the target.
Effect: Remove the target from the battlefield and
set it up again wholly within 3" of a battlefield edge and more than 6" from all enemy units.
BLADE OF THE KRAKEN: In a decisive moment, Kreel fights ferociously to avenge Embergard’s fall – and also to maintain his warrior reputation…
Effect: Double the Attacks characteristic of your general’s melee weapons for the rest of the turn.
| | |
| 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... | |
| | |
| Ranger Blades |
| | Ranger Blades | 6 | 3+ | 4+ | 1 | 2 |
VETERAN SKIRMISHERS: Kreel has trained his ragtag soldiers well, emphasising speed and surety of foot over headlong sprints.
Declare: Pick a friendly unit wholly within 12" of this unit to be the target.
Effect: Roll a dice. On a 3+, for the rest of the turn, add 2" to the target’s Move characteristic but it cannot use
RUN abilities.
PROWLING ASH PANTHER: Thexa prowls the shadows, waiting for the right moment to pounce.
Effect: If this unit has the
Thexa token, give that token to an enemy unit within 6" of this unit.
If an enemy unit has the
Thexa token, inflict D3
mortal damage on that enemy unit. Then, give this unit the
Thexa token.
| | |
| 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. | |
| | |
| Sigmarite Warhammer |
| | Sigmarite Warhammer | 4 | 4+ | 3+ | 1 | D3 |
CONSECRATE THE LAND: Bellowing Sigmarite hymns, the priest purges the taint of Chaos from the land and consecrates it in the name of the God-King.
Declare: Pick an
objective within 12" of this unit, then make a
chanting roll of D6.
Effect: On a 3+, for the rest of the turn, friendly units have
WARD (5+) while they are
contesting that objective.
| | |
| 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. | |
| | |
| Ruin-sweeper Arsenal |
| | Ruin-sweeper Arsenal | 10" | 1 | 4+ | 2+ | 2 | 1 |
| Grenadier Bardiche |
| | Grenadier Bardiche | | 2 | 4+ | 4+ | 1 | 2 |
CINDER AND ASH: Freeguild Grenadiers carry specialised gear to reduce dug-in enemies to a panicked, screaming bonfire of melting flesh and charred hair.
Declare: Pick up to 1
terrain feature contested by this unit and up to 1
objective contested by this unit, then pick any enemy units also contesting them to be the targets.
Effect: Roll a dice for each target. On a 3+, inflict 1
mortal damage on the target.
| | |
| 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. | |
| | |
| Weapons of Gallantry |
| | Weapons of Gallantry | 2 | 3+ | 4+ | 1 | 1 |
UNBREACHABLE WILL: Having each survived punishing trials, Freeguild Gallants break before no foe.
Declare: If this unit has not
charged this turn, pick an enemy unit
in combat with it to be the target.
Effect: For the rest of the turn, subtract 1 from the Rend characteristic of the target’s weapons for attacks that target this unit.
For all the terrible potency of its cannons and Cogforts, faith is the bedrock of the Sigmarite war machine: faith in the indomitable power of the God‑King and in the cause of justice. Few beings in existence represent the power of such belief as much as Pontifex Zenestra, the legendary Matriarch of the Great Wheel. Several times has she been recorded as slain, only for her to manifest anew wherever the need of the God-King’s folk is greatest, encouraging the faithful to oil the wheel of progress with their own blood.
Zenestra’s Zealots are the fanatical soldiers that escort the Pontifex into battle, knowing that their souls are safest by her side, even if their bodies might be blasted and torn. Zenestra selects the most pious Freeguild Marshals and their Command Corps to accompany her, relying upon these veteran warleaders to temper the righteous fury of the Steelhelm infantry with tactical nous. Full of zealous drive, these stubborn souls would rather perish in agony than fail their saintly leader.
| | |
| This Spearhead army consists of the following units:
General - Freeguild Marshal and Relic Envoy
(The Relic Envoy is a token) (Thexa, the ash panther, is a token)
Units - Pontifex Zenestra, Matriarch of the Great Wheel
- 1 Freeguild Command Corps Whisperblade
- 1 Freeguild Command Corps Arch-Knight and Retinue
- 5 Freeguild Steelhelms
- 5 Freeguild Steelhelms
| |
| | |
SHADOWY SPYMASTER
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:
SUDDEN AMBUSH: The Whisperblade hides until it is the perfect moment to strike.
Effect: Set up this unit within 6" of an enemy unit and not
in combat.
LADY OF THE WHEEL: Zenestra’s followers will defend her with a strength that can cow even a follower of the Dark Gods.
Effect: Each time a friendly model is slain by a combat attack, roll a number of dice equal to that model’s Health characteristic. For each 5+, inflict 1
mortal damage on the attacking unit after the
FIGHT ability has been resolved.
Pick 1 of the following regiment abilities:
FERVENT RUSH: Singing righteous hymns and prepared to give their lives for the cause, these Sigmarites charge forward to battle.
Declare: Pick a friendly unit to use this ability.
Effect: This unit can use
CHARGE abilities this turn even if it used a
RUN ability in the same turn.
FIERCE ZEALOTS: Should Zenestra demand it, these followers will fight tooth and nail for even the meanest patch of dirt.
Effect: Add 3 to the
control scores of friendly
Freeguild Steelhelms units.
Give your general 1 of the following enhancements.
DEVOUT COMMANDER: This faithful commander strikes with a ferocity born of utter conviction.
Effect: Add 1 to the Attacks characteristic and the Rend characteristic of your general’s
Master-forged Weapon.
STAND FAST, COMRADES: The general calls upon their soldiers to hold the line, no matter the cost and no matter the foe.
Declare: Pick a
visible friendly non-
HERO unit wholly within 12" of your general to be the target.
Effect: The target has
WARD (4+) until the start of the next battle round.
STEP TO IT!: The Marshal tells their men to heft their weapons and get moving!
Effect: Do not make a
run roll as part of that
RUN ability. Instead, add 6" to that non-
HERO unit’s Move characteristic to determine the distance each model in that unit can move as part of that
RUN ability
ARDENT DEMAND: With a bellowed order, the Marshal ignites the passion and fury of the Freeguilders, and they lay into the enemy furiously.
Declare: Pick a
visible friendly non-
HERO unit wholly within 12" of your general to be the target.
Effect: Add 1 to
hit rolls for the target’s combat attacks for the rest of the turn.
| | |
| 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. | |
| | |
| Duelling Pistols [Shoot in Combat] |
| | Duelling Pistols Shoot in Combat | 10" | 4 | 3+ | 4+ | 1 | 1 |
| Master-forged Weapon |
| | Master-forged Weapon | | 5 | 3+ | 4+ | 1 | 2 |
MARSHAL’S ORDERS: The Relic Envoy rushes across the battlefield to hand-deliver a message.
Declare: Pick a
visible friendly unit wholly within 12" of this unit to be the target.
Effect: Remove this unit’s
Relic Envoy token from the battlefield, then give it to the target.
RELIC ENVOY: Relic Envoys relay orders from the Freeguild Marshal to the soldiers of the line.
Effect: While a friendly unit other than this unit has the
Relic Envoy token, add 1 to
wound rolls for that unit’s
combat attacks.
If this unit is destroyed, remove the
Relic Envoy token from the battlefield.
| | |
| 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. | |
| | |
| Sceptre of the Wheel |
| | Sceptre of the Wheel | 3 | 4+ | 4+ | 1 | D3 |
VESSEL OF SIGMAR: Channelling the divine might of the God-King, Pontifex Zenestra is a powerful beacon of faith who bolsters the righteous and smites the corrupt.
Declare: Pick up to 3
visible friendly or enemy units to be the targets.
Effect: Roll a D3 for each target. On a 2+:
- If it is a friendly target, it has WARD (5+) until the start of your next turn.
- If it is an enemy target, inflict an amount of mortal damage on it equal to the roll.
| HERO, PRIEST, INFANTRY, WARD (4+) |
| | |
| 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. | |
| | |
| Enchanted Rapier |
| | Enchanted Rapier | 4 | 3+ | 4+ | 2 | 2 |
FOREWARNED IS FOREARMED: The Whisperblade is both master spy and deadly assassin combined: the ultimate opportunist.
Effect: While it is your turn, this unit has
STRIKE-FIRST.
| | |
| 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 | |
| | |
| Command Weapons |
| | Command Weapons | 3 | 3+ | 4+ | 1 | 1 |
This unit comprises 1 Arch-Knight, 1 Great Herald, 1 War Surgeon, 1 Soul Shepherd and 1 Mascot Gargoylian.
TALENTED CHAMPIONS: Each member of the Command Corps has their own special skills to be employed.
Effect: After that
command has been resolved, return the card to your hand.
Designer’s Note: This allows you to either use the command a second time or score the battle tactic on that card as well. | | |
| 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. | |
| | |
| Freeguild Weapon |
| | Freeguild Weapon | 2 | 4+ | 4+ | - | 1 |
FANATICAL FOLLOWERS: Such is the zealous frenzy that fills these warriors that even after suffering mortal wounds, they will drag themselves to their feet and continue to fight.
Effect: Return 1
slain model to this unit.