Cities of Sigmar

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

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


Books

BookKindEditionLast update
  Cities of Sigmar
  Cities of SigmarFaction Pack4July 2025
  Spearhead: Cities of Sigmar - Zenestra's Zealots
  Spearhead: Cities of Sigmar - Zenestra's ZealotsExpansion4May 2026
  Rules Updates
  Rules UpdatesRulebook4April 2026
  Spearhead: City of Ash
  Spearhead: City of AshExpansion4April 2026
  Legends compendium
  Legends compendiumWarscroll4April 2026
  Spearhead: Cities of Sigmar - Castelite Company
  Spearhead: Cities of Sigmar - Castelite CompanyExpansion4April 2026
  Spearhead: Cities of Sigmar - Fusil Platoon
  Spearhead: Cities of Sigmar - Fusil PlatoonExpansion4April 2026
  Battle Profiles
  Battle ProfilesRulebook4April 2026
  Daughters of Khaine
  Daughters of KhaineBattletome4March 2026
  Sylvaneth
  SylvanethBattletome4March 2026
  Disciples of Tzeentch
  Disciples of TzeentchBattletome4February 2026
  Ossiarch Bonereapers
  Ossiarch BonereapersBattletome4February 2026
  Lumineth Realm-lords
  Lumineth Realm-lordsBattletome4February 2026
  Scourge of Ghyran - Cities of Sigmar
  Scourge of Ghyran - Cities of SigmarExpansion4December 2025
  Darkwater Heroes - Legends Warscrolls
  Darkwater Heroes - Legends WarscrollsWarscroll4December 2025
  Regiments of Renown
  Regiments of RenownWarscroll4September 2025
  Grotmas Advent: Regiments of Renown
  Grotmas Advent: Regiments of RenownWarscroll4September 2025
  Flesh-eater Courts
  Flesh-eater CourtsBattletome4August 2025
  Kharadron Overlords
  Kharadron OverlordsBattletome4July 2025
  Regiments of Renown - Idoneth Deepkin
  Regiments of Renown - Idoneth DeepkinExpansion4July 2025
  Sons of Behemat
  Sons of BehematFaction Pack4January 2025
  The Duardin Ascendant
  The Duardin AscendantWhite Dwarf4November 2024
  Stormcast Eternals
  Stormcast EternalsBattletome4September 2024

Designers’ Commentary

Faction Pack: Cities of Sigmar

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.

Faction Rules


Battle Traits

Cities of Sigmar armies can use the following abilities:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Battle Formations

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

BATTLE PROFILE
NamePoints
Dawnbringer Crusade0
Fortress-city Defenders0
Ironweld Guild Army0
Collegiate Arcane Expedition0
Veteran Cannoneers30
Fearless Exemplars0

Dawnbringer Crusade

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

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


Fortress-city Defenders

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

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

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


Ironweld Guild Army

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

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


Collegiate Arcane Expedition

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

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


Veteran Cannoneers

Once Per Turn (Army), Your Shooting Phase
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

Once Per Turn (Army), Your Hero Phase
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.

Heroic Traits

Sentinels of Order

HERO only

BATTLE PROFILE
NamePoints
MASTER OF BALLISTICS0
GRIZZLED VETERAN0
FIERY TEMPER0
Passive
MASTER OF BALLISTICS: This hero takes great pride in the quality of the firearms forged in their city. Thus, they demand the most from the weapons’ wielders in battle.

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

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

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

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

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


Castelite Veterans

HERO only

BATTLE PROFILE
NamePoints
ASTUTE TACTICIAN0
DRAW STEEL!0
COSMOPOLITAN LEADER20
Your Hero Phase
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.

Any Combat Phase
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.

Your Hero Phase
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.

Artefacts of Power

Treasures of the Cities

HERO only

BATTLE PROFILE
NamePoints
SACRED TOME0
GLIMMERING0
BRAZIER OF HOLY FLAME20
Passive
SACRED TOME: Upon this ancient parchment of this hallowed tome are the litanies of the Cults Unberogen.

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

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

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

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

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

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

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

Spell Lore

BATTLE PROFILE
NamePoints
Spells of the Collegiate Arcane0

Spells of the Collegiate Arcane

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

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

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

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

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

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

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

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

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

Prayer Lore

BATTLE PROFILE
NamePoints
Scriptures of Sigmar0

Scriptures of Sigmar

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

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

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

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

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

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

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

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

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

The Duardin Ascendant

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

Battle Traits

Passive
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.

Once Per Turn (Army), Your Hero Phase
'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.

Once Per Turn (Army), Your Shooting Phase
'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 .

Once Per Turn (Army), Your Charge Phase
'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.

Once Per Turn (Army), Any Comhat Phase
'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.


Heroic Traits

HERO only
Passive
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.


Artefacts of Power

HERO only
Once Per Battle, Your Hero Phase
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.


Prayer Lore

Your Hero Phase
4
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.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
4
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.
KEYWORDSPRAYER

SPEARHEAD


Fusil-Platoon

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

Battle Traits

Passive
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.


Regiment Abilities

Pick 1 of the following regiment abilities.

Once Per Turn (Army), Your Shooting Phase
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.

Once Per Battle, Deployment 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.


Enhancements

Give your general 1 of the following enhancements.

Once Per Battle, Your Movement Phase
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.

Passive
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+).

Once Per Turn, Your Movement Phase
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.

Once Per Turn, Enemy Combat 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.


Warscrolls

SPEARHEAD WARSCROLL
Fusil-Major
on Ogor Warhulk
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.
SPEARHEAD WARSCROLL
Fusil-Major
on Ogor Warhulk
RANGED WEAPONS
RngAtkHitWndRndDmg
Long Fusil
Long Fusil24"33+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Warhulk's Mace
Warhulk's Mace44+2+22
Your Shooting Phase
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.

KEYWORDS
HERO, INFANTRY, CASTELITE

SPEARHEAD WARSCROLL
Wildercorps Hunters
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.
SPEARHEAD WARSCROLL
Wildercorps Hunters
RANGED WEAPONS
RngAtkHitWndRndDmg
Hunting Crossbow
Hunting Crossbow15"24+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Hunting Weapons
Hunting Weapons24+4+-1
Trailhound’s Ferocious Bite
Trailhound’s Ferocious Bite24+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.

Deployment Phase
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.

KEYWORDS
INFANTRY

SPEARHEAD WARSCROLL
Alchemite Warforger
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.
SPEARHEAD WARSCROLL
Alchemite Warforger
MELEE WEAPONS
AtkHitWndRndDmg
Tongstaff
Tongstaff34+4+1D3
Your Hero Phase
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.

KEYWORDS
HERO, WIZARD, INFANTRY

SPEARHEAD WARSCROLL
Freeguild Fusiliers
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.
SPEARHEAD WARSCROLL
Freeguild Fusiliers
RANGED WEAPONS
RngAtkHitWndRndDmg
Fusil-cannon
Fusil-cannon18"24+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Bayonet
Bayonet14+4+-1
Passive
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.

Once Per Turn (Army), Your Shooting Phase
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.

KEYWORDS
INFANTRY, CASTELITE, REINFORCEMENTS

Castelite Company

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

Battle Traits

Once Per Battle Round, Start of Battle Round
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!


Regiment Abilities

Pick 1 of the following regiment abilities.

Passive
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.

Once Per Turn, Enemy Shooting Phase
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.


Enhancements

Give your general 1 of the following enhancements.

Once Per Battle, Start of Any Turn
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.

End of Any Turn
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.

Passive
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.

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

Effect: Each phase, you can re-roll 1 hit roll, or 1 wound roll, or 1 save roll made for your general.


Warscrolls

SPEARHEAD WARSCROLL
Freeguild Cavalier-Marshal
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.
SPEARHEAD WARSCROLL
Freeguild Cavalier-Marshal
RANGED WEAPONS
RngAtkHitWndRndDmg
Dragoon Pistol [Shoot in Combat]
Dragoon Pistol
Shoot in Combat
10"23+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Master-forged Longsword
Master-forged Longsword53+4+12
Warhorse’s Steel-shod Hooves [Companion]
Warhorse’s Steel-shod Hooves
Companion
25+3+-1
Your Hero Phase
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.

KEYWORDS
HERO, CAVALRY

SPEARHEAD WARSCROLL
Ironweld Great Cannon
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.
SPEARHEAD WARSCROLL
Ironweld Great Cannon
RANGED WEAPONS
RngAtkHitWndRndDmg
Great Cannon: Cannonball
Great Cannon: Cannonball24"24+2+2D3+2
Great Cannon: Grapeshot
Great Cannon: Grapeshot12"53+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Crew’s Tools and Sidearms
Crew’s Tools and Sidearms24+4+-1
Passive
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.

KEYWORDS
WAR MACHINE, REINFORCEMENTS

SPEARHEAD WARSCROLL
Freeguild Cavaliers
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.
SPEARHEAD WARSCROLL
Freeguild Cavaliers
MELEE WEAPONS
AtkHitWndRndDmg
Cavalier Weapon [Charge (+1 Damage)]
Cavalier Weapon
Charge (+1 Damage)
34+4+11
Warhorse’s Steel-shod Hooves [Companion]
Warhorse’s Steel-shod Hooves
Companion
25+3+-1
Any Charge Phase
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.

KEYWORDS
CAVALRY, REINFORCEMENTS

SPEARHEAD WARSCROLL
Freeguild Steelhelms
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.
SPEARHEAD WARSCROLL
Freeguild Steelhelms
MELEE WEAPONS
AtkHitWndRndDmg
Freeguild Weapon
Freeguild Weapon24+4+-1
Your Movement Phase
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.

KEYWORDS
INFANTRY, REINFORCEMENTS

Sentinels of Embergard

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

Battle Traits

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
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.


Regiment Abilities

Pick 1 of the following regiment abilities:

Passive
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.

Passive
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.


Enhancements

Give your general 1 of the following enhancements.

Any Shooting Phase
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.

Passive
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.

Once Per Battle, Your Movement Phase
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.

Once Per Battle, Any Combat Phase
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.


Warscrolls

SPEARHEAD WARSCROLL
Jorvan Kreel
Heir of the Kraken
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...
SPEARHEAD WARSCROLL
Jorvan Kreel
Heir of the Kraken
MELEE WEAPONS
AtkHitWndRndDmg
Ranger Blades
Ranger Blades63+4+12
Your Hero Phase
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.

End of Any Turn
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.

KEYWORDS
HERO, INFANTRY

SPEARHEAD WARSCROLL
Mallus Forgepriest
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.
SPEARHEAD WARSCROLL
Mallus Forgepriest
MELEE WEAPONS
AtkHitWndRndDmg
Sigmarite Warhammer
Sigmarite Warhammer44+3+1D3
Your Hero Phase
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.

KEYWORDS
HERO, PRIEST, INFANTRY

SPEARHEAD WARSCROLL
Freeguild Grenadiers
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.
SPEARHEAD WARSCROLL
Freeguild Grenadiers
RANGED WEAPONS
RngAtkHitWndRndDmg
Ruin-sweeper Arsenal
Ruin-sweeper Arsenal10"14+2+21
MELEE WEAPONS
AtkHitWndRndDmg
Grenadier Bardiche
Grenadier Bardiche24+4+12
Once Per Turn (Army), End of Any Turn
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.

KEYWORDS
INFANTRY, REINFORCEMENTS

SPEARHEAD WARSCROLL
Freeguild Gallants
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.
SPEARHEAD WARSCROLL
Freeguild Gallants
MELEE WEAPONS
AtkHitWndRndDmg
Weapons of Gallantry
Weapons of Gallantry23+4+11
Any Combat Phase
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.

KEYWORDS
INFANTRY

Zenestra’s Zealots

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

Battle Traits

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:

Your Movement Phase
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.

Passive
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.


Regiment Abilities

Pick 1 of the following regiment abilities:

Once Per Turn (Army), Your Movement Phase
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.

Passive
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.


Enhancements

Give your general 1 of the following enhancements.

Passive
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.

Once Per Battle, Your Hero Phase
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.

Once Per Turn, Reaction: You declared a RUN ability for a non-HERO unit wholly within 12" of your general
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

Any Combat Phase
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.


Warscrolls

SPEARHEAD WARSCROLL
Freeguild Marshal
and Relic Envoy
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.
SPEARHEAD WARSCROLL
Freeguild Marshal
and Relic Envoy
RANGED WEAPONS
RngAtkHitWndRndDmg
Duelling Pistols [Shoot in Combat]
Duelling Pistols
Shoot in Combat
10"43+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Master-forged Weapon
Master-forged Weapon53+4+12
Your Hero Phase
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.

Passive
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.

KEYWORDS
HERO, INFANTRY

SPEARHEAD WARSCROLL
Pontifex Zenestra
Matriarch of the Great Wheel
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.
SPEARHEAD WARSCROLL
Pontifex Zenestra
Matriarch of the Great Wheel
MELEE WEAPONS
AtkHitWndRndDmg
Sceptre of the Wheel
Sceptre of the Wheel34+4+1D3
Your Hero Phase
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.

KEYWORDS
HERO, PRIEST, INFANTRY, WARD (4+)

SPEARHEAD WARSCROLL
Freeguild Command Corps
Whisperblade
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.
SPEARHEAD WARSCROLL
Freeguild Command Corps
Whisperblade
MELEE WEAPONS
AtkHitWndRndDmg
Enchanted Rapier
Enchanted Rapier43+4+22
Passive
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.

KEYWORDS
INFANTRY

SPEARHEAD WARSCROLL
Freeguild Command Corps
Arch-Knight and Retinue
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
SPEARHEAD WARSCROLL
Freeguild Command Corps
Arch-Knight and Retinue
MELEE WEAPONS
AtkHitWndRndDmg
Command Weapons
Command Weapons33+4+11
This unit comprises 1 Arch-Knight, 1 Great Herald, 1 War Surgeon, 1 Soul Shepherd and 1 Mascot Gargoylian.

Once Per Turn, Reaction: You used a command
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.

KEYWORDS
INFANTRY, REINFORCEMENTS

SPEARHEAD WARSCROLL
Freeguild Steelhelms
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.
SPEARHEAD WARSCROLL
Freeguild Steelhelms
MELEE WEAPONS
AtkHitWndRndDmg
Freeguild Weapon
Freeguild Weapon24+4+-1
Any Combat Phase
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.

KEYWORDS
INFANTRY, REINFORCEMENTS
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

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

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

18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, 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.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

  • Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn.
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within ½" of an enemy faction terrain feature as if it were a unit.
  • They are affected by all enemy abilities as if they were units.
  • They can be damaged in the same manner as units. However, when they are removed from play, they count as being demolished instead of slain or destroyed (this means that they do not count as destroyed units for the purposes of abilities, scoring battle tactics etc.).
  • Faction terrain features cannot contest objectives even while they are garrisoned.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘ShootCORE abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).
  • Faction terrain features with a Move characteristic greater than ‘-’ are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

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.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Enemy Shooting Phase
1
COVERING FIRE: The warriors unleash a quick volley at a nearby enemy unit before it charges into combat.

Declare: Pick a friendly unit that did not use a RUN ability this turn and that is not in combat to use this ability, then pick the closest enemy unit (to that unit) that can be picked as the target of shooting attacks to be the target. You cannot pick MANIFESTATIONS or faction terrain features as the target of this ability.

Effect: Resolve shooting attacks for the unit using this ability against the target. You must subtract 1 from the hit rolls for those attacks.
KEYWORDSSHOOT, ATTACK
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

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

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

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

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

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

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

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

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

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

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

Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

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

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

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

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

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

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

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

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:

Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with a frenzied vigour.

Used By: The unit using that ATTACK ability.

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability. For the rest of the turn, subtract 1 from save rolls for the unit using this ability.

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

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

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

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

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

32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

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:

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

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

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
KEYWORDSPRAYER, UNLIMITED



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

Declare: Make a chanting roll of D6.

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

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

18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.

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:

3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than one Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.

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:

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
23.0 Tokens
Tokens are not considered to be models for rules purposes and can be ignored or moved out of the way for purposes of visibility, coherency or abilities. They cannot be picked as the target of abilities. Their purpose is to indicate persisting effects on units they are placed next to. Each time a unit with a token finishes a move or is set up, place the token next to the unit.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
Army List
Warscrolls collated

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2026