Cities of Sigmar – Warscrolls

Contents

Cavalry Hero


CITIES OF SIGMAR WARSCROLL
Erasmus Zonn
the Enlightened One
12"
9
4+
2
Regarded as the most brilliant arcanist ever to emerge from the college of Settler's Gain, Erasmus Zonn has mastered Hyshian magic to a level even aelven archmages must respect. An experienced realm-wanderer, Erasmus supplements his devastating radiant magic with the Lantern of All-Knowledge, a powerful device that can manipulate light to empower his allies.
CITIES OF SIGMAR WARSCROLL
Erasmus Zonn
the Enlightened One
RANGED WEAPONS
RngAtkHitWndRndDmg
Rod of Radiance [Crit (2 Hits)]
Rod of Radiance
Crit (2 Hits)
10"23+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Glyphwing’s Heads [Companion]
Glyphwing’s Heads
Companion
44+3+1D3+1
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 75 × 42mm
Can be reinforced: No
Regiment Options: Any SIGMARITE

Your Hero Phase
LANTERN OF ALL-KNOWLEDGE: This mystical artefact emits powerful light of varying magical wavelengths.

Effect: If this unit is wholly within 9" of a corner of the battlefield, pick 1 of the following effects to apply until the start of your next turn:

Searing Brilliance: Friendly SIGMARITE units are not visible to enemy units more than 6" from them while those friendly units are wholly within 6" of and visible to this unit.

Lambent Aura: Add 1 to this unit’s power level.

Luminous Authority: Add 2 to arcane manipulation rolls for this unit.

Prismatic Diffusion: Add 3 to the Attacks characteristic of this unit’s Rod of Radiance and set its Damage characteristic to 3.

Any Hero Phase
REALMSPHERE MASTERY: Erasmus’s mastery of realm-magic is such that he can trap and control manifestations with ease.

Declare: Pick a visible enemy MANIFESTATION within 12" of this unit and that was not set up this turn to be the target.

Effect: Make an arcane manipulation roll of 2D6. If the roll equals or exceeds the target’s banishment value, set up an ENDLESS SPELL that can be summoned using a SUMMON spell that this unit can cast within 1" of the target and more than 3" from all enemy units and other enemy MANIFESTATIONS. This unit has summoned that ENDLESS SPELL. Then, the target is banished and removed from play.

Your Hero Phase
6
THE FOUR CORNERS OF THE REALMS: Guided by potent wayfaring magic, Erasmus swiftly traverses the Mortal Realms.

Declare: Make a casting roll of 2D6.

Effect: Remove this unit from the battlefield and set it up again wholly within 9" of a corner of the battlefield and more than 3" from all enemy units.
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (1), CAVALRY, FLY
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR WARSCROLL
Freeguild Cavalier-Marshal
10"
7
3+
2
Every Cavalier-Marshal is nigh unstoppable on the charge. They gallop hard into the enemy, collapsing battlelines and intercepting charging foes with a sudden burst of speed. Though they often carry the weight of a Dawnbringer Crusade upon their shoulders, they are inspiring champions well used to leading by example.
CITIES OF SIGMAR WARSCROLL
Freeguild Cavalier-Marshal
RANGED WEAPONS
RngAtkHitWndRndDmg
Dragoon Pistol [Shoot in Combat]
Dragoon Pistol
Shoot in Combat
10"43+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Master-forged Cavalier Sword [Charge (+1 Damage)]
Master-forged Cavalier Sword
Charge (+1 Damage)
53+4+12
Warhorse’s Steel‑shod Hooves [Companion]
Warhorse’s Steel‑shod Hooves
Companion
25+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 75 × 42mm
Can be reinforced: No
Regiment Options: 0-1 Freeguild Veteran, Any SIGMARITE, Any ALLIES OF THE FREE CITIES
Notes: This Hero can join an eligible regiment as a Freeguild Veteran.

Reaction: You declared the 'Counter-charge' command for this unit
’FOR SIGMAR! FOR GLORY!’: Raising their blade, the Marshal signals the Cavaliers’ counter-charge and hurls themselves into battle.

Effect: Pick a visible friendly non-HERO SIGMARITE CAVALRY unit that is wholly within 12" of this unit, is not in combat and has not used a RUN ability this turn to be the target. After the ‘Counter-charge’ command for this unit has been resolved, if this unit is in combat, the target can immediately use the ‘Charge’ ability as if it were your charge phase. In addition, you can re-roll charge rolls for the target for the rest of the phase.

Once Per Turn (Army), Any Charge Phase
RUN DOWN THE FOE: Cavalier-Marshals are experts in leading decisive charges on enemy positions and trampling the foe underfoot.

Declare: If this unit charged this turn, pick this unit and up to 2 visible friendly non-HERO SIGMARITE CAVALRY units that charged this turn and are wholly within 12" of this unit to be the targets.

Effect: For each target:
  • Make a pile-in move.
  • Then, pick an enemy unit in combat with the target and roll a D3. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.

KEYWORDS
HERO, CAVALRY
ORDER, CITIES OF SIGMAR, SIGMARITE

Infantry Hero


CITIES OF SIGMAR WARSCROLL
Alchemite Warforger
5"
5
5+
2
The specialist wizards known as Alchemite Warforgers can exaggerate the innate strength of metal exponentially. These members of the Gold College are often requested by the Freeguilds for their mastery over metals and arcane machinery, which proves to be more practical than the high arcane arts of other wizards. Through their magic, the resilience of the metal used by the God-King’s armies is multiplied many times over. Wrought iron becomes hard as duardin-worked gromril and shields become inviolable bulwarks. Meanwhile, enemies find their own armour transmuting into cumbersome lead, staggering them at the critical moment. Blade hilts suddenly burn white-hot, forcing their owners to drop them, whilst halberds find their biting edge drizzling away into molten slurry. The signature artefact of the Alchemite Warforger’s profession is the massive crucible they bear at their side, a portable forge that contains the power of an inferno. Thick layers of leather protect them from the heat, but even veteran Alchemites must use long-handled tongs to bring out the runic cubes within. They use these cubes as lodestones that affect magical motes and the flow of the aether – simply by turning them this way and that, the Alchemite can melt metal around them until it flows at their command.
CITIES OF SIGMAR WARSCROLL
Alchemite Warforger
MELEE WEAPONS
AtkHitWndRndDmg
Tongstaff
Tongstaff34+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 SIGMARITE WAR MACHINE, Any SIGMARITE INFANTRY

Once Per Turn (Army), Your Hero Phase
RUNIC CRUCIBLE: The hefty crucibles carried by these arcane metallurgists harness the elemental magics of Chamon and can be used to give the weapons of their allies a white-hot molten edge.

Declare: Pick a visible friendly SIGMARITE unit wholly within 12" of this unit to be the target.

Effect: Make an arcane manipulation roll of D6. On a 3+, the target’s melee weapons have Crit (Mortal) until the start of your next turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR WARSCROLL
Amethyst Knellmage
5"
5
6+
2
Strange and unnerving are the Amethyst Knellmages, masters of Shyishan magic. Their bizarre, bell-shaped helms are topped by hammer-wielding skeletal figures that toll a percussive rhythm; the wizards swing their deadly scythes in time to each soul-shaking peal.
CITIES OF SIGMAR WARSCROLL
Amethyst Knellmage
MELEE WEAPONS
AtkHitWndRndDmg
Amethyst Scythe
Amethyst Scythe34+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 SIGMARITE WAR MACHINE, Any SIGMARITE INFANTRY

Your Hero Phase
7
DEATHLY CANDLELIGHT: The Knellmage channels so much Shyishan energy through their Reikenorian candle that they wreathe themselves in an eerie, disconcerting witchlight.

Declare: Pick a visible enemy unit within 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: The target cannot use commands for the rest of the turn.
KEYWORDSSPELL

Once Per Turn (Army), Your Hero Phase
OMINOUS PRESENCE: The Knellmage heightens the intensity of their Reikenorian candlelight, taking on an even more dreadful aspect.

Effect: Make an arcane manipulation roll of D6. On a 3+, for the rest of the turn, when picking a target for the ‘Deathly Candlelight’ ability, you can pick a visible enemy unit within 18" of this unit instead of within 12".

KEYWORDS
HERO, WIZARD (1), INFANTRY
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR WARSCROLL
Aqshian Pyrocaster
5"
5
6+
2
Battlemages who dedicate themselves to the Aqshian school of magic are fiery and aggressive souls. Known as Pyrocasters, they channel the tremendous power of bright magic through their emberstone wands, annihilating their foes in an explosion of flame.
CITIES OF SIGMAR WARSCROLL
Aqshian Pyrocaster
MELEE WEAPONS
AtkHitWndRndDmg
Burning Fists
Burning Fists34+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 SIGMARITE WAR MACHINE, Any SIGMARITE INFANTRY

Your Hero Phase
6
INCANDESCENT INCINERATION: The Pyrocaster’s wand glows white hot as they unleash an incendiary assault, the arcane flames creating a veritable bonfire of bright magic for them to tap into.

Declare: Pick a visible enemy unit within 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: If the target was not incandescent when they were picked to be the target of this spell:
  • Inflict D3 mortal damage on the target.
  • The target is incandescent for the rest of the battle.

If the target was incandescent when they were picked to be the target of this spell:
  • Allocate 3 damage points to the target (ward rolls cannot be made for those damage points).
  • The target is no longer incandescent.
KEYWORDSSPELL

Once Per Turn (Army), Your Hero Phase
THE FLAMES OF AQSHY: The Pyrocaster turns their body into a living conduit for Aqshian magic, heightening their fiery spellcasting.

Effect: Make an arcane manipulation roll of D6. On a 3+, for the rest of the turn, when picking a target for the ‘Incandescent Incineration’ ability, you can pick a visible enemy unit within 18" of this unit instead of within 12".

KEYWORDS
HERO, WIZARD (1), INFANTRY
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR WARSCROLL
Callis and Toll
5"
5
4+
2
Deadly with sword and pistol, Hanniver Toll is a veteran hunter of witches, fiends, monsters and insurrectionists. Backed up by the two-fisted firepower of ex-Freeguild soldier Armand Callis, he wages a ceaseless war against the enemies of Sigmar.
CITIES OF SIGMAR WARSCROLL
Callis and Toll
RANGED WEAPONS
RngAtkHitWndRndDmg
Flintlock Pistols [Anti-WIZARD (+1 Rend), Shoot in Combat]
Flintlock Pistols
Anti-WIZARD (+1 Rend), Shoot in Combat
10"43+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Azyrite Blades [Anti-WIZARD (+1 Rend)]
Azyrite Blades
Anti-WIZARD (+1 Rend)
43+4+12
BATTLE PROFILE

Unit Size: 2      Points: 240
Base size: 32mm
Can be reinforced: No
Regiment Options: 1 Toll’s Companions, Any SIGMARITE INFANTRY

Start of Battle Round
RELENTLESS HUNTERS: Toll, Callis and their companions often arrive at a battlefield in pursuit of an enemy whose existence threatens the safety of a Sigmarite city.

Declare: This unit can use this ability even if it is in the shadows. If there is no enemy mark, pick an enemy HERO on the battlefield to be the target. If there are no enemy HEROES on the battlefield, pick an enemy non-HERO unit on the battlefield to be the target instead.

Effect: The target is the mark for the rest of the battle.

Passive
RIGHT TOOLS FOR THE JOB: Callis and Toll have sacred blade oils prepared for particularly deadly foes.

Effect: Double the Damage characteristic of this unit’s melee weapons for attacks that target the enemy mark.

KEYWORDS
UNIQUE, HERO, INFANTRY
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR 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 order, and their Relic Envoys ensure their orders always get to where they are needed. When battlelines close, their skill with sword, hammer and pistol swiftly becomes clear.
CITIES OF SIGMAR 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
BATTLE PROFILE

Unit Size: 1      Points: 110
MODELBASE SIZE
Freeguild Marshal32mm
Relic Envoy28.5mm
Can be reinforced: No
Regiment Options: 0-1 Freeguild Veteran, Any SIGMARITE, Any ALLIES OF THE FREE CITIES
Notes: This Hero can join an eligible regiment as a Freeguild Veteran.

This unit is armed with 1 of the following options:
  • Duelling Pistols and Silvered Shortsword
  • Master-forged Longsword
  • Heirloom Warhammer

This unit’s Relic Envoy is a token.

Once Per Turn (Army), Your Hero Phase
ATTENDANT RELIC ENVOY: It is a great honour for a Relic Envoy to serve beneath a Freeguild Marshal. Their duties include hand-delivering messages to the soldiers of the line.

Declare: This unit’s Relic Envoy is a token. Pick a visible friendly SIGMARITE unit wholly within 18" of this unit and not under orders to be the target.

Effect: Place this unit’s Relic Envoy next to the target. While this unit is under orders and on the battlefield and this unit’s Relic Envoy is next to the target, the target is under orders.

Once Per Battle (Army), Reaction: You declared a FIGHT ability for this unit
1
FRONT-LINE COMMANDER: In the face of the oncoming enemy, the Marshal stands alongside their fellows in the front lines, bellowing orders and coordinating attacks.

Effect: If this unit is under orders, pick a friendly SIGMARITE INFANTRY or MONSTER unit that is wholly within 12" of this unit or has this unit’s Relic Envoy next to it and that has not used a FIGHT ability this turn to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, the target can use 2 FIGHT abilities this phase. After the first is used, however, the target has STRIKE-LAST for the rest of the turn.

KEYWORDS
HERO, INFANTRY
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR WARSCROLL
Fusil-Major
on Ogor Warhulk
6"
8
3+
2
The armies of the Freeguilds eschew static towers in favour of those built atop hulking Ogor Warhulks. These battlements provide mobile vantage points, allowing a gunner riding aloft to snipe the command personnel of the enemy with relative ease. Their long-barrelled fusil allows them to engage at range and the tall crow’s nest protects them from return fire. When the enemy closes in, the ogor below uses their giant tower shield and heavy-headed mace to crush those foolish enough to get within reach. Those caught on the rim of the shield soon feel themselves being hoisted upwards and the ogor’s trowel-like teeth sinking into their flesh, for even a city ogor, relatively civilised in comparison to their wilderness-dwelling kin, likes a snack in the middle of battle. The relationship between soldier and ogor is not an easy one. Even city ogors, known for their ability to overrule the grumbling of their stomachs for hours at a time, are unpredictable. No ogor likes being clambered over by a mere thinling who should really be inside their gut. Those teams that last tend to have some manner of connection – a life debt after the gunner had saved the ogor from certain death, for instance, or a lost bet that the ogor feels obligated to fulfil.
CITIES OF SIGMAR WARSCROLL
Fusil-Major
on Ogor Warhulk
RANGED WEAPONS
RngAtkHitWndRndDmg
Long Fusil [Anti-HERO (+1 Rend), Crit (Auto-wound)]
Long Fusil
Anti-HERO (+1 Rend), Crit (Auto-wound)
24"23+2+22
MELEE WEAPONS
AtkHitWndRndDmg
Warhulk’s Mace
Warhulk’s Mace44+2+22
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 Freeguild Veteran, Any SIGMARITE, Any ALLIES OF THE FREE CITIES
Notes: This Hero can join an eligible regiment as a Freeguild Veteran.

Once Per Turn (Army), Your Shooting Phase
COORDINATE ATTACKS: Fusil-Majors can direct the attacks of nearby Sigmarites to eliminate priority targets.

Declare: Pick a visible enemy unit within 24" of this unit to be the target.

Effect: For the rest of the turn, add 1 to hit rolls for attacks made by friendly SIGMARITE units that are under orders that target that enemy unit.

KEYWORDS
HERO, INFANTRY
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR WARSCROLL
Galen and Doralia ven Denst
5"
5
4+
2
As agents of Azyr, Galen and Doralia ven Denst have executed hundreds of Chaos cultists and living dead over the course of their careers. Galen’s skill with a spell-banishing pistol and runic broadsword is formidable, while Doralia’s crossbow blasts gheists and daemons apart with ease.
CITIES OF SIGMAR WARSCROLL
Galen and Doralia ven Denst
RANGED WEAPONS
RngAtkHitWndRndDmg
Anti-thaumic Crossbow [Anti-MANIFESTATION (+1 Rend), Anti-WIZARD (+1 Rend)]
Anti-thaumic Crossbow
Anti-MANIFESTATION (+1 Rend), Anti-WIZARD (+1 Rend)
18"33+4+12
Spell-banishing Pistol [Shoot in Combat]
Spell-banishing Pistol
Shoot in Combat
10"43+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Consecrated Blade [Anti-WIZARD (+1 Rend)]
Consecrated Blade
Anti-WIZARD (+1 Rend)
43+4+12
BATTLE PROFILE

Unit Size: 2      Points: 140
Base size: 28.5mm
Can be reinforced: No
Regiment Options: 0-1 Ironweld Great Cannon, Any SIGMARITE INFANTRY

Galen ven Denst is armed with a Spell-banishing pistol and Consecrated Blade. Doralia ven Denst is armed with an Anti-thaumic Crossbow and Consecrated Blade.

Passive
GUARDIAN AND MENTOR: This indomitable duo has faced down some of the most grievous enemies the Mortal Realms has to offer.

Effect: While this unit contains 2 models, it has WARD (5+).

Your Hero Phase
WEAPONS OF BANISHMENT: The quartermasters of the Order of the Vault ensure that the Ven Densts can arm their comrades with whatever they need to deal with arcane threats.

Declare: Pick a visible friendly SIGMARITE unit wholly within 12" of this unit and under orders to be the target.

Effect: Until the start of your next turn, while the target is wholly within 12" of this unit and under orders, add 1 to the Damage characteristic of the target’s weapons for combat attacks that target enemy WIZARDS, PRIESTS and MANIFESTATIONS.

KEYWORDS
UNIQUE, HERO, INFANTRY
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR WARSCROLL
Jorvan Kreel
Heir of the Kraken
6"
5
4+
2
Driven into exile from his conquered home city of Anvilgard, the fearless Ranger-Colonel Jorvan Kreel travels far in search of allies to help him reclaim his honour and his legacy. Accompanied by the deadly ash panther Thexa and wielding twin swords with breathtaking skill, Kreel carves a path through anyone standing in his way.
CITIES OF SIGMAR WARSCROLL
Jorvan Kreel
Heir of the Kraken
MELEE WEAPONS
AtkHitWndRndDmg
Ranger Blades
Ranger Blades63+4+12
BATTLE PROFILE

Unit Size: 1      Points: 120
MODELBASE SIZE
Jorvan Kreel32mm
Thexa25mm
Can be reinforced: No
Regiment Options: 0-1 Freeguild Veteran, Any SIGMARITE

Any Combat Phase
PROWLING ASH PANTHER: Thexa lurks in the shadows before pouncing, ripping at the foe’s hamstrings, throats and other vital areas.

Declare: This unit’s Thexa is a token. If this unit’s Thexa is not on the battlefield, pick an enemy unit in combat with this unit to be the target.

Effect: Place this unit’s Thexa next to the target, then roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. If the target is destroyed while this unit’s Thexa is next to it, remove this unit’s Thexa from the battlefield.

Passive
HARRYING ATTACKS: At her master’s command, Thexa dogs her prey’s footsteps, harrying them endlessly with attacks that impede their every strike.

Effect: While this unit’s Thexa is next to an enemy unit, that enemy unit’s attacks cannot score critical hits (treat them as regular hits instead).

Reaction: You declared a FIGHT ability for this unit or a non-HERO SIGMARITE INFANTRY unit wholly within 12" of this unit
FLUID COMBAT STYLE: The Ranger-Colonel and his troops use the conventional fighting style of the Wildercorps, one that emphasises speed over armour and adaptability over rigid formations.

Effect: Immediately after the FIGHT ability used by that unit has been resolved, pick a point on the battlefield within 6" of this unit and more than 3" from all units (friendly and enemy) and terrain features. Remove the unit that used the FIGHT ability from the battlefield and set it up again wholly within 6" of that point and not in combat.

KEYWORDS
UNIQUE, HERO, INFANTRY
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR WARSCROLL
Mallus Forgepriest
5"
5
4+
2
The clergy of the Brethren of the Forge often serve in Sigmar’s armies as blacksmiths, chaplains and battlefield exorcists. With a chanted hymn and a blessed strike of their warhammers, they can blast the lingering corruption from contested ground, turning it into a haven for Sigmarite troops.
CITIES OF SIGMAR WARSCROLL
Mallus Forgepriest
MELEE WEAPONS
AtkHitWndRndDmg
Meteoric Warhammer [Crit (Auto-wound)]
Meteoric Warhammer
Crit (Auto-wound)
44+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 28.5mm
Can be reinforced: No
Regiment Options: 0-1 SIGMARITE WAR MACHINE, Any SIGMARITE INFANTRY

Once Per Turn (Army), Your Movement Phase
CONSECRATE THE LAND: Bellowing Sigmarite hymns, the Mallus Forgepriest purges the taint of Chaos from the land and consecrates it in the name of the God-King.

Declare: Pick an objective you control that this unit is contesting to be the target.

Effect: If there are no enemy units contesting the target objective, it is considered by you to be consecrated. Otherwise, roll a dice. On a 3+, the target objective is considered by you to be consecrated.

While they are wholly within 6" of a consecrated objective and under orders:
  • Friendly non-WAR MACHINE SIGMARITE units have WARD (5+).
  • Friendly SIGMARITE WAR MACHINES have WARD (6+).

If your opponent gains control of a consecrated objective, it is no longer consecrated.

KEYWORDS
HERO, PRIEST (1), INFANTRY
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR WARSCROLL
Pontifex Zenestra
Matriarch of the Great Wheel
5"
9
5+
2
4+
The Great Wheel turns, and the driving force is faith. As she gives her inspiring battlefield sermons, the raw celestial power of the God-King crackles out from Pontifex Zenestra’s sacred palanquin to incinerate enemy mages and heathens, whilst her acolytes bludgeon and hew any foolish enough to approach her without permission.
CITIES OF SIGMAR WARSCROLL
Pontifex Zenestra
Matriarch of the Great Wheel
MELEE WEAPONS
AtkHitWndRndDmg
Sceptre of the Wheel
Sceptre of the Wheel34+4+1D3
Acolytes’ Club and Axe
Acolytes’ Club and Axe44+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 190
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: 0-1 Freeguild Veteran, Any SIGMARITE

Passive
THE GREAT WHEEL TURNS: Zenestra’s followers defend her with a strength that can cow even a follower of the Dark Gods. Even those who profess no membership of the Cult of the Wheel inevitably find themselves caught up in a frenzy of zealotry that borders on madness.

Effect: Each time a model in a visible friendly SIGMARITE unit wholly within 12" of this unit is slain by a combat attack and that model was in combat with the attacking unit, make a number of zealotry rolls of D6 equal to that model’s Health characteristic. For each 6+, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Your Hero Phase
5
VESSEL OF SIGMAR: Channelling the divine might of the God-King, Pontifex Zenestra is a powerful beacon of faith, blasting the enemy and granting those that battle within her blazing aura protection and might in equal measure.

Declare: Make a chanting roll of D6. If the roll is an unmodified 1, you can re-roll the dice.

Effect: Pick 1 of the following effects. Pick up to 2 different effects instead if the chanting roll was 10+.

Sanctified Ground: Until the start of your next turn, visible enemy units that use a CHARGE ability while they are within 9" of this unit have STRIKE-LAST for the rest of the turn.

Ardent Prayers: Add 1 to zealotry rolls for friendly SIGMARITE units until the start of your next turn.

Cast Out Evil: Roll a D3 for each visible enemy WIZARD and PRIEST on the battlefield. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.
KEYWORDSPRAYER

KEYWORDS
UNIQUE, HERO, PRIEST (2), INFANTRY, WARD (4+)
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR WARSCROLL
Grombrindal, The White Dwarf
4"
8
4+
2
3+
Reforged by Grungni to unite the duardin of the Mortal realms, Grombrindal – the White Dwarf – has become the living embodiment of his people.
CITIES OF SIGMAR WARSCROLL
Grombrindal, The White Dwarf
MELEE WEAPONS
AtkHitWndRndDmg
Rune Axe of Grimnir [Crit (2 Hits)]
Rune Axe of Grimnir
Crit (2 Hits)
53+3+23
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 1      Points: 360
Base size: 40mm
Can be reinforced: No
Regiment Options: Any ORDER DUARDIN units
Notes: Legends Warscroll

Passive
ARMOUR OF GLIMRIL SCALES: Replicated by Runesmiths from a single scale wedged between the teeth of a slain Chaos Lord at the pivotal Battle of Thraag, the White Dwarf's armour is able to deflect even the hardest blows.

Effect: If this unit would be automatically destroyed, it is not automatically destroyed. Instead, allocate D3 damage points to it (ward rolls cannot be made for those damage points).

Passive
RUNE AXE OF GRIMNIR: This legendary blade allows Grombrindal to cleave through rank after rank of enemy warriors with ease.

Effect: The Attacks characteristic of this unit’s Rune Axe of Grimnir is 7 if this unit charged this turn.

Passive
AS STERN AS STONE: No duardin would ever be found wanting under the gaze of the White Dwarf

Effect: Friendly DUARDIN INFANTRY units have WARD (5+) while they are wholly within 12" of this unit.

Passive
LIVING LEGEND: Grombrindal is the embodiment of the duardin soul guardian of their ancestral traditions and champion in their times of need.

Effect: Add 2 to the control scores of friendly DUARDIN INFANTRY units while they are wholly within 12" of this unit.

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (3+)
ORDER, DUARDIN


CITIES OF SIGMAR WARSCROLL
Assassin
6"
5
5+
2
T here is no fortress, city or fortified war camp that the feared Shadowblade Assassins cannot infiltrate, and few foes can hope to survive the potent poisons delivered by their wicked daggers.
CITIES OF SIGMAR WARSCROLL
Assassin
MELEE WEAPONS
AtkHitWndRndDmg
Poison-coated Blades [Anti-HERO (+1 Rend), Crit (Mortal)]
Poison-coated Blades
Anti-HERO (+1 Rend), Crit (Mortal)
63+4+12
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 25mm
Can be reinforced: No
Regiment Options: Any AELF INFANTRY
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Once Per Turn (Army), Any Combat Phase
IN FOR THE KILL: With their target in sight, the Assassin bursts from the shadows and unleashes a flurry of attacks upon the unsuspecting victim.

Effect: This unit has STRIKE-FIRST if it charged in the same turn.

Passive
HIDDEN MURDERER: Stalking the shadows, the Assassin only reveals their position when they launch a killing strike.

Effect: While this unit is within the combat range of a friendly INFANTRY unit that has 5 or more models and there are no enemy units within this unit’s combat range, this unit is not visible to enemy units.

KEYWORDS
HERO, INFANTRY
ORDER, CITIES OF SIGMAR, AELF


CITIES OF SIGMAR WARSCROLL
Battlemage
5"
5
6+
2
Masters of the arcane arts, the grizzled Battlemages of the Collegiate Arcane summon lethal storms of magic to lay waste to their foes and shield their comrades from harm with protective enchantment.
CITIES OF SIGMAR WARSCROLL
Battlemage
MELEE WEAPONS
AtkHitWndRndDmg
Wizard’s Staff
Wizard’s Staff34+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 25mm
Can be reinforced: No
Regiment Options: Any SIGMARITE INFANTRY
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Once Per Battle (Army), Deployment Phase
PROTECTIVE FOCUS: Such is this Battlemage’s unwavering concentration on one facet of their arcane arsenal that it renders them immune to the adverse effects of spellcasting.

Effect: Pick a SPELL ability that this unit can use. For the rest of the battle, no mortal damage is inflicted on this unit if it miscasts that spell.

KEYWORDS
HERO, WIZARD (1), INFANTRY
ORDER, CITIES OF SIGMAR, HUMAN


CITIES OF SIGMAR WARSCROLL
Black Ark Fleetmaster
6"
5
4+
2
Fleetmasters are rulers of the high seas, Corsair lords who command the marauding Black Arks of the Scourge Privateers. Peerless swordfighters, they delight in seeking out worthy foes against whom to test their skill.
CITIES OF SIGMAR WARSCROLL
Black Ark Fleetmaster
MELEE WEAPONS
AtkHitWndRndDmg
Wicked Cutlass and Murder Hook [Crit (Mortal)]
Wicked Cutlass and Murder Hook
Crit (Mortal)
53+4+12
BATTLE PROFILE

Unit Size: 1      Points: 90
Base size: 25mm
Can be reinforced: No
Regiment Options: Any AELF
Notes: This Hero can join a Dreadlord on Black Dragon’s, Sorceress’ or Sorceress on Black Dragon’s regiment.
This unit will move to Warhammer Legends on 1 June 2027.

Reaction: You declared a FIGHT ability for this unit
’AT THEM, YOU CURS!’: Under the gaze of their Fleetmaster, Scourge Corsairs slaughter the enemy without mercy.

Effect: Pick a friendly Black Ark Corsairs unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.

KEYWORDS
HERO, INFANTRY
ORDER, CITIES OF SIGMAR, AELF


CITIES OF SIGMAR WARSCROLL
Bren Tylis
The Renegade Saint
5"
5
3+
2
Thief. Fugitive. Brigand. Bren Tylis has been all these and more in her life as a roving sellsword. Not for the first time, she finds herself on the run from Sigmar’s unforgiving clergy – but this time with just cause. She bears the relics of Saint Yondara, her fallen ancestor and a sworn guardian of the Everspring. That holy duty has now passed to Bren Tylis; through her own blessed skull, Yondara can commune with her living relative and guide Tylis’s hand.
CITIES OF SIGMAR WARSCROLL
Bren Tylis
The Renegade Saint
MELEE WEAPONS
AtkHitWndRndDmg
Hand-and-a-half Sword
Hand-and-a-half Sword53+4+22
Passive
YONDARA’S GUIDANCE: Guided by the wisdom of her forebear, Tylis is determined to finally achieve something glorious after a career of ignoble bloodshed.

Effect: The first time this unit would be destroyed, before removing it from the battlefield, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then, Heal (5) this unit.

Once Per Battle, Deployment Phase
WELL TRAVELLED: As a roaming sword-for-hire, Bren has a knack for finding her way into the best positions.

Effect: Remove this unit from the battlefield and set it up again on the battlefield more than 3" from all enemy units.

KEYWORDS
UNIQUE, HERO, INFANTRY
ORDER, CITIES OF SIGMAR, HUMAN


CITIES OF SIGMAR WARSCROLL
Cogsmith
4"
5
3+
2
Grizzled combat engineers who know how to squeeze peak performance and killing power from any war machine, Cogsmiths are also proficient warriors capable of cutting down those who would interfere with their field repairs.
CITIES OF SIGMAR WARSCROLL
Cogsmith
RANGED WEAPONS
RngAtkHitWndRndDmg
Cogsmith’s Firearms
Cogsmith’s Firearms15"43+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Gun Butt and Cog Axe
Gun Butt and Cog Axe34+4+12
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 25mm
Can be reinforced: No
Regiment Options: Any DUARDIN
Notes: This Hero can join a Warden King’s regiment.
This unit will move to Warhammer Legends on 1 June 2027.

Once Per Turn (Army), Your Hero Phase
DIRECT THE GYROCORPS: With phosphorescent munitions, Cogsmiths can direct bombing runs and counterattacks by the gyro-machines of the Ironweld Arsenal.

Declare: Pick up to 3 visible friendly Gyrocopter or Gyrobomber units wholly within 18" of this unit to be the targets.

Effect: Roll a dice for each target. On a 3+, until the start of your next turn:
  • Add 1 to hit rolls for the target’s attacks.
  • Add 2" to the target’s Move characteristic.

KEYWORDS
HERO, INFANTRY
ORDER, CITIES OF SIGMAR, DUARDIN


CITIES OF SIGMAR WARSCROLL
Drasher Vorn
The Rampaging Beast
6"
6
5+
2
6+
Chief of the Arak Klor, the hulking Drasher Vorn is a mighty warrior of inhuman strength. He wields the Ebon Claw, an artefact that grants his tribe bestial power at the cost of turning many of them into mindless berserkers. As he suffers wounds, the chieftain grows ever more wrathful, snarling and raking the Ebon Claw across his flesh. At the height of his rage, Vorn transforms in a blur of violence, crushing skulls and snapping spines as he hurls himself at his terrified foes.
CITIES OF SIGMAR WARSCROLL
Drasher Vorn
The Rampaging Beast
MELEE WEAPONS
AtkHitWndRndDmg
Feral Claws [Crit (2 Hits)]
Feral Claws
Crit (2 Hits)
64+2+22
Any Hero Phase
EBON CLAW: By drawing their own blood with the Ebon Claw, the Arak Klor can shift their bodies and take on the forms of mighty predators.

Effect: Allocate D3 damage points to this unit (ward rolls cannot be made for those damage points). Then, add the number of damage points allocated to this unit by this ability this turn to the Attacks characteristic of this unit’s melee weapons for the rest of the turn.

End of Any Turn
FURY OF THE WILDLANDS: Drasher’s animalistic wrath is fuelled by violence.

Declare: You must use this ability.

Effect: If any enemy models have been slain by this unit’s combat attacks this turn, until the end of the next turn:
  • This unit cannot use RETREAT abilities.
  • Add 1 to hit rolls for this unit’s combat attacks.

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (6+)
ORDER, CITIES OF SIGMAR, HUMAN


CITIES OF SIGMAR WARSCROLL
Drolf Ironhead
The Grizzled Explorer
4"
5
4+
2
As the last living descendant of his duardin clan, Drolf Ironhead bears the weight of an unfulfilled oath: to slay the Prince of Sores who brought about his kin’s demise. Taciturn, grizzled and outwardly dour, Drolf has spent his entire life traversing the wilderness of Aquia. With his twin axes, he hacks a path through obstacles and enemies alike, while his snaplock crossbow can put a bolt in a Pestigor’s eyeball at a hundred yards.
CITIES OF SIGMAR WARSCROLL
Drolf Ironhead
The Grizzled Explorer
RANGED WEAPONS
RngAtkHitWndRndDmg
Snaplock Crossbow
Snaplock Crossbow10"33+4+12
MELEE WEAPONS
AtkHitWndRndDmg
Runic Axes
Runic Axes53+4+12
Passive
RUNIC AXES: As enemies close in around him, the runes on Drolf’s twin axes glow bright, granting his strikes even greater lethality.

Effect: While this unit is in combat with 2 or more enemy units, this unit’s Runic Axes have Crit (2 Hits).

Your Movement Phase
EXPERT RANGER: Decades of survival out in the wilds have given Drolf the tools to navigate even seemingly impenetrable terrain.

Declare: If this unit is not in combat, pick a non-FACTION TERRAIN terrain feature within 3" of this unit to be the target.

Effect: Remove this unit from the battlefield and set it up again within 3" of the target and not in combat.

KEYWORDS
UNIQUE, HERO, INFANTRY
ORDER, CITIES OF SIGMAR, DUARDIN


CITIES OF SIGMAR WARSCROLL
Edmark Valoran
The Manticore Knight
5"
5
3+
2
Few warriors are more confident of their martial brilliance than Edmark Valoran. His bluster is not without merit, for his record of brave service in the God-King’s armies is undeniable. Yet after an incident saw his flesh riddled with shards of Aqshian realmstone and allies slain by his hand, he seeks to restore his honour. Should he be roused to anger, the Manticore Knight’s emberstone-pierced skin will flash red, and nearby enemies will be incinerated by a sudden burst of livid flames.
CITIES OF SIGMAR WARSCROLL
Edmark Valoran
The Manticore Knight
MELEE WEAPONS
AtkHitWndRndDmg
Knightly Battleaxe
Knightly Battleaxe53+4+12
Passive
SHIELD OF THE MANTICORE: Valoran’s gleaming shield is an impressively resilient piece of defensive equipment.

Effect: Subtract 1 from the Rend characteristic of weapons used for attacks that target friendly INFANTRY HEROES while those friendly units are within 3" of this unit.

Passive
EMBERSTONE-RIDDLED FLESH: Empowered by his rage, the emberstone embedded in Edmark’s skin causes his body to erupt into livid flames, burning those nearby who would do him harm.

Effect: Each time you make an unmodified save roll of 1 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after that FIGHT ability has been resolved.

KEYWORDS
UNIQUE, HERO, INFANTRY
ORDER, CITIES OF SIGMAR, HUMAN


CITIES OF SIGMAR WARSCROLL
Inara Sion
The Cleansing Blade
6"
5
5+
2
Few of Ghyran’s human populace are as venerable as Inara Sion. Kept in perfect health by draughts of pure Aqua Ghyranis, Sion has devoted her life to defeating the corruption that engulfed her former home. Inara learned her martial talents from the order of the Jade Circle, who sought to blend the mystical command of water with elegant sword-art. Eschewing armour, she moves with liquid grace, always seeming a step ahead of her clumsy foes.
CITIES OF SIGMAR WARSCROLL
Inara Sion
The Cleansing Blade
RANGED WEAPONS
RngAtkHitWndRndDmg
Purified Water Blast [Crit (Auto-wound)]
Purified Water Blast
Crit (Auto-wound)
10"33+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Blade of Flowing Waters [Crit (Auto-wound)]
Blade of Flowing Waters
Crit (Auto-wound)
33+4+1D3
Your Hero Phase
7
BARRIER OF WATER: Inara directs Aqua Ghyranis to form a shimmering wall, its purity barring passage to any who would harm her.

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

Effect: Until the start of your next turn, each time the target is picked to use a MOVE ability, roll a dice as a reaction. On a 3+, the target cannot end that move closer to this unit.
KEYWORDSSPELL

Once Per Battle, Any Hero Phase
SACRED AMPHORA: The vessel that Inara carries contains pure, life-giving liquid that was taken from the Everspring long ago.

Declare: Pick a visible friendly unit within 3" of this unit to be the target.

Effect: Heal (2D3) the target.

KEYWORDS
UNIQUE, HERO, WIZARD (1), INFANTRY
ORDER, CITIES OF SIGMAR, HUMAN


CITIES OF SIGMAR WARSCROLL
Jacobus Vyne
The Jade Wizard
5"
5
6+
2
Jacobus Vyne is a powerful mage of the Collegiate Arcane and a master of nature magic and Ghyranite lore. Attuned to the Realm of Life in a way that few humans are, Vyne can send lianas, branches and roots snaking to throttle Nurgle’s minions, while his enchanted sickle cuts through flesh and bone as easily as it does a flower’s stem. Jacobus can even commune with the land to bring forth an arcane spirit he calls Wisper that functions as a guardian and familiar.
CITIES OF SIGMAR WARSCROLL
Jacobus Vyne
The Jade Wizard
RANGED WEAPONS
RngAtkHitWndRndDmg
Vineroot Staff [Anti-FACTION TERRAIN (+1 Rend)]
Vineroot Staff
Anti-FACTION TERRAIN (+1 Rend)
9"23+3+23
MELEE WEAPONS
AtkHitWndRndDmg
Enchanted Sickle
Enchanted Sickle34+4+1D3
Your Hero Phase
6
VERDANT GROWTH: Perfectly attuned to the nature of Ghyran, Vyne can cause structures to become overgrown in an instant.

Declare: Pick an objective or visible non-FACTION TERRAIN terrain feature within 12" of this unit to be the target. Then, make a casting roll of 2D6.

Effect: For the rest of the battle, subtract 1 from hit rolls for shooting attacks that target friendly INFANTRY or CAVALRY units while they are wholly within 3" of the target.
KEYWORDSSPELL

Your Movement Phase
SUMMON WISPER: Focusing intently, Jacobus summons his spirit ally to aid him in battle.

Effect: If there is not a friendly Wisper on the battlefield, set up a friendly Wisper wholly within 12" of this unit, visible to it and more than 9" from all enemy units. This unit has summoned that MANIFESTATION.

KEYWORDS
UNIQUE, HERO, WIZARD (1), INFANTRY
ORDER, CITIES OF SIGMAR, HUMAN


CITIES OF SIGMAR WARSCROLL
Runelord
4"
5
3+
2
Runelords have mastered the ancient art of runeshaping. Through rituals of hammercraft, they can unbind hostile magic or imbue the weapons of their kin with fearsome killing power.
CITIES OF SIGMAR WARSCROLL
Runelord
MELEE WEAPONS
AtkHitWndRndDmg
Rune Staff and Forgehammer
Rune Staff and Forgehammer34+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 25mm
Can be reinforced: No
Regiment Options: Any DUARDIN
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Passive
RUNES OF SPELLBREAKING: Runelords dampen the magic of their enemies with ancient sigils of unbinding.

Effect: This unit can use the ‘Unbind’ ability as if it had WIZARD (1).

Once Per Turn (Army), Your Hero Phase
5
FORGEFIRE: Calling upon the latent power of runic engravings, Runelords imbue the weapons of their kin with ancient might.

Declare: Pick a friendly CITIES OF SIGMAR DUARDIN unit wholly within 12" of this unit 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, add 1 to the Rend characteristic of each target’s melee weapons.
KEYWORDSPRAYER

KEYWORDS
HERO, PRIEST (1), INFANTRY
ORDER, CITIES OF SIGMAR, DUARDIN


CITIES OF SIGMAR WARSCROLL
Scourge of Ghyran Pontifex Zenestra
Matriarch of the Great Wheel
5"
9
5+
2
4+
In Ghyran, Pontifex Zenestra is revered as an icon of stubbornness and faith, a living embodiment of the Life Realm’s ever-churning cycles. Several times she has appeared in lands corrupted by Chaos or wild magic, burning away the corruption with divine conjurations and cleansing it with the spilled blood of her faithful acolytes.
CITIES OF SIGMAR WARSCROLL
Scourge of Ghyran Pontifex Zenestra
Matriarch of the Great Wheel
MELEE WEAPONS
AtkHitWndRndDmg
Sceptre of the Wheel and Acolytes’ Weapons
Sceptre of the Wheel and Acolytes’ Weapons54+4+-D3
BATTLE PROFILE

Unit Size: 1      Points: 260
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: Any HUMAN, 0-1 Freeguild Veteran
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Once Per Turn (Army), Your Hero Phase
WORD OF THE GOD-KING: Zenestra can channel the divine will of Sigmar with but a single utterance, smiting heretical priests and practitioners of proscribed magic, as well as their conjurations.

Declare: Pick a visible enemy WIZARD, PRIEST or MANIFESTATION within 18" of this unit to be the target.

Effect: Roll a dice. On a 3+:
  • If the target is a MANIFESTATION, it is banished and removed from the battlefield.
  • If the target is a WIZARD or PRIEST, inflict an amount of mortal damage on it equal to the roll.

Your Hero Phase
4
SIGMAR’S WILL: As a vessel of the God-King’s celestial power, Pontifex Zenestra can scour the taint of corrupting magic from the earth around her.

Declare: Make a chanting roll of D6. If the roll is an unmodified 1, you can re-roll the dice.

Effect: Pick 1 of the following effects. Pick up to 2 different effects instead if the chanting roll was 10+.

Hallowed Ground: Until the start of your next turn, enemy units using the ‘Normal Move’ ability cannot end that move within 5" of a friendly CITIES OF SIGMAR HUMAN unit while it is wholly within 12" of this unit.

Fervent Prayers: Until the start of your next turn, each time a friendly CITIES OF SIGMAR HUMAN model is slain by a combat attack while it is wholly within 12" of this unit and that model was in combat with the attacking unit, roll a dice. On a 6, inict 1 mortal damage on the attacking unit aer the FIGHT ability has been resolved.

Salvation: Pick 1 friendly CITIES OF SIGMAR HUMAN unit that is more than 12" from this unit and not in combat to be the target. Remove the target from the battleeld and set it up again wholly within 12" of this unit and more than 9" from all enemy units. at unit cannot use CHARGE abilities for the rest of the turn.
KEYWORDSPRAYER

KEYWORDS
UNIQUE, HERO, PRIEST (2), INFANTRY, WARD (4+)
ORDER, CITIES OF SIGMAR, HUMAN


CITIES OF SIGMAR WARSCROLL
Sorceress
6"
5
6+
2
Despots who rule over the Darkling Covens with unquestioned authority and cruel cunning, Sorceresses wield dark and terrible magic that can blast the life from their foes or wrack them with unimaginable agony.
CITIES OF SIGMAR WARSCROLL
Sorceress
MELEE WEAPONS
AtkHitWndRndDmg
Witchstaff
Witchstaff13+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 25mm
Can be reinforced: No
Regiment Options: 0-1 Black Ark Fleetmaster, Any AELF
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Once Per Turn (Army), Your Hero Phase
CRUEL SACRIFICE: The Sorceress shows no mercy as she slits the throat of a nearby thrall and draws power from the blood that gushes forth.

Declare: Pick a friendly CITIES OF SIGMAR AELF unit wholly within 6" of this unit to be the target.

Effect: Add 1 to casting rolls for this unit for the rest of the turn. Then, roll a dice. On a 4+, 1 model in the target unit is slain.

Once Per Turn (Army), Any Combat Phase
WORD OF PAIN: The Sorceress utters a forbidden name, wracking her foes with unbearable pain.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from hit rolls and wound rolls for the target’s attacks until the start of your next turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY
ORDER, CITIES OF SIGMAR, AELF


CITIES OF SIGMAR WARSCROLL
Warden King
4"
5
3+
2
Warden Kings are the leaders of the Dispossessed duardin, venerable fighters and strategists who seek out the most fearsome enemy combatants and bludgeon them to death with rune-carved warhammers.
CITIES OF SIGMAR WARSCROLL
Warden King
MELEE WEAPONS
AtkHitWndRndDmg
Runic Hammer
Runic Hammer53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 25mm
Can be reinforced: No
Regiment Options: 0-1 Cogsmith, Any DUARDIN
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Once Per Battle (Army), Deployment Phase
ANCESTRAL GRUDGEBEARER: Every Warden King knows the names of those who wronged their forebears. As they march out to defend or reclaim their holds, they seek to settle those grudges.

Declare: Pick an enemy unit in your opponent’s army to bear a grudge against. You can pick an enemy unit that is in reserve.

Effect: For the rest of the battle, add 1 to wound rolls for combat attacks made by friendly CITIES OF SIGMAR DUARDIN units that target that unit.

Reaction: You declared a FIGHT ability for this unit
FEARLESS LEADER: Warden Kings are often first into the fray, with their oathsworn kin following closely in their wake swinging gromril hammers and settling grudges.

Effect: Pick a friendly non-HERO CITIES OF SIGMAR DUARDIN unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.

KEYWORDS
HERO, INFANTRY
ORDER, CITIES OF SIGMAR, DUARDIN

Monster Hero


CITIES OF SIGMAR WARSCROLL
Tahlia Vedra
Lioness of the Parch
12"
15
3+
5
6+
Named the Lioness of the Parch by her loyal soldiers, Tahlia Vedra has risen through the ranks of the Freeguilds and emerged as the foremost tactical mind of Hammerhal Aqsha. Now it is she who leads the city in its quest to reclaim Aqshy’s hearthlands from the grip of Chaos.
CITIES OF SIGMAR WARSCROLL
Tahlia Vedra
Lioness of the Parch
MELEE WEAPONS
AtkHitWndRndDmg
Weapon of Office
Weapon of Office63+4+12
Infernadine’s Leonine Jaws [Anti-MONSTER (+1 Rend), Companion]
Infernadine’s Leonine Jaws
Anti-MONSTER (+1 Rend), Companion
33+2+23
Infernadine’s Scorpid Stinger [Crit (Mortal), Companion]
Infernadine’s Scorpid Stinger
Crit (Mortal), Companion
24+2+2D3+3
BATTLE PROFILE

Unit Size: 1      Points: 340
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Freeguild Veteran, Any SIGMARITE

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of Infernadine’s Leonine Jaws is 2.

Once Per Battle, Any Combat Phase
LEAD FROM THE FRONT: The loyalty Vedra commands from her soldiers is unwavering, and the sight of her at the forefront of the assault inspires them to fight all the harder.

Declare: If this unit is in combat, pick each visible friendly SIGMARITE unit wholly within 12" of it to be the targets.

Effect: Add 1 to hit rolls and wound rolls for the targets’ combat attacks for the rest of the turn.

Any Combat Phase
PARALYSING VENOM: Infernadine's scorpid tail darts forth a dozen times in a heartbeat, injecting a paralysing venom that quickly takes hold.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. If the roll is equal to or less than the target’s Health characteristic, subtract 1 from wound rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Enemy Hero Phase
COMBAT TACTICIAN: Vedra can plug a gap in her battleline or exploit a weakness in the enemy’s with a bellowed command.

Declare: If this unit is not in combat, pick a visible friendly SIGMARITE INFANTRY unit wholly within 18" of it and that is not in combat to be the target.

Effect: The target can immediately use the ‘Normal Move’ ability as if it were your movement phase. In addition, the target is under orders for the rest of the battle round.

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, FLY, WARD (6+)
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR WARSCROLL
Battlemage
on Griffon
12"
15
4+
5
When mounted atop a furious, twin-headed Ghurish griffon, a Battlemage of the Amber College can lay waste to their foes from afar or strike from on high in a vicious frenzy of stabbing beaks and ripping talons.
CITIES OF SIGMAR WARSCROLL
Battlemage
on Griffon
RANGED WEAPONS
RngAtkHitWndRndDmg
Amber Spear [Anti-MONSTER (+1 Rend)]
Amber Spear
Anti-MONSTER (+1 Rend)
12"34+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Beaststaff
Beaststaff34+3+1D3
Griffon’s Razor Claws and Twin Beaks [Companion]
Griffon’s Razor Claws and Twin Beaks
Companion
64+2+23
BATTLE PROFILE

Unit Size: 1      Points: 260
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any SIGMARITE INFANTRY, Any SIGMARITE CAVALRY
Notes: This unit will move to Warhammer Legends on 1 June 2027. 120 x 92mm

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Griffon’s Razor Claws and Twin Beaks is 4.

Once Per Turn (Army), Any Combat Phase
GHURISH FEROCITY: The twinheaded griffons of Ghur ridden by Amber Battlemages are alpha predators that prey upon other megafauna.

Effect: Roll a dice. On a 2+, add 1 to the Damage characteristic of this unit’s Griffon’s Razor Claws and Twin Beaks for attacks that target enemy MONSTERS for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, WIZARD (1), FLY
ORDER, CITIES OF SIGMAR, HUMAN


CITIES OF SIGMAR WARSCROLL
Dreadlord
on Black Dragon
12"
14
4+
5
The feared warlords of the Order Serpentis delight in inflicting pain and terror upon their foes. They ride to war on obsidian-scaled dragons that can lay waste to entire armies with their dagger-like claws and foul, choking breath.
CITIES OF SIGMAR WARSCROLL
Dreadlord
on Black Dragon
RANGED WEAPONS
RngAtkHitWndRndDmg
Black Dragon’s Noxious Breath [Shoot in Combat, Companion]
Black Dragon’s Noxious Breath
Shoot in Combat, Companion
10"2D62+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Dreadlord’s Weapons [Charge (+1 Damage)]
Dreadlord’s Weapons
Charge (+1 Damage)
53+4+12
Black Dragon’s Claws [Companion]
Black Dragon’s Claws
Companion
74+2+12
Black Dragon’s Jaws [Companion]
Black Dragon’s Jaws
Companion
34+2+23
BATTLE PROFILE

Unit Size: 1      Points: 260
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: 0-1 Black Ark Fleetmaster, Any AELF
Notes: This unit will move to Warhammer Legends on 1 June 2027. 105 x 70mm

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Black Dragon’s Jaws Claws is 4.

Passive
UNDER THE SHADOW OF BLACK WINGS: Dreadlords send in the cavalry to weaken the enemy before swooping down to deliver the killing blow.

Effect: Add 1 to charge rolls for friendly CITIES OF SIGMAR AELF CAVALRY units while they are wholly within 12" of this unit.

Once Per Turn (Army), Any Combat Phase
INDISCRIMINATE SLAUGHTER: The cruel rituals involved in raising Black Dragons curse them with sadistic urges, causing them to revel in slaughter just as much as their Dreadlord riders.

Declare: Pick each other unit (friendly and enemy) within this unit’s combat range to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, FLY
ORDER, CITIES OF SIGMAR, AELF


CITIES OF SIGMAR WARSCROLL
Freeguild Marshal
on Griffon
12"
15
4+
5
A Freeguild Marshal mounted upon a noble griffon surveys the battlefield from on high. Identifying where their presence is most required, they descend like a speeding comet to lay waste to their enemies, inspiring their comrades with word and deed.
CITIES OF SIGMAR WARSCROLL
Freeguild Marshal
on Griffon
MELEE WEAPONS
AtkHitWndRndDmg
Marshal’s Armaments [Charge (+1 Damage)]
Marshal’s Armaments
Charge (+1 Damage)
53+4+12
Griffon’s Razor Claws and Deadly Beak [Companion]
Griffon’s Razor Claws and Deadly Beak
Companion
64+2+23
BATTLE PROFILE

Unit Size: 1      Points: 230
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Freeguild Veteran, Any SIGMARITE
Notes: This unit will move to Warhammer Legends on 1 June 2027. 120 x 92mm

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Griffon’s Razor Claws and Deadly Beak is 4.

Once Per Turn (Army), Any Combat Phase
PIERCING BLOODROAR: The shrill war cry of a mighty griffon can shatter the enemy’s resolve.

Declare: Pick up to 3 enemy units in combat with this unit to be the targets.

Effect: Roll a dice for each target. On a 4+, the target cannot use commands for the rest of the turn.
KEYWORDSRAMPAGE

Reaction: You declared the ‘Redeploy’ command for a friendly CITIES OF SIGMAR HUMAN unit wholly within 12" of this unit
TACTICAL ACUMEN: Those Freeguild Marshals who have earned the right to ride a griffon into battle not only are skilled warriors but also possess shrewd tactical minds.

Effect: If you roll a 1-3 when determining the distance that unit can move, you can use a value of 4 instead.

KEYWORDS
HERO, MONSTER, FLY
ORDER, CITIES OF SIGMAR, HUMAN


CITIES OF SIGMAR WARSCROLL
Sorceress
on Black Dragon
12"
14
4+
5
Many Sorceresses go to war upon fearsome Black Dragons, delighting in the terror in the eyes of their enemies as the scaled beasts spit clouds of choking fumes and rip their prey apart with sword-sized talons.
CITIES OF SIGMAR WARSCROLL
Sorceress
on Black Dragon
RANGED WEAPONS
RngAtkHitWndRndDmg
Black Dragon’s Noxious Breath [Shoot in Combat, Companion]
Black Dragon’s Noxious Breath
Shoot in Combat, Companion
10"2D62+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Cruel Weapons
Cruel Weapons33+4+1D3
Black Dragon’s Claws [Companion]
Black Dragon’s Claws
Companion
74+2+12
Black Dragon’s Jaws [Companion]
Black Dragon’s Jaws
Companion
34+2+23
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: 0-1 Black Ark Fleetmaster, Any AELF
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Black Dragon’s Claws is 4.

Passive
DARK SORCERY: The Sorceress draws power from the blood spilled by her Black Dragon.

Effect: Add 1 to casting rolls for this unit for each dark sorcery token it has.

Once Per Turn (Army), End of Any Turn
FEED ON LIFE FORCE: The Black Dragon tears into the enemy, spilling copious blood as the Sorceress completes her dark ritual.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. If any enemy models are slain by this ability, place a dark sorcery token next to this unit for the rest of the battle, to a maximum of 3 tokens.
KEYWORDSRAMPAGE

Once Per Turn (Army), Your Hero Phase
COMMAND UNDERLINGS: The cold-hearted rulers of the Darkling Covens wield absolute control over their ensorcelled underlings, commanding them to do their bidding unquestioningly.

Declare: Pick up to 3 friendly CITIES OF SIGMAR AELF INFANTRY units wholly within 12" of this unit to be targets.

Effect: Add 3" to the Move characteristic of each target for the rest of the turn.

KEYWORDS
HERO, MONSTER, WIZARD (1), FLY
ORDER, CITIES OF SIGMAR, AELF

War Machine Hero


CITIES OF SIGMAR WARSCROLL
Cannonade Cogfort
6"
25
3+
10
Built for total battlefield domination, the Cannonade Cogfort towers above the fray like a god of war, grinding enemies to paste beneath its stone and iron feet. When its main godbreaker cannon fires, the report can be heard for miles around – and whatever is unfortunate enough to lie in the Cogfort’s path is reduced to splintered fragments and ash.
CITIES OF SIGMAR WARSCROLL
Cannonade Cogfort
RANGED WEAPONS
RngAtkHitWndRndDmg
Godbreaker Cannon
Godbreaker Cannon24"44+2+24
Breacher Cannon [Anti-INFANTRY (+1 Rend)]
Breacher Cannon
Anti-INFANTRY (+1 Rend)
12"63+3+12
Crew’s Leadshotters [Shoot in Combat]
Crew’s Leadshotters
Shoot in Combat
12"64+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Crushing Iron Feet [Companion]
Crushing Iron Feet
Companion
44+2+24
BATTLE PROFILE

Unit Size: 1      Points: 530
Base size: 160mm
Can be reinforced: No
Regiment Options: 0-1 Freeguild Veteran, Any SIGMARITE, Any ALLIES OF THE FREE CITIES

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points:
  • The Attacks characteristic of its Crushing Iron Feet is 3.
  • It has a Control characteristic of 5.

Once Per Turn (Army), Any Hero Phase
FULL POWER!: The Castellan-Captain orders their crew to push the Cannonade Cogfort to its absolute limits.

Effect: Pick 1 or more of the following effects. For each effect you pick, give this unit a number of heat tokens equal to the number beside it.

1 Launch Countermeasures!: Until the start of your next turn, subtract 1 from hit rolls for shooting attacks that target other friendly SIGMARITE units while they are wholly within 12" of this unit and are under orders.

2 Full Throttle!: For the rest of the turn, this unit’s Move characteristic is 10".

3 Calculate Firing Solution!: For the rest of the turn, each time this unit uses a SHOOT ability, you can re-roll 1 hit roll and 1 wound roll for shooting attacks made with this unit’s Godbreaker Cannon.

6 Get Us Out of Here!: For the rest of the turn, this unit can use SHOOT abilities even if it used a RETREAT ability in the same turn.

Passive
OVERHEATING: If pushed too hard, a Cogfort’s arco‑combustor can overheat and cause serious damage.

Effect: Immediately after resolving this unit’s ‘Full Power!’ ability, you must roll a number of dice equal to the number of heat tokens this unit has. For each 5+, allocate 1 damage point to this unit (ward rolls cannot be made for those damage points), then remove 1 of this unit’s heat tokens.

Once Per Turn (Army), Reaction: You declared a SHOOT ability for this unit
SPECIAL AMMUNITION: At a word, the Cogfort’s crew swiftly load specialised ammunition into the godbreaker cannon.

Effect: If this unit is under orders, roll a dice. On a 3+, pick 1 of the following effects.

Nullshot: Subtract 1 from ward rolls for damage points inflicted by attacks made with this unit’s Godbreaker Cannon this phase.

Heavy Shot: Add 1 to the Rend characteristic of this unit’s Godbreaker Cannon this phase.

Grapeshot: After that SHOOT ability has been resolved, if all of the attacks made with this unit’s Godbreaker Cannon targeted the same enemy unit, inflict D3 mortal damage on each other enemy unit within that enemy unit’s combat range.

KEYWORDS
HERO, WAR MACHINE
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR WARSCROLL
Conqueror Cogfort
6"
25
3+
10
The Conqueror Cogfort exchanges a conventional main gun for a realmscorcher flame cannon: a truly terrifying weapon that swathes the battlefield in sheets of flesh- melting fire. Outfitted with an underbelly transport cage, the Conqueror is typically used in an assault role, delivering troops right into the heart of the enemy’s battleline.
CITIES OF SIGMAR WARSCROLL
Conqueror Cogfort
RANGED WEAPONS
RngAtkHitWndRndDmg
Realmscorcher Flame Cannon [Anti-INFANTRY (+1 Rend)]
Realmscorcher Flame Cannon
Anti-INFANTRY (+1 Rend)
18"6D62+4+11
Crew’s Leadshotters [Shoot in Combat]
Crew’s Leadshotters
Shoot in Combat
12"64+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Crushing Iron Feet [Companion]
Crushing Iron Feet
Companion
44+2+24
BATTLE PROFILE

Unit Size: 1      Points: 440
Base size: 160mm
Can be reinforced: No
Regiment Options: 0-1 Freeguild Veteran, Any SIGMARITE, Any ALLIES OF THE FREE CITIES

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points:
  • The Attacks characteristic of its Crushing Iron Feet is 3.
  • It has a Control characteristic of 5.

Deployment Phase
ALL ABOARD!: The warriors clamber aboard the Conqueror Cogfort and ready themselves for battle.

Declare: Pick up to 1 friendly SIGMARITE INFANTRY HERO and up to 1 friendly non-HERO SIGMARITE INFANTRY unit that have not been deployed.

Effect: Set up those units in reserve as this unit’s passengers. They have now been deployed.
KEYWORDSDEPLOY

Passive
OVERHEATING: If pushed too hard, a Cogfort’s arco‑combustor can overheat and cause serious damage.

Effect: Immediately after resolving this unit’s ‘Full Charge!’ ability, you must roll a number of dice equal to the number of heat tokens this unit has. For each 5+, allocate 1 damage point to this unit (ward rolls cannot be made for those damage points), then remove 1 of this unit’s heat tokens.

Once Per Turn (Army), Any Hero Phase
FULL CHARGE!: The Cogsmith kicks the arco-combustor into high gear, causing the Cogfort to surge forwards and allowing the crew to obliterate the enemy.

Effect: Pick 1 or more of the following effects. For each effect you pick, give this unit a number of heat tokens equal to the number beside it.

1 Breaching Assist!: If this unit uses the ‘Sally Forth’ ability this turn, melee weapons used by the targets of that ability have Charge (+1 Damage) for the rest of the turn.

2 Full Throttle!: For the rest of the turn, this unit’s Move characteristic is 10".

3 Repel Boarders!: For the rest of the turn, add 2 to the Attacks characteristic of this unit’s Crew’s Leadshotters and Crushing Iron Feet.

4 Disengage Safeties!: For the rest of the turn, the Attacks characteristic of this unit’s Realmscorcher Flame Cannon is 22.

6 Get Us Out of Here!: For the rest of the turn, this unit can use SHOOT abilities even if it used a RETREAT ability in the same turn.

Once Per Battle, Any Charge Phase
SALLY FORTH: The warriors aboard the Conqueror Cogfort hurl themselves into battle.

Declare: If this unit has not used a RUN ability this turn, pick this unit’s passengers to be the targets.

Effect: Set up each target wholly within 6" of this unit and either not in combat or within ½" of an enemy unit. If a target is set up in combat, it has charged. Then, if this unit is not under orders, this unit and the targets are under orders for the rest of the battle round.

KEYWORDS
HERO, WAR MACHINE
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR WARSCROLL
The Iron March
Immolator Cogfort
6"
25
3+
10
The Immolator Cogfort eschews a transport galley in favour of a breacher cannon and more ammunition for its terrifying realmscorcher flame cannon. Its experimental dual capacity arco-combustor allows for brief periods of increased firepower and speed, although careless use of this design feature can lead to a truly catastrophic explosion.
CITIES OF SIGMAR WARSCROLL
The Iron March
Immolator Cogfort
RANGED WEAPONS
RngAtkHitWndRndDmg
Realmscorcher Flame Cannon [Anti-INFANTRY (+1 Rend)]
Realmscorcher Flame Cannon
Anti-INFANTRY (+1 Rend)
18"6D62+4+11
Breacher Cannon [Anti-INFANTRY (+1 Rend)]
Breacher Cannon
Anti-INFANTRY (+1 Rend)
12"63+3+12
Crew’s Leadshotters [Shoot in Combat]
Crew’s Leadshotters
Shoot in Combat
12"64+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Crushing Iron Feet [Companion]
Crushing Iron Feet
Companion
44+2+24
BATTLE PROFILE

Unit Size: 1      Points: 510
Base size: 160mm
Can be reinforced: No
Regiment Options: Any Freeguild Gallants
Notes: This unit can only be taken in an Iron March Army of Renown

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points:
  • The Attacks characteristic of its Crushing Iron Feet is 3.
  • It has a Control characteristic of 5.

Once Per Turn (Army), Any Hero Phase
POWER TO MAXIMUM!: The Castellan-Captain orders their crew to push the Immolator Cogfort to its absolute limits.

Effect: Pick 1 or more of the following effects to apply for the rest of the turn. For each effect you pick, give this unit a number of heat tokens equal to the number beside it.

1 - Load Triple Shot!: This unit’s Breacher Cannon has Crit (2 Hits).

1 - Go, Go, Go!: When making charge rolls for this unit, add 1 to the number of dice rolled, to a maximum of 3, then remove 1 dice of your choice and use the remaining dice as the charge roll.

2 - Get Us In There!: This unit’s Crushing Iron Feet have Charge (+1 Damage).

3 - Load Chain Shot! Each time this unit uses a Shoot ability, after that ability has been resolved, if any enemy models were slain by attacks made with this unit’s Breacher Cannon, for each model slain by those attacks, inflict 1 mortal damage on that model’s unit.

4 - Disengage Safeties! The Attacks characteristic of this unit’s Realmscorcher Flame Cannon is 22.

Passive
OVERHEATING: If pushed too hard, a Cogfort’s arco‑combustor can overheat and cause serious damage.

Effect: Immediately after resolving this unit’s 'Power to Maximum!' ability, you must roll a number of dice equal to the number of heat tokens this unit has. For each 5+, allocate 1 damage point to this unit (ward rolls cannot be made for those damage points), then remove 1 of this unit’s heat tokens.

KEYWORDS
HERO, WAR MACHINE, IRON MARCH
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR WARSCROLL
The Iron March
Linebreaker Cogfort
6"
25
3+
10
The Linebreaker Cogfort is a hybrid assault and bombardment design that is intended to provide adaptability on the battlefield. The sheer recoil of a godbreaker cannon makes for an uncomfortable experience for the Freeguilders riding in the Linebreaker’s belly. It does at least assure that when they pour out of the hold to engage with the foe, most of their opposition has already been reduced to smoke and ashes.
CITIES OF SIGMAR WARSCROLL
The Iron March
Linebreaker Cogfort
RANGED WEAPONS
RngAtkHitWndRndDmg
Godbreaker Cannon
Godbreaker Cannon24"44+2+24
Crew’s Leadshotters [Shoot in Combat]
Crew’s Leadshotters
Shoot in Combat
12"64+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Crushing Iron Feet [Companion]
Crushing Iron Feet
Companion
44+2+24
BATTLE PROFILE

Unit Size: 1      Points: 450
Base size: 160mm
Can be reinforced: No
Regiment Options: Any Freeguild Gallants
Notes: This unit can only be taken in an Iron March Army of Renown

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points:
  • The Attacks characteristic of its Crushing Iron Feet is 3.
  • It has a Control characteristic of 5.

Deployment Phase
RIDE TO GLORY: The warriors climb aboard the Cogfort, praying for the strength and resolve they know will be sorely needed in the hours to come.

Declare: Pick up to 1 friendly IRON MARCH INFANTRY HERO and up to 1 friendly non-HERO IRON MARCH INFANTRY unit that have not been deployed.

Effect: Set up those units in reserve as this unit’s passengers. They have now been deployed.
KEYWORDSDEPLOY

Once Per Battle, Any Charge Phase
VENTURE FORTH: The warriors aboard the Linebreaker Cogfort hurl themselves into battle.

Declare: If this unit has not used a RUN ability this turn, pick this unit’s passengers to be the targets.

Effect: Set up each target wholly within 6" of this unit and either not in combat or within ½" of an enemy unit. If a target is set up in combat, it has charged. Then, if this unit is not under orders, this unit and the targets are under orders for the rest of the battle round.

Once Per Turn (Army), Any Hero Phase
OUTPUT TO MAXIMUM!: Few are the Linebreaker commanders who will not use every last shred of fuel and ammunition to destroy whatever hated monsters their enemies hurl at them.

Effect: Pick 1 or more of the following effects to apply for the rest of the turn. For each effect you pick, give this unit a number of heat tokens equal to the number beside it.

1 - Trample Them to Dust!: This unit’s Crushing Iron Feet have Anti-MONSTER (+1 Rend).

1 - Go, Go, Go!: When making charge rolls for this unit, add 1 to the number of dice rolled, to a maximum of 3, then remove 1 dice of your choice and use the remaining dice as the charge roll.

2 - Get Us In There!: This unit’s Crushing Iron Feet have Charge (+1 Damage).

2 - Load Heavy Shot!: Add 1 to the Rend characteristic of this unit’s Godbreaker Cannon, but all of this unit’s attacks made with that weapon this turn must target the same enemy unit.

2 - Full Throttle!: This unit’s Move characteristic is 10

Passive
OVERHEATING: If pushed too hard, a Cogfort’s arco-combustor can overheat and cause serious damage.

Effect: Immediately after resolving this unit’s 'Output to Maximum!' ability, you must roll a number of dice equal to the number of heat tokens this unit has. For each 5+, allocate 1 damage point to this unit (ward rolls cannot be made for those damage points), then remove 1 of this unit’s heat tokens.

KEYWORDS
HERO, WAR MACHINE, IRON MARCH
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR WARSCROLL
Battlemage
on Celestial Hurricanum
8"
12
4+
5
Celestial Battlemages harness the cosmic power of High Azyr to bring down storms and send arcs of lightning cascading through the ranks of the enemy, unleashing raw elemental power that is terrible to witness.
CITIES OF SIGMAR WARSCROLL
Battlemage
on Celestial Hurricanum
MELEE WEAPONS
AtkHitWndRndDmg
Wizard’s Staff
Wizard’s Staff34+4+1D3
Warhorses’ Steel‑shod Hooves [Companion]
Warhorses’ Steel‑shod Hooves
Companion
45+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 230
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any SIGMARITE INFANTRY, Any SIGMARITE CAVALRY
Notes: This unit will move to Warhammer Legends on 1 June 2027. 120 x 92mm

Once Per Turn (Army), Your Hero Phase
PORTENTS OF BATTLE: Celestial Hurricanums leak magical energy, granting nearby soldiers visions of the imminent future that allow them to land their blows with uncanny accuracy.

Declare: Pick a visible friendly CITIES OF SIGMAR HUMAN unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, add 1 to hit rolls for the target’s combat attacks until the start of your next turn.

Once Per Turn (Army), Your Shooting Phase
STORM OF SHEMTEK: A Celestial Hurricanum can summon a magical storm to batter the foe with the fury of the heavens. As the battle rages, the tempest grows ever stronger.

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.

KEYWORDS
HERO, WAR MACHINE, WIZARD (1)
ORDER, CITIES OF SIGMAR, HUMAN


CITIES OF SIGMAR WARSCROLL
Battlemage
on Luminark of Hysh
8"
12
4+
5
Powerful Light Wizards from the upper echelons of the Collegiate Arcane sometimes ride to war upon a Luminark of Hysh, directing its searing beam of light to vaporise the direst threats of the enemy whilst deftly casting scouring sorceries of their own.
CITIES OF SIGMAR WARSCROLL
Battlemage
on Luminark of Hysh
RANGED WEAPONS
RngAtkHitWndRndDmg
Searing Beam of Light
Searing Beam of Light24"12+3#
MELEE WEAPONS
AtkHitWndRndDmg
Wizard’s Staff
Wizard’s Staff34+4+1D3
Warhorses’ Steel‑shod Hooves [Companion]
Warhorses’ Steel‑shod Hooves
Companion
45+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any SIGMARITE INFANTRY, Any SIGMARITE CAVALRY
Notes: This unit will move to Warhammer Legends on 1 June 2027. 120 x 92mm

Once Per Turn (Army), Your Hero Phase
AURA OF PROTECTION: Luminarks of Hysh have a protective magical aura that can be activated in times of need.

Declare: Pick a visible friendly CITIES OF SIGMAR unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, until the start of your next turn, the target has WARD (6+) while it is wholly within 12" of and visible to this unit.

Passive
SEARING BEAM OF LIGHT: As interlocking lenses of aetherquartz click into place, a beam of blinding white light shoots forth to incinerate all before it.

Effect: Each time this unit attacks with its Searing Beam of Light, pick a point on the battlefield within range to be the target. If the attack scores a hit, draw a straight line between that point and the closest point on this unit’s base. Inflict D3 mortal damage on each visible unit (friendly and enemy) that the line passes across.

KEYWORDS
HERO, WAR MACHINE, WIZARD (1)
ORDER, CITIES OF SIGMAR, HUMAN


CITIES OF SIGMAR WARSCROLL
Steam Tank Commander
8"
12
2+
5
At the forefront of larger Steam Tank formations ride the Steam Tank Commanders, veterans of countless battles who are deft at coordinating shock assaults that leave the enemy shattered and reeling.
CITIES OF SIGMAR WARSCROLL
Steam Tank Commander
RANGED WEAPONS
RngAtkHitWndRndDmg
Steam Cannon
Steam Cannon18"14+2+1D3+2
Steam Gun
Steam Gun12"2D62+4+-1
Commander’s Rifle
Commander’s Rifle18"33+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Commander’s Sword
Commander’s Sword33+4+12
Crushing Wheels [Companion]
Crushing Wheels
Companion
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 250
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any Steam Tank
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Once Per Battle, Your Shooting Phase
DIVISION COMMANDER: From atop the turret, the commander directs the other tanks in their division upon the battlefield.

Declare: Pick up to 2 friendly Steam Tank units to be the targets.

Effect: For the rest of the turn, add 1 to hit rolls for shooting attacks made by this unit and by each target.

Once Per Turn (Army), Your Hero Phase
MORE PRESSURE!: Pumping pressure into the valves and pistons of a Steam Tank can improve its performance – but risks a catastrophic backfire.

Effect: Roll 2D6. If the roll is less than the number of damage points this unit has, inflict D3 mortal damage on this unit. Otherwise, pick 1 of the following effects to apply to this unit until the start of your next turn:

Power the Wheels: This unit can use a RUN ability and still use SHOOT and/or CHARGE abilities later in the turn.

Power the Guns: Add 3 to the Attacks characteristic of this unit’s Steam Gun.

KEYWORDS
HERO, WAR MACHINE
ORDER, CITIES OF SIGMAR, HUMAN

Cavalry


CITIES OF SIGMAR WARSCROLL
Freeguild Cavaliers
10"
3
3+
1
The battlefield shakes as the heavy cavalry of the Sigmarite cities make their charge. No idle jousters these: theirs is a war of grinding, brutal attrition where man and steed alike are expected to fight for hours at a time without rest.
CITIES OF SIGMAR WARSCROLL
Freeguild Cavaliers
MELEE WEAPONS
AtkHitWndRndDmg
Cavalier Weapon [Charge (+1 Damage)]
Cavalier Weapon
Charge (+1 Damage)
33+4+11
Warhorse’s Steel‑shod Hooves [Companion]
Warhorse’s Steel‑shod Hooves
Companion
25+3+-1
BATTLE PROFILE

Unit Size: 5      Points: 140
Base size: 60 × 35mm
Can be reinforced: Yes

Any Charge Phase
STORM OF STEEL: Putting the spurs to their war-steeds, the Freeguild Cavaliers plunge into the fray, taking their enemies by surprise with this sudden burst of speed.

Declare: If this unit is in combat and has not charged this turn, pick an enemy unit that it is in combat with and up to 1 friendly Freeguild Cavalier-Marshal within this unit’s combat range to be the targets.

Effect: If this unit is under orders, apply the effect below. Otherwise, roll a dice. On a 3+, apply the effect below.

This unit and the friendly target can use the 'Charge' ability even if it is not your charge phase and even if those units are in combat. Both friendly units must end that move in combat with the enemy target.

KEYWORDS
CAVALRY, CHAMPION, STANDARD BEARER (1/5)
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR WARSCROLL
Dark Riders
12"
3
4+
1
For those marked by the Dark Riders, there is nowhere to flee. These cloaked killers gallop forth upon red-eyed shadowmares, levelling spears and repeater crossbows to deal a fatal blow to their quarry.
CITIES OF SIGMAR WARSCROLL
Dark Riders
RANGED WEAPONS
RngAtkHitWndRndDmg
Repeater Crossbow [Crit (2 Hits)]
Repeater Crossbow
Crit (2 Hits)
12"24+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Barbed Spear [Anti-INFANTRY (+1 Rend)]
Barbed Spear
Anti-INFANTRY (+1 Rend)
23+4+11
Dark Steed’s Vicious Bite [Companion]
Dark Steed’s Vicious Bite
Companion
25+3+-1
BATTLE PROFILE

Unit Size: 5      Points: 170
Base size: 60 × 35mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Once Per Turn (Army), End of Any Turn
SOW HAVOC: The speed and discipline of the Dark Riders is unmatched, allowing them to charge the enemy’s weak points and retreat before the foe can react.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On a 3+:
  • Inflict D3 mortal damage on the target.
  • This unit can immediately use the ‘Retreat’ ability as if it were your movement phase without any mortal damage being inflicted on it.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5)
ORDER, CITIES OF SIGMAR, AELF


CITIES OF SIGMAR WARSCROLL
Drakespawn Knights
10"
3
3+
1
Cold-blooded Drakespawn make formidable mounts, for not only do they carry their lance-bearing riders towards the enemy with sure-footed speed, their fangs and claws are sharp enough to tear through metal and bone with ease.
CITIES OF SIGMAR WARSCROLL
Drakespawn Knights
MELEE WEAPONS
AtkHitWndRndDmg
Barbed Lance [Charge (+1 Damage)]
Barbed Lance
Charge (+1 Damage)
23+4+11
Drakespawn’s Ferocious Jaws [Companion]
Drakespawn’s Ferocious Jaws
Companion
34+3+11
BATTLE PROFILE

Unit Size: 5      Points: 190
Base size: 60 × 35mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Once Per Turn (Army), Any Combat Phase
BESTIAL INSTINCTS: As the Drakespawn tear apart their prey, the scent of fresh gore sends them into a frenzy.

Effect: For the rest of the phase, add 1 to the Attacks characteristic of this unit’s Drakespawn’s Ferocious Jaws while it is in combat with any enemy units that had any damage points allocated to them this phase or that had any models slain this phase.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5)
ORDER, CITIES OF SIGMAR, AELF


CITIES OF SIGMAR WARSCROLL
Scourge of Ghyran Freeguild Cavaliers
10"
3
3+
1
Equipped with heavy maces and longswords and riding horses clad from haunch to nose in metal barding, Freeguild Cavaliers are more than capable of taking enemies on amidst the tangled confines of the Ghyranite jungle. From their saddles they hack and swing at the foe, ignoring the blows that ring across their heraldic war-plate.
CITIES OF SIGMAR WARSCROLL
Scourge of Ghyran Freeguild Cavaliers
MELEE WEAPONS
AtkHitWndRndDmg
Cavalier Weapon [Charge (+1 Damage)]
Cavalier Weapon
Charge (+1 Damage)
23+4+11
Warhorse’s Steel‑shod Hooves [Companion]
Warhorse’s Steel‑shod Hooves
Companion
25+3+-1
BATTLE PROFILE

Unit Size: 5      Points: 150
Base size: 60 × 35mm
Can be reinforced: Yes
Notes: This unit is legal for Matched Play for battles fought using the General s Handbook 2025-26 battlepack. 60 x 35mm

Any Charge Phase
THE RED WORK: In a tight formation of muscle, horseflesh and metal, the Freeguild Cavaliers continue the red work of axe, bludgeon and blade as they grind their way through the ranks of the enemy.

Declare: If this unit is in combat and has not charged this turn, pick this unit and up to 1 friendly Freeguild Cavalier-Marshal or Freeguild Marshal on Griffon within this unit’s combat range to be the targets.

Effect: Roll a dice. Add 1 to the roll if there are fewer models in this unit than the total number of enemy models in units that are in combat with this unit. On a 4+, for the rest of the turn, the targets count as having charged.

KEYWORDS
CAVALRY, CHAMPION, STANDARD BEARER (1/5)
ORDER, CITIES OF SIGMAR, HUMAN

Infantry


CITIES OF SIGMAR WARSCROLL
Allies of the Free Cities
Auric Hearthguard
4"
2
6+
1
Auric Hearthguard are the trusted custodians of a Fyreslayer lodge’s magma-vaults. Armed with lava-spewing pikes, they have been known to fight alongside humans of Sigmar’s cities, reasoning that offensive action with allied support is the best way to safeguard their lodge’s precious ur-gold.
CITIES OF SIGMAR WARSCROLL
Allies of the Free Cities
Auric Hearthguard
RANGED WEAPONS
RngAtkHitWndRndDmg
Magmapike [Crit (2 Hits), Shoot in Combat]
Magmapike
Crit (2 Hits), Shoot in Combat
12"24+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Magmapike [Crit (2 Hits)]
Magmapike
Crit (2 Hits)
13+3+11
BATTLE PROFILE

Unit Size: 5      Points: 130
Base size: 32mm
Can be reinforced: Yes
Notes: This unit can only be taken in an Allies of the Free Cities Army of Renown.

Passive
LAVA-ENCRUSTED: Enemies struck by the allied duardin’s magma-pike bolts find their movements becoming increasingly sluggish as the rock cools and rapidly solidifies on their armour and flesh.

Effect: While this unit is under orders, each time a shooting attack made by this unit scores a critical hit, subtract 1" from the target unit’s Move characteristic until the start of your next turn (this effect is cumulative). This ability cannot reduce the target unit’s Move characteristic below half its starting value.

KEYWORDS
INFANTRY, CHAMPION, WARD (6+), ALLIES OF THE FREE CITIES
ORDER, CITIES OF SIGMAR, DUARDIN


CITIES OF SIGMAR WARSCROLL
Allies of the Free Cities
Vanari Auralan Sentinels
6"
1
5+
1
Auralan Sentinels are supreme marksman with their mighty longbows, capable of sending an arrow through an enemy’s eye at a hundred paces. Their arched trajectories perfectly supplement the headlong firepower of a Castelite formation, raining down death amongst the foe.
CITIES OF SIGMAR WARSCROLL
Allies of the Free Cities
Vanari Auralan Sentinels
RANGED WEAPONS
RngAtkHitWndRndDmg
Vulkyn Weapons [Crit (Auto-wound)]
Vulkyn Weapons
Crit (Auto-wound)
18"23+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Kyndledroth's Fangs
Kyndledroth's Fangs13+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 140
Base size: 32mm
Can be reinforced: Yes
Notes: This unit can only be taken in an Allies of the Free Cities Army of Renown.

Your Shooting Phase
FIRE LOFTED SHOTS!: When the order is given, the Sentinels point their bows to the sky before firing a volley at a distant target.

Effect: If this unit is under orders, for the rest of the turn:
  • Add 6" to the Range characteristic of this unit’s Auralan Bows.
  • Subtract 1 from hit rolls for this unit’s shooting attacks.

KEYWORDS
INFANTRY, CHAMPION, ALLIES OF THE FREE CITIES
ORDER, CITIES OF SIGMAR, AELF


CITIES OF SIGMAR WARSCROLL
Allies of the Free Cities
Vanari Auralan Sentinels
6"
1
4+
1
Auralan Sentinels are supreme marksman with their mighty longbows, capable of sending an arrow through an enemy’s eye at a hundred paces. Their arched trajectories perfectly supplement the headlong firepower of a Castelite formation, raining down death amongst the foe.
CITIES OF SIGMAR WARSCROLL
Allies of the Free Cities
Vanari Auralan Sentinels
MELEE WEAPONS
AtkHitWndRndDmg
Warden Pike and Blade [Anti-charge (+1 Rend), Crit (Mortal)]
Warden Pike and Blade
Anti-charge (+1 Rend), Crit (Mortal)
23+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 120
Base size: 32mm
Can be reinforced: Yes
Notes: This unit can only be taken in an Allies of the Free Cities Army of Renown.

Passive
PROTECTIVE PIKE-WALL: Standing shoulder to shoulder with their allied comrades, the Wardens present a bristling wall of pikes to the foe.

Effect: If this unit is under orders and has not charged this turn, ignore the effect of the Charge (+1 Damage) ability for combat attacks made by enemy units that target this unit.

KEYWORDS
INFANTRY, CHAMPION, ALLIES OF THE FREE CITIES
CITIES OF SIGMAR, AELF


CITIES OF SIGMAR WARSCROLL
Allies of the Free Cities
Vulkyn Flameseekers
4"
2
5+
1
Auric Hearthguard are the trusted custodians of a Fyreslayer lodge’s magma-vaults. Armed with lava-spewing pikes, they have been known to fight alongside humans of Sigmar’s cities, reasoning that offensive action with allied support is the best way to safeguard their lodge’s precious ur-gold.
CITIES OF SIGMAR WARSCROLL
Allies of the Free Cities
Vulkyn Flameseekers
MELEE WEAPONS
AtkHitWndRndDmg
Vulkyn Weapons [Anti-MONSTER (+1 Rend)]
Vulkyn Weapons
Anti-MONSTER (+1 Rend)
33+3+11
Kyndledroth's Fangs [Crit (Mortal), Companion]
Kyndledroth's Fangs
Crit (Mortal), Companion
13+3+-2
BATTLE PROFILE

Unit Size: 9      Points: 160
MODELBASE SIZE
Kyndledroth, Drothmaster, Drothblood Thane and Vulkyn Runefather32mm
5 x Scalebreakers28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.
This unit can only be taken in an Allies of the Free Cities Army of Renown.

Each model in this unit is armed with Vulkyn Weapons.
  • 1/9 models is a Kyndledroth and must replace their weapons with Kyndledroth’s Fangs.
  • The champion is a Vulkyn Runefather and cannot replace their weapons.

Once Per Turn (Army), Any Combat Phase
ALLIED DROTHMASTERS: The Sigmarites’ Vulkyn allies are skilled at dominating monstrous wild beasts.

Declare: Pick an enemy MONSTER in combat with this unit to be the target.

Effect: If this unit is under orders, apply the effect below. Otherwise, roll a dice. On a 3+, apply the effect below.

Subtract 2 from the Damage characteristic of the target’s Companion melee weapons for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION (1/9), WARD (6+), ALLIES OF THE FREE CITIES
ORDER, CITIES OF SIGMAR, DUARDIN


CITIES OF SIGMAR WARSCROLL
Freeguild Command Corps
Adjutants
5"
3
4+
1
A Freeguild officer's adjutants stand ready to assist them in their martial duties. Arch-Knights employ years of hard-won experience and ruthless skill to ensure that no foe gets within a dozen yards of their superior, while Great Heralds and Mascot Gargoylians embody the fighting spirit of the regiment, encouraging the rank and file to victory in Sigmar's name.
CITIES OF SIGMAR WARSCROLL
Freeguild Command Corps
Adjutants
MELEE WEAPONS
AtkHitWndRndDmg
Adjutant Weapons
Adjutant Weapons34+4+12
BATTLE PROFILE

Unit Size: 3      Points: 200
MODELBASE SIZE
Arch-Knight32mm
1 Great Herald and 1 Mascot Gargoylian28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

This unit comprises 1 Arch-Knight, 1 Great Herald and 1 Mascot Gargoylian.

Once Per Turn (Army), Your Hero Phase
FREEGUILD ADJUTANTS: The adjutants’ trumpets and bellowed speeches are a clarion call to victory for hard-pressed Freeguilders.

Declare: Pick a friendly SIGMARITE unit wholly within 12" of this unit and under orders to be the target.

Effect: If this unit is in combat, apply the effect below. Otherwise, roll a dice. On a 3+, apply the effect below.

Add 5 to the target’s control score until the start of your next turn.

KEYWORDS
INFANTRY
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR WARSCROLL
Freeguild Command Corps
Auxiliaries
5"
3
6+
2
Each Command Corps is assisted by auxiliary specialists trained in medicine and other, more sinister arts. War Surgeons patch up grievous wounds with startling efficiency, while the unsettling Soul Shepherds bind enemy souls in place, preventing necromancers and other nefarious types from bringing the dead back to life.
CITIES OF SIGMAR WARSCROLL
Freeguild Command Corps
Auxiliaries
MELEE WEAPONS
AtkHitWndRndDmg
Assortment of Weapons
Assortment of Weapons24+4+-1
BATTLE PROFILE

Unit Size: 2      Points: 0
MODELBASE SIZE
Soul Shepherd40mm
War Surgeon28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced. This unit can only be taken in a regiment that contains a Freeguild Command Corp Adjutant unit and no other Freeguild Command Corp Auxiliaries. This unit does not count towards the number of friendly units that can accompany a Hero.

This unit comprises 1 Soul Shepherd and 1 War Surgeon.

Once Per Turn (Army), Your Hero Phase
SEIZE THE SOULS: The Soul Shepherd can trap enemies’ souls, preventing them from being forcibly returned to life should they fall.

Declare: If this unit contains a Soul Shepherd, pick a visible enemy unit within 18" of this unit to be the target.

Effect: Roll a dice. On a 3+, the target cannot be healed or have slain models returned to it until the start of your next turn.

Once Per Turn (Army), End of Any Turn
FIELD SURGERY: With a deft hand and careful eye, the War Surgeon patches up those under their care.

Declare: If this unit is not in combat and contains a War Surgeon, pick a visible friendly non-WAR MACHINE SIGMARITE unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+:
  • If the target is a NON-HERO INFANTRY unit, return D3 slain models to it.
  • If the target is a NON-HERO CAVALRY unit, return 1 slain model to it.
  • If the target is a HERO or MONSTER, Heal (D3) the target.

KEYWORDS
INFANTRY, MUSICIAN (1/2)
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR WARSCROLL
Freeguild Command Corps
Whisperblade
5"
3
6+
2
It is the duty of the Whisperblades to oversee the internal security of a Freeguild army on the march, ensuring that malevolent entities are excised with ruthless precision. In battle, they often lurk unnoticed amidst friendly formations, emerging only when they see a chance to deliver a killing strike against an enemy leader or champion.
CITIES OF SIGMAR WARSCROLL
Freeguild Command Corps
Whisperblade
MELEE WEAPONS
AtkHitWndRndDmg
Enchanted Rapier [Crit (Mortal)]
Enchanted Rapier
Crit (Mortal)
43+4+22
BATTLE PROFILE

Unit Size: 1      Points: 0
Base size: 28.5mm
Can be reinforced: No
Notes: This unit can only be taken in a regiment that contains a Freeguild Command Corp Adjutant unit and no other Freeguild Command Corp Whisperblades. This unit does not count towards the number of friendly units that can accompany a HERO.

Passive
LURKING SPYMASTER: Whisperblades are adept at remaining hidden amongst ranks of Freeguilders, striking out only when necessary.

Effect: This unit cannot use or be picked to be the target of the ‘Form Up!’ ability.

While this unit is within the combat range of a friendly SIGMARITE INFANTRY unit that has 3 or more models and there are no other friendly Whisperblades within that unit’s combat range, this unit cannot be picked to be the target of shooting attacks or combat attacks.

KEYWORDS
INFANTRY
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR 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.
CITIES OF SIGMAR WARSCROLL
Freeguild Fusiliers
RANGED WEAPONS
RngAtkHitWndRndDmg
Fusil-cannon
Fusil-cannon18"14+2+21
MELEE WEAPONS
AtkHitWndRndDmg
Bayonet
Bayonet14+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 120
Base size: 28.5mm
Can be reinforced: Yes

Passive
FORTIFIED POSITION: Heavy pavises are slammed into the dirt, forming a wall of oak and iron as strong as a fortification.

Effect: While this unit is under orders:
  • This unit’s ranged weapons have Shoot in Combat.
  • Subtract 1 from the Rend characteristic of weapons used for attacks that target this unit.

Once Per Battle, Reaction: You declared a SHOOT ability for this unit and this unit is in combat
BLACKPOWDER SQUIRE: Blackpowder Squires ensure their fellows are well prepared to deliver point-blank volleys as the enemy closes.

Effect: This unit’s Blackpowder Squire is a token. Remove this unit’s Blackpowder Squire from the battlefield, then add 1 to the Rend characteristic of this unit’s ranged weapons for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION, STANDARD BEARER (1/10)
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR WARSCROLL
Freeguild Gallants
5"
2
3+
1
Freeguild Gallants are knightly champions who prefer to fight on foot. They favour one-handed weapons and broad shields, intercepting enemy charges with stoic resolve and then slowly driving the foe back with their superior bladecraft. Their skill and dash is an example to all nearby Sigmarite troops.
CITIES OF SIGMAR WARSCROLL
Freeguild Gallants
MELEE WEAPONS
AtkHitWndRndDmg
Weapons of Gallantry
Weapons of Gallantry23+4+11
BATTLE PROFILE

Unit Size: 5      Points: 130
Base size: 28.5mm
Can be reinforced: Yes

Passive
NOT ONE STEP BACK: The elite infantry of the Cities of Sigmar lead defensive positions against all manner of terrible foes.

Effect: If this unit has not used a CHARGE ability this turn, add 1 to the Attacks characteristic and Damage characteristic of this unit’s melee weapons.

Passive
BREAK THEM UPON THE WALLS: The sight of Freeguild Gallants bringing wrath and ruin to enemy attackers rouses their fellows to bloody deeds.

Effect: While this unit is under orders, the melee weapons of other visible friendly SIGMARITE units, excluding Freeguild Gallants units, have Anti-charge (+1 Rend) while they are wholly within 12" of this unit.

KEYWORDS
INFANTRY, CHAMPION, STANDARD BEARER (1/5)
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR WARSCROLL
Freeguild Grenadiers
5"
1
4+
1
Experts in close-quarters combat, the Freeguild Grenadiers are always the first into the breach. Outfitted with the finest blackpowder weapons, flame-hurlers and deadly polearms, they rely on overwhelming force to reduce their enemies to charred corpses and smouldering piles of ash.
CITIES OF SIGMAR WARSCROLL
Freeguild Grenadiers
RANGED WEAPONS
RngAtkHitWndRndDmg
Ruin-sweeper Arsenal
Ruin-sweeper Arsenal10"14+2+21
MELEE WEAPONS
AtkHitWndRndDmg
Grenadier Bardiche
Grenadier Bardiche24+4+12
BATTLE PROFILE

Unit Size: 10      Points: 140
Can be reinforced: No
Notes: This unit cannot be reinforced.

1/10 models in this unit is a Cindergout. The champion cannot be a Cindergout.

Once Per Turn (Army), End of Any Turn
CINDERS AND ASHES: Freeguild Grenadiers carry specialised gear that allows them to reduce a dug-in enemy to a panicked, screaming bonfire of melting flesh and charred hair.

Declare: If this unit contains a Cindergout, pick a terrain feature or objective contested by this unit, then pick any enemy units contesting that terrain feature or objective to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
INFANTRY, CHAMPION
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR WARSCROLL
Freeguild Steelhelms
5"
1
4+
1
The Steelhelms are the weatherbeaten infantry at the heart of each Freeguild regiment. They cross the battlefield in a defensive shieldwall known as a Castelite formation and are often used as guardians of artillery emplacements. Throughout all levels of the Dawnbringer Crusades, there is a quiet respect for their sheer tenacity. After all, Steelhelms are most frequently the humble men and women of the Sigmarite cities, recruited from all walks of life. This is not to say that they are untrained – once they take the Coin, the recruits are given arms and armour and drilled in their city’s military academy for the expedition to come. Each battalion is headed by a Steelhelm Herald, bearer of the consecrated regimental standard. The toughest, most resolute member of the soldiery is usually given this duty – so vaunted is this honour that they would rather die than let the standard fall. Alongside them comes the Battle Priest. Ever ready to deliver a sermon or beat back the God-King’s foes with their fists and hammers, they carry the relic of a Sigmarite martyr to clear Chaos taint from their path. If a Battle Priest forms the spiritual armour of the Steelhelms, it is the Sergeant-at-Arms who provides its iron fist. Resolute, stubborn and formidable, they use wits as well as brawn to ensure they and their unit live to fight another day.
CITIES OF SIGMAR WARSCROLL
Freeguild Steelhelms
MELEE WEAPONS
AtkHitWndRndDmg
Freeguild Weapons
Freeguild Weapons24+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 90
Base size: 25mm
Can be reinforced: Yes

This unit’s musician and standard bearer are the same model.

Once Per Turn (Army), Any Combat Phase
STEEL OF HELM AND HEART: The Steelhelms force enemy attention on themselves in a heroic effort to blunt attacks on their allies.

Declare: If this unit has 5 or more models, pick an enemy unit in combat with this unit to be the target.

Effect: If this unit is under orders, apply the effect below. Otherwise, roll a dice. Subtract 1 from the roll if the target is a MONSTER. On a 4+, apply the effect below.

For the rest of the turn, if this unit is in combat with the target when the target is picked to use a FIGHT ability:
  • This unit must be picked to be the target of pile-in moves made by the target.
  • All attacks made by models in the target unit within this unit’s combat range must target this unit.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR WARSCROLL
Toll’s Companions
5"
3
4+
1
Hanniver Toll has assembled a rogue’s gallery to aid him in his quest to purify the God-King’s cities. The master thief Lyssa Revenya and the information broker Mistress Verentia are as cunning as they are deadly, while Valius, Keeper Aqshian of Hammerhal, brings his celestial strength to the cause.
CITIES OF SIGMAR WARSCROLL
Toll’s Companions
MELEE WEAPONS
AtkHitWndRndDmg
Exotic Assortment of Weapons [Anti-WIZARD (+1 Rend)]
Exotic Assortment of Weapons
Anti-WIZARD (+1 Rend)
43+4+11
BATTLE PROFILE

Unit Size: 4      Points: 0
MODELBASE SIZE
Valius, the Keeper Aqshian40mm
Mistress Verentia and Lyssa Revenya32mm
Can be reinforced: No
Notes: This unit can only be taken in Callis and Toll’s regiment.

Deployment Phase
HIDDEN AGENTS: A locked door is to be picked, a high wall is to be scaled and the shadows are to be embraced.

Declare: Pick this unit and a friendly Callis and Toll unit if those units have not been deployed.

Effect: Set up those units in reserve in the shadows. They have now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
EMERGE FROM THE SHADOWS: Their mission imperative, these agents only reveal themselves when they are poised to bring down Sigmar’s judgement upon their quarry.

Declare: Pick this unit if it is in the shadows.

Effect: Set up this unit on the battlefield more than 6" from the enemy mark and more than 9" from all other enemy units. Then, set up the friendly Callis and Toll unit in the shadows wholly within 6" of this unit, more than 6" from the enemy mark and more than 9" from all other enemy units.

Passive
SAVIOURS OF CINDERFALL: These companions have endured through thick and thin, watching each other’s backs and holding back the tides of darkness.

Effect: While a friendly Callis and Toll unit is within this unit’s combat range, both this unit and that friendly unit have WARD (5+).

KEYWORDS
UNIQUE, INFANTRY
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR 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 as skilled marksmen pick out their targets with crossbows and arbalests. Though rarely hailed as heroes, often being too belligerent or crude for Marshals to handle, the Wildercorps save the citizen armies from disaster time and again. During recruitment, they are sent to train in the scruffy barracks on the city limits, roving far and wide as they hone their skills. Many amongst them are recent Reclaimed who have found it impossible to sleep in a comfortable bed. Back out they go into the wilds – for all their peril, the only place they ever really called home. This affinity for the wilderness makes them excellent hunters, both of the animals they slay with crossbow, trap and spear and of the outlying elements of invading armies. They train fierce Trailhounds, often rewarding them with chunks of fresh rat-meat so that they quickly learn to detect cowardly Skaven. As the hounds harass the foe, the Wildercorps Hunters take their shots, their weapons taking a toll before the enemy even knows they are under attack, then melt away into the shadows to begin the hunt anew.
CITIES OF SIGMAR WARSCROLL
Wildercorps Hunters
RANGED WEAPONS
RngAtkHitWndRndDmg
Hunting Crossbow
Hunting Crossbow15"24+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Wildercorps Hunting Weapons
Wildercorps Hunting Weapons24+4+-1
Trailhound’s Ferocious Bite [Companion]
Trailhound’s Ferocious Bite
Companion
24+4+-1
BATTLE PROFILE

Unit Size: 11      Points: 120
MODELBASE SIZE
Wildercorps Warden, Arbalest40mm
2 x Leatherhides and Trailblazer28.5mm
2 x Scouts and 4 x Trailhounds25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

  • The champion is a Wildercorps Warden and is armed with a Hunting Crossbow, Wildercorps Hunting Weapons and a Trailhound’s Ferocious Bite.
  • 6/11 models in this unit are Wildercorpsmen and are armed with a Hunting Crossbow and Wildercorps Hunting Weapons.
  • 4/11 models are Trailhounds and are armed with a Trailhound’s Ferocious Bite.

Once Per Turn (Army), Deployment Phase
EXPERT PATHFINDERS: These soldiers are tasked with reconnaissance, setting off ahead of the main advance and ensuring that the paths are clear.

Declare: Pick this unit and up to 2 friendly NON-MONSTER NON-WAR MACHINE SIGMARITE units if none of them have been deployed.

Effect: Set up those units in reserve scouting ahead. They have now been deployed.
KEYWORDSDEPLOY

Once Per Turn (Army), Your Movement Phase
PREPARED ARRIVAL: The Wildercorps lead an advance force deep into the enemy’s flank, prepared to wreak havoc and confusion.

Declare: Pick this unit if it is scouting ahead.

Effect: Set up this unit on the battlefield wholly within 9" of a battlefield edge and more than 9" from all enemy units. Then, set up each other friendly unit scouting ahead wholly within 12" of this unit and more than 9" from all enemy units.

KEYWORDS
INFANTRY, CHAMPION (1/11)
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR WARSCROLL
Black Ark Corsairs
6"
1
5+
1
Cruel-hearted and avaricious, Black Ark Corsairs are the footsoldiers of the Scourge Privateers. Wielding a variety of lethal weapons, they thrive in the chaos of a swirling melee, where their superior swordsmanship can be put to deadly use.
CITIES OF SIGMAR WARSCROLL
Black Ark Corsairs
RANGED WEAPONS
RngAtkHitWndRndDmg
Repeater Handbow [Shoot in Combat]
Repeater Handbow
Shoot in Combat
10"24+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Vicious Blades
Vicious Blades23+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 120
Base size: 25mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Once Per Turn (Army), Any Charge Phase
SWIFT SHOTS: As the enemy bears down upon them, the Corsairs flick their repeater handbows out from beneath their cloaks and fire them point blank at the surprised foe.

Effect: If this unit is in combat, it can immediately use the ‘Shoot’ ability as if it were your shooting phase. All attacks must target the same enemy unit, and the enemy unit picked to be the target of the attacks must be in combat with this unit and have charged this phase.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
ORDER, CITIES OF SIGMAR, AELF


CITIES OF SIGMAR WARSCROLL
Black Guard
6"
1
4+
1
These fanatical warriors guard the rulers of the Darkling Covens. Armed with ebon halberds and clad in ensorcelled plate, they present an impassable and deadly obstacle to any who threaten their wards.
CITIES OF SIGMAR WARSCROLL
Black Guard
MELEE WEAPONS
AtkHitWndRndDmg
Ebon Halberd
Ebon Halberd23+4+11
BATTLE PROFILE

Unit Size: 10      Points: 130
Base size: 25mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Passive
STEEL AND SORCERY: Black Guard are often charged with protecting heroes on the field of battle.

Effect: While any friendly CITIES OF SIGMAR AELF INFANTRY HEROES are wholly within this unit’s combat range, both this unit and those friendly units have WARD (5+).

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
ORDER, CITIES OF SIGMAR, AELF


CITIES OF SIGMAR WARSCROLL
Bleakswords
6"
1
4+
1
Bleakswords leap into the fray in a blur of flashing steel. Wielding their duelling swords with unnatural grace, they slice their foes to ribbons with an unstoppable flurry of strikes.
CITIES OF SIGMAR WARSCROLL
Bleakswords
MELEE WEAPONS
AtkHitWndRndDmg
Darkling Sword [Crit (2 Hits)]
Darkling Sword
Crit (2 Hits)
23+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 100
Base size: 25mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Once Per Turn (Army), Any Combat Phase
MERCILESS CONQUERORS: While the Dreadspears hold the line, the Bleakswords are tasked with seizing objectives, viciously cutting down any opponents in a storm of flashing steel.

Effect: For the rest of the turn, add 1 to the Attacks characteristic of this unit’s melee weapons while it is contesting an objective you do not control.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
ORDER, CITIES OF SIGMAR, AELF


CITIES OF SIGMAR WARSCROLL
Darkshards
6"
1
5+
1
Armed with fast-firing repeater crossbows, formations of Darkshards unleash a withering hail of iron-tipped bolts into their enemies, each volley piercing eyes and puncturing hearts.
CITIES OF SIGMAR WARSCROLL
Darkshards
RANGED WEAPONS
RngAtkHitWndRndDmg
Master-crafted Repeater Crossbow [Anti-INFANTRY (+1 Rend)]
Master-crafted Repeater Crossbow
Anti-INFANTRY (+1 Rend)
15"23+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Cruel Dagger
Cruel Dagger13+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 150
Base size: 25mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Once Per Turn (Army), Your Shooting Phase
STORM OF IRON-TIPPED BOLTS: The skies darken moments before the enemy is shredded by a volley of iron bolts.

Effect: If this unit has not used a MOVE ability this turn and was not set up this turn, add 1 to the Attacks characteristic of this unit’s Master-crafted Repeater Crossbows for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
ORDER, CITIES OF SIGMAR, AELF


CITIES OF SIGMAR WARSCROLL
Dreadspears
6"
1
4+
1
Dreadspear shieldwalls form the armoured core of the Darkling Covens’ armies. Fully enthralled to the service of their masters, these cruel warriors fight and slay with unnerving focus.
CITIES OF SIGMAR WARSCROLL
Dreadspears
MELEE WEAPONS
AtkHitWndRndDmg
Darkling Spear [Anti-charge (+1 Rend)]
Darkling Spear
Anti-charge (+1 Rend)
23+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 110
Base size: 25mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Once Per Turn (Army), Any Combat Phase
COVEN GUARD: These warriors are trained to wait for the perfect moment before thrusting their spears into the hearts of their foes.

Effect: If this unit did not charge this turn, add 1 to wound rolls for this unit’s attacks for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
ORDER, CITIES OF SIGMAR, AELF


CITIES OF SIGMAR WARSCROLL
Executioners
6"
1
4+
1
T hese skull-masked killers are the most feared warriors of the Darkling Covens. True virtuosos of slaughter, they have mastered the art of severing heads with every swing of their curved Executioner’s draichs.
CITIES OF SIGMAR WARSCROLL
Executioners
MELEE WEAPONS
AtkHitWndRndDmg
Executioner’s Draich
Executioner’s Draich23+4+11
BATTLE PROFILE

Unit Size: 10      Points: 150
Base size: 25mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Once Per Turn (Army), Any Combat Phase
SEVERING STRIKE: Heads roll and crimson arcs of hot blood spurt into the air as these warriors swing their deadly blades.

Effect: If this unit charged this turn, this unit’s melee weapons have Crit (Mortal).

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
ORDER, CITIES OF SIGMAR, AELF


CITIES OF SIGMAR WARSCROLL
Flagellants
6"
1
6+
1
Entirely consumed by their zealous faith in the God-King, these holy warriors long for nothing more than to martyr themselves in battle. Armed with little more than clubs and flails, they leap upon their foes in a frenzied mob.
CITIES OF SIGMAR WARSCROLL
Flagellants
MELEE WEAPONS
AtkHitWndRndDmg
Castigating Flails and Clubs
Castigating Flails and Clubs24+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 80
Base size: 25mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Passive
GLORIOUS MARTYRS: While led by leaders of their faith, Flagellants will hurl themselves into battle with reckless fury.

Effect: While a friendly SIGMARITE PRIEST is wholly within this unit’s combat range, add 1 to wound rolls for this unit’s combat attacks.

KEYWORDS
INFANTRY, CHAMPION
ORDER, CITIES OF SIGMAR, HUMAN


CITIES OF SIGMAR WARSCROLL
Hammerers
4"
1
3+
1
Hammerers are traditionally tasked with guarding the Warden Kings in battle. The rhythmic rise and fall of their gromril mauls instils fear in their enemies just as it lifts the spirits of their fellow duardin.
CITIES OF SIGMAR WARSCROLL
Hammerers
MELEE WEAPONS
AtkHitWndRndDmg
Gromril Great Hammer [Charge (+1 Damage)]
Gromril Great Hammer
Charge (+1 Damage)
23+3+11
BATTLE PROFILE

Unit Size: 10      Points: 170
Base size: 25mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Passive
OATHSWORN: These warriors are oathsworn to protect their liege.

Effect: While any friendly Warden Kings are wholly within this unit’s combat range, both this unit and those friendly Warden Kings have WARD (5+).

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
ORDER, CITIES OF SIGMAR, DUARDIN


CITIES OF SIGMAR WARSCROLL
Ironbreakers
4"
1
3+
1
Ironbreakers are the elite guardians of the Dispossessed’s underground fortresses. Clad from head to toe in impervious gromril and wielding masterwork axes and hammers, they form a formidable wall against which the enemy is soon shattered.
CITIES OF SIGMAR WARSCROLL
Ironbreakers
MELEE WEAPONS
AtkHitWndRndDmg
Ironbreaker Weapon
Ironbreaker Weapon23+4+11
BATTLE PROFILE

Unit Size: 10      Points: 120
Base size: 25mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Passive
GROMRIL SHIELDWALL: Once formed up into a shieldwall, a line of gromril-clad Ironbreakers is nigh impenetrable.

Effect: If this unit has not used a MOVE ability this turn and was not set up this turn, attacks that target this unit cannot score critical hits (treat them as regular hits instead).

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
ORDER, CITIES OF SIGMAR, DUARDIN


CITIES OF SIGMAR WARSCROLL
Irondrakes
4"
1
3+
1
Armed with a terrifying array of heavy weaponry, Irondrakes overwhelm their foes with torrents of f lesh-melting flame and volleys of high-explosive missiles, relying upon master-crafted gromril armour to fend off all retaliation.
CITIES OF SIGMAR WARSCROLL
Irondrakes
RANGED WEAPONS
RngAtkHitWndRndDmg
Drakegun [Anti-INFANTRY (+1 Rend)]
Drakegun
Anti-INFANTRY (+1 Rend)
18"13+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Plated Fists
Plated Fists13+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 140
Base size: 25mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Once Per Turn (Army), Your Shooting Phase
CINDERBLAST BOMB: This weapon explodes in a burst of shrapnel and flame.

Declare: If this unit is not in combat, pick a visible enemy unit within 6" of it to be the target.

Effect: Roll a dice. On a 3+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
ORDER, CITIES OF SIGMAR, DUARDIN


CITIES OF SIGMAR WARSCROLL
Longbeards
4"
1
3+
1
Longbeards are the oldest and most experienced duardin warriors, as evidenced by their great, f lowing beards and tendency to grumble on relentlessly about their enemies and allies alike – even in the thick of battle.
CITIES OF SIGMAR WARSCROLL
Longbeards
MELEE WEAPONS
AtkHitWndRndDmg
Venerable Weapons
Venerable Weapons23+4+11
BATTLE PROFILE

Unit Size: 10      Points: 130
Base size: 25mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Once Per Turn (Army), Any Combat Phase
’I THOUGHT DUARDIN WERE MADE OF STERNER STUFF!’: A disgruntled look from a grumbling Longbeard is often enough to galvanise the spirits of younger duardin and keep them in the fight.

Declare: Pick another friendly CITIES OF SIGMAR DUARDIN unit wholly within 12" of this unit to be the target. You cannot pick a Longbeards unit.

Effect: Roll a dice. On a 3+, add 1 to wound rolls for the target’s combat attacks for the rest of the turn

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
ORDER, CITIES OF SIGMAR, DUARDIN


CITIES OF SIGMAR WARSCROLL
Brethren of the Bolt
5"
2
6+
1
Armed with a relic that once belonged to a Stormcast Eternal and held aloft by his adopted son to bring him closer to Azyr, Pater Filius leads the Brethren of the Bolt with shocking zeal. The Brethren of the Bolt worship Sigmar in his aspect as a bringer of divine lightning, and they channel electrical charge from the air into their weapons. Each carries a crude disc of hammered copper in order to better guide lightning towards them.
CITIES OF SIGMAR WARSCROLL
Brethren of the Bolt
MELEE WEAPONS
AtkHitWndRndDmg
Brethren Weapons [Crit (Mortal)]
Brethren Weapons
Crit (Mortal)
34+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 5      Points: 100
MODELBASE SIZE
Friar Galvic32mm
Soror Tazat, Acolyte Arcus and Scorched Yakob25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Brethren Weapons. The models in this unit are:
  • Pater Filius (champion)
  • Friar Galvic
  • Soror Tazat
  • Acolyte Arcus
  • Scorched Yakob

Passive
CRACKLING WITH FAITH: The half-sane Brethren of the Bolt draw the power from the Azyrite thunderstorms above to charge their weapons and smite the foes of Sigmar.

Effect: Each time a combat attack made by this unit scores a critical hit, you can pick an enemy unit within 6" of this unit that was not the target of that combat attack. Inflict 1 mortal damage on that enemy unit after the FIGHT ability has been resolved.

Passive
PATER FILIUS: The Brethren of the Bolt are led by Pater Filius, a Sigmarite priest who is as crazed as he is pious.

Effect: While this unit’s Pater Filius is on the battlefield, it has PRIEST (1).

Your Hero Phase
5
BOLT FROM THE BLUE: The skies darken above the Brethren of the Bolt, crackling with holy power that rains down upon them and their enemies.

Declare: You can pick a visible enemy unit within 12" of this unit to be the target. Then, make a chanting roll of D6.

Effect: This unit has WARD (5+) for the rest of the turn. If a target was picked, inflict D3 mortal damage on the target. If the chanting roll was 10+, inflict 3 mortal damage on the target instead.
KEYWORDSPRAYER

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
ORDER, CITIES OF SIGMAR, HUMAN


CITIES OF SIGMAR WARSCROLL
Hexbane’s Hunters
5"
2
5+
1
5+
A witch hunter of the Order of Azyr, Haskel Hexbane is ruthless in his quest to purge the more insidious threats to Sigmar’s people. In battle he pursues his quarry with absolute conviction, utilising his pistols, brand and stakes of Aqshian flamewood to bring about their demise. Though mere mortals in a world filled with walking nightmares, Hexbane’s Hunters burn with conviction and bring with them the full might of humanity’s determination and resourcefulness – let the enemies of Sigmar beware!
CITIES OF SIGMAR WARSCROLL
Hexbane’s Hunters
RANGED WEAPONS
RngAtkHitWndRndDmg
Blackpowder Pistols [Anti-WIZARD (+1 Rend), Shoot in Combat]
Blackpowder Pistols
Anti-WIZARD (+1 Rend), Shoot in Combat
8"33+4+-1
Crossbow Launcher [Anti-WIZARD (+1 Rend)]
Crossbow Launcher
Anti-WIZARD (+1 Rend)
15"24+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Witch Hunter Weapons [Anti-WIZARD (+1 Rend)]
Witch Hunter Weapons
Anti-WIZARD (+1 Rend)
24+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 6      Points: 120
MODELBASE SIZE
Aemos Duncarrow, Quiet Pock32mm
Brydget Axwold28mm
Ratspike, Grotbiter25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Witch Hunter Weapons. The models in this unit are:
  • Haskel Hexbane (champion, also armed with Blackpowder Pistols)
  • Brydget Axwold (also armed with Blackpowder Pistols)
  • Quiet Pock (also armed with a Crossbow Launcher)
  • Aemos Duncarrow
  • Grotbiter
  • Ratspike

Start of First Battle Round
HUNT WITH CONVICTION: With a righteous fervour, Hexbane’s Hunters track the profane and blasphemous creatures that threaten mortal kind.

Declare: Pick an enemy HERO or WIZARD to be hunted by the Order. You must pick a WIZARD HERO if there is one in your opponent’s army.

Effect: Add 1 to the damage inflicted by this unit’s attacks that target the unit picked to be hunted by the Order.

Designer’s Note: You can pick an enemy unit that is in reserve.

End of Any Turn
FLAMEWOOD STAKES: Carved from Aqshian flamewood, these stakes violently combust when they pierce the armour of their target.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. Add 1 to the damage inflicted (if any) on the target if it has the DEATH, DAEMON or WIZARD keyword.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION, WARD (5+)
ORDER, CITIES OF SIGMAR, HUMAN

Monster


CITIES OF SIGMAR WARSCROLL
Gate Gargants
8"
10
3+
5
6+
Stationed as the forbidding core of a Castelite formation, the massive brutes known as Gate Gargants function as a living gatehouse, rebuffing enemy charges with bone-smashing sweeps of their warmauls whilst their tower-mounted handlers open up with multi-barrelled cannons. When the decision is made for the Sigmarites to go on the offensive, the Gate Gargants part their massive shields signalling an all-out assault.
CITIES OF SIGMAR WARSCROLL
Gate Gargants
RANGED WEAPONS
RngAtkHitWndRndDmg
Scattershot Cannon
Scattershot Cannon10"54+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Massive Warmaul
Massive Warmaul54+2+23
BATTLE PROFILE

Unit Size: 2      Points: 320
Base size: 80mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Once Per Turn (Army), Your Movement Phase
AGGRESSIVE DEFENDERS: Gate Gargants are too large and belligerent for enemies to easily ignore; their allies take advantage of this to retreat in good order.

Declare: Pick up to 3 other visible friendly SIGMARITE units in combat with any enemy units that are in combat with this unit to be the targets.

Effect: Each target can use SHOOT and/or CHARGE abilities even if it used a RETREAT ability in the same turn. In addition, no mortal damage is inflicted on the targets by RETREAT abilities for the rest of the turn.

Once Per Turn (Army), Any Charge Phase
OPEN THE GATES: The Gate Gargants part their tower shield, allowing nearby units to hurl themselves forward and wreak havoc on the enemy.

Declare: Pick a visible friendly non-WAR MACHINE CITIES OF SIGMAR unit wholly within 12" of this unit to be the target.

Effect: Add 2 to charge rolls for the target for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, WARD (6+)
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR WARSCROLL
Kharibdyss
8"
12
5+
5
The Kharibdyss is a deep-sea abomination that inspires primal terror in its prey. These beasts are employed by the Scourge Privateers to shatter enemy formations, whereupon the scattered and broken survivors are picked off by the cruel Corsairs.
CITIES OF SIGMAR WARSCROLL
Kharibdyss
MELEE WEAPONS
AtkHitWndRndDmg
Fanged Tentacles and Spiked Tail [Companion]
Fanged Tentacles and Spiked Tail
Companion
54+2+12
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 120 × 92mm
Can be reinforced: No
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Once Per Turn (Army), Any Combat Phase
GOADED AND WHIPPED: The Kharibdyss’s handlers lash the creature into a murderous frenzy.

Effect: Double the Attacks characteristic of this unit’s Companion melee weapons for the rest of the turn.

Once Per Turn (Army), End of Any Turn
ABYSSAL HOWL: These creatures let loose spine-chilling roars when they scent the blood of their prey.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, the target has a maximum control score of 1 for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
ORDER, CITIES OF SIGMAR, AELF


CITIES OF SIGMAR WARSCROLL
War Hydra
8"
12
5+
5
Greatest of all the abominations spawned by the experiments of the Order Serpentis are the monstrosities known as War Hydras, each one created through dark sorcery and perfectly tailored for the battlefield. Driven forward by the lashes of scarred handlers, these creatures are imprecise but devastating living weapons.
CITIES OF SIGMAR WARSCROLL
War Hydra
RANGED WEAPONS
RngAtkHitWndRndDmg
Fiery Breath [Shoot in Combat, Companion]
Fiery Breath
Shoot in Combat, Companion
10"64+3+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Razor-sharp Fangs [Anti-INFANTRY (+1 Rend), Companion]
Razor-sharp Fangs
Anti-INFANTRY (+1 Rend), Companion
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 120 × 92mm
Can be reinforced: No
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Passive
IMPOSSIBLE TO DESTROY: It is almost impossible to kill a Hydra, for they regenerate wounds and regrow severed heads with alarming speed.

Effect: If this unit would be destroyed, before removing it from play, roll 6 dice. Subtract 1 from the number of dice rolled for each destroyed head token this unit has.

If any of the rolls are a 5+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then, Heal (1) this unit for each 5+. Finally, give this unit 1 destroyed head token.

Once Per Turn (Army), Any Combat Phase
SIX-HEADED STRIKE: Stoked into a killing rage by their handlers’ goads and whips, War Hydras lumber forward into battle, each of their six heads lashing out to strike the enemy.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll 6 dice. For each 3+, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
ORDER, CITIES OF SIGMAR, AELF

War Machine


CITIES OF SIGMAR WARSCROLL
Ironweld Great Cannon
3"
6
4+
2
The massive artillery piece known as the Ironweld Great Cannon is painstakingly engineered to strike a balance between speed of loading and raw firepower. Breech-loaded, the cannon is a hive of activity when battle is joined, its winch arm swinging to and fro as each new cannonball or shell clunks into place and its elevation adjusted by lever-and-cogtooth to optimise range and impact. No few of these munitions are inscribed with litanies to banish the gheist and the daemon. Those cannons likely to face a massed attack are loaded with loose cylinders of grapeshot that come apart on firing to send a roaring, shredding storm of firepower into the enemy. When the cannons are wheeled into place, they are stabilised by stout harnesses of leather and iron that pin them down into the earth. Hinged shields are unfolded to bracket the cannon’s chassis – if all else fails, it can be used as a battering ram. When several of these cannons are placed together, wing-shields abutted and crews working in coordination, the storm of firepower they can lay down is enough to fell a stampede of megafauna or a charging wave of orruks with each ear-splitting, tooth-rattling volley.
CITIES OF SIGMAR WARSCROLL
Ironweld Great Cannon
RANGED WEAPONS
RngAtkHitWndRndDmg
Great Cannon
Great Cannon24"34+2+2D3+2
MELEE WEAPONS
AtkHitWndRndDmg
Crew’s Tools and Sidearms
Crew’s Tools and Sidearms24+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 90mm
Can be reinforced: No

Once Per Turn (Army), Any Shooting Phase
RELENTLESS BOMBARDMENT: Ironweld gunners can relentlessly pour fire down into oncoming enemies, slowing their advance if not outright stopping it.

Declare: Pick an enemy unit that was targeted by this unit’s shooting attacks this phase to be the target.

Effect: Roll a dice. Add 1 to the roll if this unit is under orders. On a 3+, subtract 2 from charge rolls and run rolls for the target until the start of your next turn.

KEYWORDS
WAR MACHINE
ORDER, CITIES OF SIGMAR, SIGMARITE


CITIES OF SIGMAR WARSCROLL
Celestial Hurricanum
8"
10
4+
5
One of the most complex and deadly creations of the Collegiate, the Celestial Hurricanum is a gigantic arcane orrery that can summon a furious magical storm to lay waste to enemy warriors.
CITIES OF SIGMAR WARSCROLL
Celestial Hurricanum
MELEE WEAPONS
AtkHitWndRndDmg
Warhorses’ Steel‑shod Hooves [Companion]
Warhorses’ Steel‑shod Hooves
Companion
45+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 120 × 92mm
Can be reinforced: No
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Once Per Turn (Army), Your Hero Phase
PORTENTS OF BATTLE: Celestial Hurricanums leak magical energy, granting nearby soldiers visions of the imminent future that allow them to land their blows with uncanny accuracy.

Declare: Pick a visible friendly CITIES OF SIGMAR HUMAN unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, add 1 to hit rolls for the target’s combat attacks until the start of your next turn.

Once Per Turn (Army), Your Shooting Phase
STORM OF SHEMTEK: A Celestial Hurricanum can summon a magical storm to batter the foe with the fury of the heavens. As the battle rages, the tempest grows ever stronger.

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.

KEYWORDS
WAR MACHINE
ORDER, CITIES OF SIGMAR, HUMAN


CITIES OF SIGMAR WARSCROLL
Drakespawn Chariot
10"
8
4+
2
Drakespawn Chariots are elegant yet cruel war machines that are highly manoeuvrable thanks to their single-wheel design. Fitted with an array of scything blades and crewed by skilled Order Serpentis knights, they cause dreadful carnage as they plough into the enemy lines.
CITIES OF SIGMAR WARSCROLL
Drakespawn Chariot
MELEE WEAPONS
AtkHitWndRndDmg
Barbed Spear [Charge (+1 Damage)]
Barbed Spear
Charge (+1 Damage)
23+4+11
Drakespawn’s Ferocious Jaws [Companion]
Drakespawn’s Ferocious Jaws
Companion
64+3+11
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 120 × 92mm
Can be reinforced: No
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Once Per Turn (Army), Any Charge Phase
SCYTHED RUNNERS: Vicious blades are fitted to this chariot, carving apart anything that gets in its way.

Declare: If this unit charged this phase, pick an 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.

KEYWORDS
WAR MACHINE
ORDER, CITIES OF SIGMAR, AELF


CITIES OF SIGMAR WARSCROLL
Gyrobomber
12"
6
3+
2
Gyrobombers are heavy assault aircraft equipped with racks of devastating bombs that they rain on the heads of their targets, enveloping them in a deadly storm of explosions and f lying shrapnel.
CITIES OF SIGMAR WARSCROLL
Gyrobomber
RANGED WEAPONS
RngAtkHitWndRndDmg
Clattergun
Clattergun12"34+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Rotor Blades
Rotor Blades34+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 50mm
Can be reinforced: No
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Once Per Turn (Army), Your Movement Phase
GRUDGEBUSTER BOMBS: Gyrobombers swoop over the enemy lines, dropping a lethal payload onto the hapless warriors below.

Declare: If this unit used a MOVE ability this phase, pick an enemy unit that does not have FLY and that this unit passed across this turn to be the target.

Effect: Pick 1 of the following effects:

Tactical Bombing: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Drop It All!: Make 2 rolls of D3. For each 2+, inflict an amount of mortal damage on the target equal to the roll. Then, roll a D3 for each unit (friendly and enemy) within the target’s combat range that does not have FLY. On a 2+, inflict an amount of mortal damage on that unit equal to the roll. Once the ‘Drop It All!’ effect of this ability has been resolved, this unit cannot use this ability again for the rest of the battle.

KEYWORDS
WAR MACHINE, FLY
ORDER, CITIES OF SIGMAR, DUARDIN


CITIES OF SIGMAR WARSCROLL
Gyrocopter
12"
5
3+
2
Small and nimble single-duardin fighter craft, Gyrocopters roar over the heads of their targets in tight formation, strafing them with flames or scalding steam before wheeling away to begin another attack run.
CITIES OF SIGMAR WARSCROLL
Gyrocopter
RANGED WEAPONS
RngAtkHitWndRndDmg
Gyrocopter Guns
Gyrocopter Guns12"54+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Rotor Blades
Rotor Blades34+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 50mm
Can be reinforced: No
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Once Per Battle (Army), Your Movement Phase
GUILD BOMBS: Every Gyrocopter goes to battle with a single payload of these volatile blackpowder explosives.

Declare: If this unit used a MOVE ability this phase, pick an enemy unit that does not have FLY and that this unit passed across this turn to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
WAR MACHINE, FLY
ORDER, CITIES OF SIGMAR, DUARDIN


CITIES OF SIGMAR WARSCROLL
Luminark of Hysh
8"
10
4+
5
The Luminark of Hysh is a devastating arcane war machine, capable of focusing light through its aetherquartz optics in order to unleash a beam of soulfire that vaporises everything in its path.
CITIES OF SIGMAR WARSCROLL
Luminark of Hysh
RANGED WEAPONS
RngAtkHitWndRndDmg
Searing Beam of Light
Searing Beam of Light24"12+3#
MELEE WEAPONS
AtkHitWndRndDmg
Warhorses’ Steel‑shod Hooves [Companion]
Warhorses’ Steel‑shod Hooves
Companion
45+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 230
Base size: 120 × 92mm
Can be reinforced: No
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Once Per Turn (Army), Your Hero Phase
AURA OF PROTECTION: Luminarks of Hysh have a protective magical aura that can be activated in times of need.

Declare: Pick a visible friendly CITIES OF SIGMAR unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, until the start of your next turn, the target has WARD (6+) while it is wholly within 12" of and visible to this unit.

Passive
SEARING BEAM OF LIGHT: As interlocking lenses of aetherquartz click into place, a beam of blinding white light shoots forth to incinerate all before it.

Effect: Each time this unit attacks with its Searing Beam of Light, pick a point on the battlefield within range to be the target. If the attack scores a hit, draw a straight line between that point and the closest point on this unit’s base. Inflict D3 mortal damage on each visible unit (friendly and enemy) that the line passes across.

KEYWORDS
WAR MACHINE
ORDER, CITIES OF SIGMAR, HUMAN


CITIES OF SIGMAR WARSCROLL
Scourgerunner Chariot
10"
8
5+
2
Employed to chase down fast-moving prey, Scourgerunner Chariots are swift and deadly war machines armed with a harpoon launcher that can cripple even the most fearsome monster.
CITIES OF SIGMAR WARSCROLL
Scourgerunner Chariot
RANGED WEAPONS
RngAtkHitWndRndDmg
Ravager Harpoon [Anti-MONSTER (+1 Rend)]
Ravager Harpoon
Anti-MONSTER (+1 Rend)
16"23+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Hook Spear [Anti-MONSTER (+1 Rend)]
Hook Spear
Anti-MONSTER (+1 Rend)
23+4+21
Dark Steeds’ Vicious Bites [Companion]
Dark Steeds’ Vicious Bites
Companion
45+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 120 × 92mm
Can be reinforced: No
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Once Per Turn (Army), Your Shooting Phase
PRIZE SPECIMENS: Having sighted monstrous beasts whose innards fetch a particularly high price on the black market, the aelves will not rest until the monsters’ corpses are in their possession.

Effect: For the rest of the turn, add 1 to hit rolls and wound rolls for this unit’s shooting attacks that target enemy MONSTERS.

KEYWORDS
WAR MACHINE
ORDER, CITIES OF SIGMAR, AELF


CITIES OF SIGMAR WARSCROLL
Steam Tank
8"
12
2+
5
Clanking monstrosities of steel and iron, Steam Tanks rattle across the battlefield, blasting away at targets with their cannons and steam-spewing guns while grinding yet more to paste beneath their metal-clad wheels.
CITIES OF SIGMAR WARSCROLL
Steam Tank
RANGED WEAPONS
RngAtkHitWndRndDmg
Steam Cannon
Steam Cannon18"14+2+1D3+2
Steam Gun
Steam Gun12"2D62+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Crushing Wheels [Companion]
Crushing Wheels
Companion
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 240
Base size: 120 × 92mm
Can be reinforced: No
Notes: This unit will move to Warhammer Legends on 1 June 2027. 120 x 92mm

Once Per Turn (Army), Your Hero Phase
MORE PRESSURE!: Pumping pressure into the valves and pistons of a Steam Tank can improve its performance – but risks a catastrophic backfire.

Effect: Roll 2D6. If the roll is less than the number of damage points this unit has, inflict D3 mortal damage on this unit. Otherwise, pick 1 of the following effects to apply to this unit until the start of your next turn:

Power the Wheels: This unit can use a RUN ability and still use SHOOT and/or CHARGE abilities later in the turn.

Power the Guns: Add 3 to the Attacks characteristic of this unit’s Steam Gun.

KEYWORDS
WAR MACHINE
ORDER, CITIES OF SIGMAR, HUMAN

Faction Terrain


CITIES OF SIGMAR WARSCROLL
Dawners Triumph
-
8
4+
-
6+
The monument known as a Dawner’s Triumph is both a memorial and a dedication, a testament to the bold Freeguilders that have laid down their lives in pursuit of Sigmar’s glorious future. Bedecked with regimental honours, memoriam scrolls and offerings to the fallen, it radiates an aura of duty and glory that inspires nearby troops to fight and never give up. They will fight and die to safeguard the Triumph from desecration.
CITIES OF SIGMAR WARSCROLL
Dawners Triumph
BATTLE PROFILE

Unit Size: 1      Points: 0
Base size: 100mm
Can be reinforced: No

Once Per Turn (Army), Reaction: You declared the ‘Normal Move’ ability for a CITIES OF SIGMAR INFANTRY unit within 3" of this terrain feature
HAULED TO WAR: The chains attached to the Dawner’s Triumph allow nearby soldiers to haul it from battlefield to battlefield.

Effect: After that ‘Normal Move’ ability has been resolved, pick a point on the battlefield within 1" of the unit that used that ability and within 6" of this terrain feature. Remove this terrain feature from the battlefield and set it up again within 1" of that point and more than 3" from all enemy units.

Any Combat Phase
FURY OF THE FAITHFUL: Should their beloved memorial be threatened by the enemy, Freeguild troops have been known to enter a terrible rage, displaying a sudden savagery and ruthlessness that takes the foe by surprise.

Declare: Pick a visible enemy unit within 6" of this terrain feature to be the target.

Effect: If this terrain feature is in combat, apply the effect below. Otherwise, roll a dice. On a 3+, apply the effect below.

For the rest of the turn, melee weapons used by friendly CITIES OF SIGMAR INFANTRY and CAVALRY units have Crit (Auto-wound) for attacks that target that enemy unit.

KEYWORDS
FACTION TERRAIN, WARD (6+)
ORDER, CITIES OF SIGMAR

Endless Spell


CITIES OF SIGMAR WARSCROLL
Wisper
12"
1
6+
7+
6+
A connection to the primal essence of Aquia, the vulpine forest spirit Wisper is a swift and sharp‑fanged creature through which Jacobus Vyne can channel his most powerful incantations.
CITIES OF SIGMAR WARSCROLL
Wisper
MELEE WEAPONS
AtkHitWndRndDmg
Vulpine Fangs
Vulpine Fangs24+5+-1
Passive
SPIRITUAL LOCUS: Vyne can focus his magic through Wisper.

Effect: Each time a friendly Jacobus Vyne uses a SPELL or SHOOT ability, you can measure range and visibility from this MANIFESTATION instead of from that friendly unit.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
ORDER, CITIES OF SIGMAR

Regiment of Renown


REGIMENT OF RENOWN
Heroes of The Jade Abbey
Renowned for defeating the plague daemon Gelgus Pust, thwarting his plans to befoul the life-giving waters of the Everspring and ultimately banishing evil from the Jade Abbey, these legendary heroes are welcomed with open arms into the forces of Order.
REGIMENT OF RENOWN
Heroes of The Jade Abbey
ORGANISATION
  • 0-1 Edmark Valoran the Manticore Knight
  • 0-1 Bren Tylis the Renegade Saint
  • 0-1 Inara Sion the Cleansing Blade
  • 0-1 Drolf Ironhead the Grizzled Explorer
  • 0-1 Kelthannor the Forest Prince
  • 0-1 Jacobus Vyne the Jade Wizard
  • 0-1 Drasher Vorn the Rampaging Beast

This Regiment of Renown is built during army composition. You must include at least 1 of the units opposite in this regiment and can include 1 of each of them. Add together the points values of each unit you include in this regiment to determine its points cost.

UnitPoints
Edmark Valoran, the Manticore Knight+110
Bren Tylis, the Renegade Saint+120
Inara Sion, the Cleansing Blade+120
Drolf Ironhead, the Grizzled Explorer+100
Kelthannor, the Forest Prince+150
Jacobus Vyne, the Jade Wizard+130
Drasher Vorn, the Rampaging Beast+150


Passive
STRONGER TOGETHER: Fighting shoulder to shoulder, the saviours of the Jade Abbey are nigh unstoppable.

Effect: While each unit in this Regiment of Renown is wholly within 6" of each other unit in this Regiment of Renown, add 1 to the Attacks characteristic of melee weapons used by units in this Regiment of Renown.

End of Any Turn
WATERS OF THE EVERSPRING: A single drop from the shimmering depths of the Everspring can cure sickness and heal suppurating wounds.

Effect: Heal (1) each unit in this Regiment of Renown.


REGIMENT OF RENOWN
Bloodthirsty Shiver
The Idoneth refer to a formation of two Allopexes as a Bloodthirsty Shiver – and for good reason. Perfected by the warlike Fuethán enclave and sought after by many forces of Order, this deadly pairing is fast, resilient and brimming with raw killing power. In their wake, the ethersea is stained red with the blood of the foe.
REGIMENT OF RENOWN
Bloodthirsty Shiver
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 300

Your Hero Phase
HUNT OF THE BLOODTHIRSTY SHIVER: Advancing in tandem, the Akhelian Allopexes either evade the foe in skilled formation or close in to deliver the killing bite.

Effect: If both units in this Regiment of Renown are within each other’s combat range, pick 1 of the following effects to apply until the start of your next turn:

Evasive Approach: While both units in this Regiment of Renown are within each other’s combat range, subtract 1 from hit rolls for attacks that target them.

Ferocious Attack: While both units in this Regiment of Renown are within each other’s combat range, their Allopex’s Ferocious Bites have Crit (2 Hits).


REGIMENT OF RENOWN
Bundo Whalebiter
Kraken-eater Mega-Gargants are irascible old souls who have seen it all. They find just as much satisfaction in watching the sun rise while seated atop their favourite rock as they do in destroying a village, and they crave the relief that only the sea can provide – as well as the bounty that washes up on its shores. Bundo Whalebiter is a legend along Ghur’s Coast of Tusks. He is that rarest of things, a gargant known for both brain and brawn, and has been ever since an encounter with ocean-dwelling aelves near the Icefangs. While pursuing the aelves – for the sight of their sea creatures flying about out of the water irritated him to no end – Bundo was distracted by a Fangmora Eel to which a glowing lantern had been attached. The gargant throttled the creature and took the trinket, hanging it from his ear as a fetching accoutrement. The aetherquartz in the lantern worked its magics upon Bundo, heightening his intellect such that he can now converse with shocking clarity for a gargant. As a result, Bundo has won many mercenary contracts by arguing the value in having colossal aid to call upon.
REGIMENT OF RENOWN
Bundo Whalebiter

BATTLE PROFILE

Points: 450

Once Per Turn (Army), Any Combat Phase
DEAD CUNNING, FOR A GARGANT: The aelven artefact hanging from Bundo’s ear has increased his intellect, giving him brains as well as brawn. He can be uncannily patient, knowing just where and when to strike to cause maximum havoc. Some say his hoard even contains strange papery things called ‘books’…

Effect: For the rest of the turn, add 1 to the Attacks characteristic of this unit’s weapons.

Then, roll a dice. On a 4+, this unit has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
Dawnrider Lance
When the need is great, a Vanari Lord Regent may lead a squadron of Dawnriders to aid the efforts of the Lumineth’s allies. Since the Reinvention, the aelves of Hysh have come to understand that no matter their people’s great power, the realms would have been entirely consumed by Chaos if not for the efforts of other civilisations. Therefore, when the hour is dire, they will ride out to tip the scales in Order’s favour.
REGIMENT OF RENOWN
Dawnrider Lance

BATTLE PROFILE

Points: 260

Once Per Turn (Army), Any Charge Phase
BLINDING CHARGE: As they bear down on the foe with great swiftness, the aetherquartz in the Dawnriders’ armour reacts, causing it to blaze with a fierce radiance that makes their enemies flinch at a critical moment.

Declare: Pick a unit in this Regiment of Renown that charged this turn. Then, pick an enemy INFANTRY unit within 1" of that unit to be the target.

Effect: For the rest of the turn, ignore positive modifiers to save rolls for the target.

Passive
MASTERS OF ALL TERRAIN: These Dawnriders have been dispatched on multiple missions throughout the realms. Consequently, their steeds have become accustomed to traversing all kinds of terrain, be it scree, sand or swamp.

Effect: Ignore negative modifiers to run rolls and charge rolls for units in this Regiment of Renown and to their Move characteristic.


REGIMENT OF RENOWN
Drekki’s Privateers
Drekki Flynt is one of the most famous skyfarers in Kharadron society, a rogue and opportunist whose feats grow ever more outrageous in the telling. Captain of the Frigate the Aelsling, Flynt has lent the services of his vessel and his crew to many causes over the years – few of them entirely noble.
REGIMENT OF RENOWN
Drekki’s Privateers
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 500

Deployment Phase
CRUISING INTO POSITION: The Aelsling’s speed and agility allow her to enter battle at the perfect moment.

Declare: Pick all units in this Regiment of Renown that have not been deployed.

Effect: Set up all of those units in reserve plying the winds. They have now been deployed.
KEYWORDSDEPLOY

Passive
YOU CALL IT YOURS, I CALL IT MINE: Aether-gold is Drekki Flynt’s great love, but other treasures will do in a pinch.

Effect: Add 1 to hit rolls and wound rolls for shooting attacks made by units in this Regiment of Renown that target an enemy unit that is within 6" of an enemy unit that has an enhancement.

Your Movement Phase
DAREDEVIL DEPLOYMENT: Flynt’s crew lead the way with guns blazing.

Declare: Pick the Arkanaut Frigate in this Regiment of Renown to use this ability if it is plying the winds.

Effect: Set up the Arkanaut Frigate anywhere on the battlefield more than 9" from all enemy units. Then, set up all other units in this Regiment of Renown wholly within 6" of the Arkanaut Frigate and more than 9" from all enemy units.

Passive
THE GOOD SHIP AELSLING: Flynt’s beloved skyship has endured all that the realms can throw at her with stubborn indifference.

Effect: The Aelsling in this Regiment of Renown has a Health characteristic of 17 instead of 14.


REGIMENT OF RENOWN
Drycha’s Talons
Queen of the Outcasts and bitter enemy of all who dare despoil the wilds, Drycha Hamadreth is the embodiment of nature’s cruelty. To ensure the annihilation of particularly dangerous foes, she will sometimes deign to ally with outsiders whose goals align with her own.
REGIMENT OF RENOWN
Drycha’s Talons
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

Drycha Hamadreth


BATTLE PROFILE

Points: 360

Passive
BITTER ROOTS: Where Drycha’s Talons roam, thorned vines and strangling roots, grown fat on the gore spilled by the Outcasts, churn through the undergrowth with malign intent.

Effect: If they do not otherwise have one, terrain features have a friendly overgrown token while they are contested by a Spite-Revenants unit in this Regiment of Renown.

Passive
CONCEALED IN THE SHADOWS: The Talons hide in plain sight, waiting until their enemy is close before tearing them limb from limb.

Effect: While they are wholly within 3" of a terrain feature, the Spite-Revenants units in this Regiment of Renown are not visible to enemy units more than 12" away from them.


REGIMENT OF RENOWN
Elthwin’s Thorns
The soulpod grove in which Elthwin’s lamentiri was incubated was ransacked by ghouls and touched by maddening energies. Over time, the spirit-song that naturally envelops her fellow Sylvaneth has become torturously faint to Elthwin, and it is only the Arch-Revenant’s strength of will that has staved off insanity.
REGIMENT OF RENOWN
Elthwin’s Thorns
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 220

Your Shooting Phase
GOSSAMID CHAMPION: Elthwin directs her Gossamid kin to let fly volleys of suppressing shots.

Declare: Pick the Arch-Revenant in this Regiment of Renown to use this ability, the pick a visible enemy unit within 12" of them to be the target.

Effect: Until the start of your next turn, subtract X from charge rolls for the target, where X is the number of damage points allocated to the target this phase by shooting attacks made by the Gossamid Archers unit in the Regiment of Renown, to a maximum of 6.

Once Per Turn (Army), Your Shooting Phase
FLIGHT OF THE ZEPHYRSPITES: In their effort to reach Alarielle’s court and be healed, Elthwin’s Thorns are carried by swift and loyal Zephyrspites.

Effect: If both units in this Regiment of Renown are within each other’s combat range and neither unit is in combat, roll a dice. On a 3+, remove both units from the battlefield, then set them up again within each other’s combat range, wholly within 3" of a terrain feature and more than 9" from all enemy units.


REGIMENT OF RENOWN
Enforcers of the Tithe
Unlike most undead, the Ossiarchs are willing to compromise – provided their tithe is not waylaid. Though they bear little trust for the forces of Chaos, a desperate or cunning general may be able to direct them towards a mutual foe. After all, the Bonereapers will happily harvest the corpses of both sides...
REGIMENT OF RENOWN
Enforcers of the Tithe

BATTLE PROFILE

Points: 470

Once Per Turn (Army), Any Combat Phase
COLLECT THE TITHE: Nothing may halt the tithe-harvest.

Declare: Pick the GOTHIZZAR HARVESTER in this Regiment of Renown to use this ability, then pick a NON-HERO INFANTRY unit (friendly or enemy) within its combat range to be the target.

Effect: Roll a dice. If the roll equals or exceeds the target’s Health characteristic, 1 model in the target unit is slain, then give the unit using this ability 1 bone-tithe point.

Your Hero Phase
7
SOUL TAX: Part of the Ossiarchs’ tithe is inevitably a portion of their allies’ souls.

Declare: Pick the Mortisan Ossifector in this Regiment of Renown to cast this spell, then:
  • Pick a friendly unit, excluding units in this Regiment of Renown, to be the target.
  • Pick a unit in this Regiment of Renown to be the recipient.
The target and the recipient must be wholly within 12" of and visible to the caster. Then, make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • The target has a maximum control score of 1.
  • Add 1 to hit rolls and wound rolls for the recipient’s combat attacks.
KEYWORDSSPELL

Your Movement Phase
REBUILD ON THE MARCH: Ossiarch war-constructs can fashion new warriors at a fearsome rate if bone is in ample supply.

Declare: Pick the Gothizzar Harvester in this Regiment of Renown to use this ability if it has 6 bone-tithe points. Then, pick another unit in this Regiment of Renown that has been destroyed to be the target.

Effect: Reset the Gothizzar Harvester’s bone-tithe points to 0. Then, set up a replacement of the target unit with half the number of models (rounding up) wholly within 9" of the Gothizzar Harvester and more than 9" from all enemy units.


REGIMENT OF RENOWN
Exile Scavengers
His Endrineering commission revoked after repeated accusations of ‘unsanctioned resource sharing’, Gronn Ymorsson took matters into his own hands by bribing some Skywardens and stealing a Gunhauler, then fleeing the sky-port authorities before they noticed. He follows armies who can open the way to worthy treasure, swooping down to claim the loot when the coast is clear.
REGIMENT OF RENOWN
Exile Scavengers

BATTLE PROFILE

Points: 410

Deployment Phase
AN EYE FOR LOOT: The Exile Scavengers observe from above to locate the best spot to swoop in and ‘claim their fee’.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve studying the battlefield. They have now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
SWOOP IN: Once the moment is right, Gronn and his crew strike hard and fast.

Declare: Pick the Grundstok Gunhauler in this Regiment of Renown to use this ability if it is studying the battlefield.

Effect: Set up the Grundstok Gunhauler on the battlefield more than 6" from all enemy units that have an artefact of power and more than 9" from all other enemy units. Then, set up all other units in this Regiment of Renown wholly within 3" of the Grundstok Gunhauler and more than 6" from all enemy units.

Once Per Turn (Army), Your Combat Phase
WHAT’S YOURS IS MINE: Gronn has always had a cavalier attitude when it comes to ownership.

Declare: Pick an enemy unit in combat with a unit in this Regiment of Renown to be the target. Then, pick an artefact of power the target has.

Effect: Roll a dice. Add 1 to the roll for each unit in this Regiment of Renown that is in combat with the target. On a 6+, the target no longer has that artefact of power.


REGIMENT OF RENOWN
Khinerai Death Flight
When a Khinerai Death Flight strikes from on high, the air is filled with lethal missiles and the shrieking battle-cries of Morathi’s airborne killers. These swift-moving aerial hunters are dispatched to track down the enemies of the Khainite cult, and they will pursue them deep into enemy territory if necessary.
REGIMENT OF RENOWN
Khinerai Death Flight
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 240

Passive
FIERCE COMPETITION: These Scáthborn are amongst the most cut-throat of their kind, endlessly seeking to outdo their peers as they compete for the attention of their murderous deity.

Effect: Each time a unit in this Regiment of Renown uses an ability and any enemy models were slain by that ability, after that ability has been resolved, the unit that used that ability is pre-eminent and the other unit in this Regiment of Renown is overlooked.

Weapons used by an overlooked unit in this Regiment of Renown have Crit (Auto-wound).


REGIMENT OF RENOWN
Mask of the Deceiver
The Changeling adopts one of its manifold masks to infiltrate the enemy ranks, spreading confusion and dismay whilst ensuring that the Change God’s schemes come to pass.

DISCIPLES OF TZEENTCH WARSCROLL
Mask of The Deceiver
5"
6
5+
2
5+
The Changeling adopts one of its manifold masks to infiltrate the enemy ranks, spreading confusion and dismay whilst ensuring that the Change God’s schemes come to pass.
DISCIPLES OF TZEENTCH WARSCROLL
Mask of The Deceiver
MELEE WEAPONS
AtkHitWndRndDmg
The Trickster’s Staff
The Trickster’s Staff33+3+1D3
Deployment Phase
MASKED IN PLAIN SIGHT: Few can see through the Changeling’s disguise.

Declare: This unit must be deployed using this ability.

Effect: Set up this unit in reserve incognito. It has now been deployed.

Friendly incognito units are destroyed at the end of the fifth battle round and not at the start of the fourth battle round
KEYWORDSDEPLOY

Any Hero Phase
BAIT AND SWITCH: The Changeling swaps places with a temporary ally

Declare: This unit can use this ability if it is incognito. Pick this unit and a friendly INFANTRY HERO to be the targets. One target must be incognito and the other must be on the battlefield.

Effect: Set up the incognito target wholly within 6" of the other target and not in combat. Then, remove the other target from the battlefield and set it up in reserve incognito.

If this unit is destroyed, before removing it from play, set up the friendly incognito unit wholly within 6" of a battlefield edge and not in combat.

Your Hero Phase
6
FORCEFUL COMMAND: The Changeling imbues its orders with compelling enchantments so that none can disobey.

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

Effect: Until the start of your next turn:
  • The target cannot use MOVE abilities.
  • The target’s melee weapons have Anti-charge (+1 Rend).
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (2), INFANTRY, WARD (5+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON


REGIMENT OF RENOWN
Namarti Shore Raid
Led by a veteran Akhelian Thrallmaster, a Namarti Shore Raid is trained to harry the enemy relentlessly. Such contingents are often dispatched to aid the Idoneth’s allies as scouts and ambush troops. Their swiftness allows them to outflank and surprise enemy hosts, turning the tide of battle.
REGIMENT OF RENOWN
Namarti Shore Raid
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 270

Deployment Phase
IN THE SHADOW OF THE ETHERSEA: Though their allies may not understand the nature of the ethersea, they have come to rely on the advantages it provides in battle as the Idoneth advance out of sight of the enemy.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve in the ethersea. They have now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
LAUNCH THE ATTACK: There is a sudden blur of movement as these Namarti warriors burst forth from an unseen quarter.

Declare: Pick each unit in this Regiment of Renown that is in the ethersea.

Effect: Set up each unit on the battlefield wholly within 7" of a battlefield edge, more than 9" from all enemy units and within the combat range of another unit in this Regiment of Renown. Then, each unit can immediately move D3". The units cannot move into combat during any part of that move.


REGIMENT OF RENOWN
Sigil Convocation
Some Scinari Calligraves embark on the path of the wanderer, not content to restrict their efforts at healing the lands to Hysh. These aelves have mastered the art of magical coalescence, giving a degree of permanence to their spells, which they utilise to aid the allies of the Lumineth in other realms. The assemblages of magic summoned and shepherded by these roaming mage-scribes are known as Sigil Convocations.
REGIMENT OF RENOWN
Sigil Convocation
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

Designer’s Note: Including this Regiment of Renown in your army does not stop you from being able to pick a manifestation lore for your army


BATTLE PROFILE

Points: 130

Your Hero Phase
6
CYCLE MANIFESTATION: With a deft gesture, the caster dismisses one manifestation and uses its power to summon another.

Declare: Pick the Scinari Calligrave in this Regiment of Renown to cast this spell, pick 1 of the friendly MANIFESTATIONS below that is not on the battlefield, then make a casting roll of 2D6.

Effect: If there is already a friendly MANIFESTATION from the list above on the battlefield, it is immediately banished. Then, set up the MANIFESTATION you picked within 1" of the caster and visible to them. If that MANIFESTATION is a Sanctum of Amyntok, it must instead be set up wholly within 12" of the caster, more than 3" from all enemy units, and with its 3 parts touching each other so that they form a ring.
KEYWORDSSUMMON, SPELL

Reaction: Opponent declared a SPELL ability
SWIFT ERASURE: With a dismissive flourish, the Calligrave nullifies the inelegantly wrought spells of the foe.

Effect: Roll a dice for each friendly unit that was picked to be a target of that SPELL ability and that is wholly within 12" of the Scinari Calligrave in this Regiment of Renown. On a 4+, that SPELL ability has no effect on that unit.

Once Per Turn, Your Movement Phase
ARCANE TAXONOMY: The Convocation’s master is never found far from the objects of their magical studies, compelled to take notes and record observations even as battle rages around them.

Effect: Remove the Scinari Calligrave in this Regiment of Renown from the battlefield and set it up again on the battlefield wholly within 3" of a friendly MANIFESTATION and more than 7" from all enemy units.


REGIMENT OF RENOWN
Sky-Port Profiteers
The Kharadron Overlords are nothing if not pragmatic when it comes to defending their interests. The elite groups known as Sky-Port Profiteers are dispatched to seek allies and secure the most vital territories. Litigious Codewrights negotiate terms, ably backed up by the firepower of their Grundstok bodyguards.
REGIMENT OF RENOWN
Sky-Port Profiteers

BATTLE PROFILE

Points: 350

Your Hero Phase
1
SUPPLIES DONT COME CHEAP: Profiteers will dispatch aid to beleaguered allies in exchange for payment.

Declare: Pick a visible terrain feature within 18" of the Codewright in this Regiment of Renown. Each friendly unit wholly within 3" of that terrain feature is a target.

Effect: Roll a D3 for each target. On a 2+, Heal (X) the target, where X is an amount equal to the roll.

Your Movement Phase
1
NO ONE RIDES FOR FREE: Kharadron can make a healthy profit transporting allies via the skyways.

Declare: Pick a friendly INFANTRY unit with up to 10 models that is wholly within 9" of the Codewright in this Regiment of Renown and not in combat to be the target.

Effect: Remove the target from the battlefield, then set it up again on the battlefield more than 9" from all enemy units.

Your Shooting Phase
1
LONG-RANGE SUPPORT: The Codewright can call in a long-range barrage to reduce a troublesome obstacle to dust.

Declare: Pick an objective within 15" of the Codewright in this Regiment of Renown and that no friendly units are contesting. Each unit contesting that objective is a target.

Effect: Roll a dice for each target. If the roll exceeds the target’s Health characteristic, inflict an amount of mortal damage on the target equal to the roll.


REGIMENT OF RENOWN
The Crimson Lash
One of the most famous gladiatorial troupes to tour the Khainite fighting pits, the Crimson Lash hire themselves out as mercenaries to those who can offer them a worthy fight. They take their foes apart with cruel pleasure, causing even their allies to look upon them with a mix of awe and fear.
REGIMENT OF RENOWN
The Crimson Lash
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 220

Once Per Battle (Army), Deployment Phase
SITE OF SLAUGHTER: The Crimson Lash choose the location of their gladiatorial bloodletting carefully, selecting sites from which their enemies will not easily escape.

Effect: Pick an objective wholly outside friendly territory. That objective is considered by you to be the amphitheatre.

Passive
FINISHING MOVES: The Crimson Lash cavort about their chosen arena with effortless grace, avoiding enemy blows and responding with elaborately deadly strikes.

Effect: While each model in a unit in this Regiment of Renown is contesting the amphitheatre:
  • That unit’s melee weapons have Crit (Mortal).
  • If you control the amphitheatre, if the unmodified hit roll or wound roll for an attack that targets that unit is a 1-4, the attack fails and the attack sequence ends.


REGIMENT OF RENOWN
The Horizon Seekers
One of the most famed Vanguard formations is that of Lord-Aquilor Tyran Veld, a grizzled veteran who has fought campaigns in every realm save Azyr. Known as the Horizon Seekers, his retinue are often seconded to Sigmar's allies, serving as scouts and putting their hard-earned knowledge of the realms' hinterlands to good effect as they harry enemies and seize control of vital objectives.
REGIMENT OF RENOWN
The Horizon Seekers
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 500

Passive
HUNTER’S COHESION: The Horizon Seekers have long roamed the wilderness together, operating in well-honed unison to run circles around the foe.

Effect: Each time this Regiment of Renown’s Lord-Aquilor uses its ’Ride the Winds Aetheric’ ability, you can pick all units in this Regiment of Renown that are not in combat to be the targets.

In addition, add 1 to hit rolls for attacks made by this Regiment of Renown’s Lord-Aquilor and VANGUARD-PALLADORS units that target a HUNTED enemy unit.

Designer’s Note: See the ’Astral Compass’ ability on the Vanguard-Hunters warscroll to see how an enemy unit can become Hunted.


REGIMENT OF RENOWN
The Scarlet Jury
None may escape Ushoran’s justice; to ensure this, one must occasionally ally with uncouth outsiders. Such is the belief of Grand Justice Gormayne, who can be found travelling the realms with his pack of ‘jurors’. Those who understand the nature of the ghouls’ affliction may play along, taking advantage of the chance to direct their frenzy in battle. Plus, Gormayne can be surprisingly reasonable – at least some of the time…
REGIMENT OF RENOWN
The Scarlet Jury

BATTLE PROFILE

Points: 300

Passive
PUNISHMENT FITS THE CRIME: For Gormayne, the practice of law is quite simple. The crime is always life; the sentence is always death.

Effect: You believe the ‘Accusations of Regicide’ DELUSION (see Grand Justice Gormayne’s warscroll).


REGIMENT OF RENOWN
The Twisted Branch
Former denizens of the predatory forest known as the Gnarlwood, these cursed Sylvaneth were driven out of their lair by a cataclysmic disaster. Now they wander the realms in search of a cure for their supernatural malady, joining forces with any who will have them to annihilate the enemies of the Everqueen.
REGIMENT OF RENOWN
The Twisted Branch
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 210

Deployment Phase
SEARCHING FOR REMEDIES: The Twisted Branch are often found scouting ahead of their allies, looking for any clue that might offer hope of a cure for their curse.

Effect: Remove each unit in this Regiment of Renown from the battlefield and set them up again wholly within 6" of a terrain feature and more than 9" from all enemy units.

Your Hero Phase
7
SOOTHING PULSE: The Branchwych who shepherds these cursed Sylvaneth magically soothes her paraspite-afflicted kin while they await a true cure to their ailments.

Declare: Pick the Branchwych in this Regiment of Renown to cast this spell, pick a visible friendly unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Heal (3) the target.
KEYWORDSSPELL


REGIMENT OF RENOWN
Valnir’s Stormwing
One of the brightest stars of the Hammers of Sigmar, Knight-Draconis Aldus Valnir is an expert drake-rider known for his death-defying bravery. Lending his lance to Sigmar's allies in the fight against darkness, he is accompanied in battle by his loyal bodyguard Ortana. The two have developed a formidable synergy, timing their aerial charges to deliver a devastating one-two punch to the enemy.
REGIMENT OF RENOWN
Valnir’s Stormwing

BATTLE PROFILE

Points: 350

Once Per Battle (Army), Your Hero Phase
HOUR OF RETRIBUTION: Aldus Valnir and Ortana dive down from the clouds into the midst of the reelingfoe, using the shock of their sudden assault to inflict maximum damage.

Effect: For the rest of the turn:
  • Add 1 to wound rolls for attacks made by units in this Regiment of Renown.
  • Add 1 to save rolls for units in this Regiment of Renown.


REGIMENT OF RENOWN
Fjori’s Flamebearers
The duardin of Fjori’s Flamebearers are the last survivors of many magmaholds that once stood in the Adamantine Chain, now overrun by troggoths and Skaven. Fjori has galvanised them to search for new purpose – and like true sons of Grimnir they will take on any challenge, no matter how monstrous.
REGIMENT OF RENOWN
Fjori’s Flamebearers
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 420

Passive
TOE TO TOE: The duardin who follow Fjori into battle do not back down from any foe, no matter the size.

Effect: Subtract 10 from the control scores of enemy MONSTERS while they are in combat with any units in this Regiment of Renown.

Passive
GRIMNIR’S DEFIANCE: For these vengeful Fyreslayers, the bigger the enemy, the better.

Effect: Units in this Regiment of Renown cannot be picked to be the target of RAMPAGE abilities used by enemy units.


REGIMENT OF RENOWN
Gotrek Gurnisson
Gotrek Gurnisson hails from a world lost to legend. After a great shame befell him, he swore an oath to meet an honourable death in battle – but with his warrior skill and the unwelcome favour of the fallen god Grimnir, no foe has yet proven equal to the task. Cantankerous, surly and stubborn to a fault, Gotrek is ever travelling across the realms in search of battle. For a worthy cause, he might lend his axe for a time; still, allies are wise to keep out of the Slayer’s business, if they know what’s good for them.
REGIMENT OF RENOWN
Gotrek Gurnisson
ORGANISATION
  • 1 Gotrek Gurnisson

BATTLE PROFILE

Points: 320


FYRESLAYERS WARSCROLL
Gotrek Gurnisson
4"
8
5+
2
3+
Gotrek Gurnisson hails from a world lost to legend. After a great shame befell him, he swore an oath to meet an honourable death in battle – but with his warrior skill and the unwelcome favour of the fallen god Grimnir, no foe has yet proven equal to the task. Cantankerous, surly and stubborn to a fault, Gotrek is ever travelling across the realms in search of battle. For a worthy cause, he might lend his axe for a time; still, allies are wise to keep out of the Slayer’s business, if they know what’s good for them.
FYRESLAYERS WARSCROLL
Gotrek Gurnisson
MELEE WEAPONS
AtkHitWndRndDmg
Zangrom-az [Crit (Mortal)]
Zangrom-az
Crit (Mortal)
82+2+23
Any Combat Phase
1
UNSTOPPABLE BATTLE FURY: Once Gotrek has started to fight, he continues to do so with a relentless fury that abates only when all his opponents lie slain.

Effect: is unit can use 2 FIGHT abilities this phase. After the first is used, however, this unit has STRIKE-LAST for the rest of the turn.

Passive
‘I’LL GET THERE MYSELF!’: Gotrek is renowned for his legendary stubbornness.

Effect: This unit cannot be set up in reserve and cannot be targeted by abilities that would remove it from the battleeld.

KEYWORDS
UNIQUE, INFANTRY, HERO, WARD (3+)
ORDER, DUARDIN


REGIMENT OF RENOWN
Nurgle’s Gift
Nurgle is a generous god, granting gifts even to those who deny their genius. It takes only one infected well, watering hole or imported keg for corruption to bite. At first, a warrior feels little but mild discomfort – but as the day of battle draws near, their suffering deepens, and an eager giggling echoes through the aether...
REGIMENT OF RENOWN
Nurgle’s Gift

BATTLE PROFILE

Points: 180

Deployment Phase
INCUBATION PERIOD: Nurgle’s gifts can incubate slowly within the afflicted, gaining a malign sentience.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve festering within. They have now been deployed.
KEYWORDSDEPLOY

Passive
BURSTING WITH LIFE: Guts roil and buboes weep before cheering Nurglings burst forth from the slain.

Effect: If a friendly non-NURGLE’S GIFT unit would be destroyed, before the last model is removed from play, roll a dice. Add 1 to the roll for each other friendly non-NURGLE’S GIFT unit that has been destroyed this battle. On a 5+, pick a friendly unit that is festering within and set it up wholly within 6" of that model. It can be set up in combat.


REGIMENT OF RENOWN
Snerk’s Trogg-Fer-Hire
Having learned the Great Secret of mercenary work from a local Mega-Gargant, Snerk Mooneata decided to give it a go. Finding little success, the bossgrot took the next best option: periodically waking a surly troggoth and acting as the go-between for the beast. Snerk, of course, holds onto the troggoth’s half of the pay. For safekeeping.
REGIMENT OF RENOWN
Snerk’s Trogg-Fer-Hire

BATTLE PROFILE

Points: 220

Your Charge Phase
GO DAT WAY!: Snerk makes sure to give his troggoth mate a jab if they get distracted. Which they do. Often.

Declare: Pick the Dankhold Troggoth in this Regiment of Renown to be the target if it is within 12" of the Loonboss in this Regiment of Renown.

Effect: For the rest of the turn, the target can still use CHARGE abilities even if it used a RETREAT ability in the same turn.

Passive
TAKTIKAL COWERING: Snerk can usually be found hurling insults from behind his mate’s solid, regenerating body.

Effect: While the Loonboss in this Regiment of Renown is within the combat range of the Dankhold Troggoth in this Regiment of Renown:
  • That Loonboss has WARD (4+).
  • Each time you make a successful ward roll for that Loonboss, allocate 1 damage point to that Dankhold Troggoth after the damage sequence for that Loonboss has been resolved (ward rolls cannot be made for those damage points).


REGIMENT OF RENOWN
Stumblefoot Gargant
The rise of the Mega-Gargants has focused many of their smaller mates, but there are always some who loot great kegs of ale and get a bit carried away. Staggering across the land in a drunken stupor, these gargants just turn up on one side of the battlefield and canny commanders simply move their troops out of the way…
REGIMENT OF RENOWN
Stumblefoot Gargant

BATTLE PROFILE

Points: 140

Once Per Turn (Army), Your Shooting Phase
PROJECTILE VOMIT: Better out than in, as they say…

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn. Then, pick a point on the battlefield within 6" of this unit and pick all other units (friendly and enemy) within 3" of that point to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on that target equal to the roll.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Combat Phase
BELLOWING MOCKERY: Drunken gargants often holler incoherent insults to aggravate and taunt.

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn, then pick an enemy unit within this unit’s combat range to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Charge Phase
WHAT’RE YOU LOOKIN’ AT?: Bleary eyes narrowed, the gargant picks a fight with a cocky-looking target.

Declare: Pick this unit to use this ability if it charged this turn and has not used a RAMPAGE ability this turn. Then, pick an enemy unit within 9" of this unit to be the target.

Effect: Roll 2D6. This unit can move a number of inches equal to the roll. It can pass through enemy models and must end that move in combat with the target.
KEYWORDSRAMPAGE


REGIMENT OF RENOWN
The Blacktalons
From scions of the Dark Gods to marauding orruk warlords, threats to Sigmar’s people lurk in every corner of the realms. It is Neave Blacktalon, the God-King’s foremost assassin, who must put down these fell champions. Neave travels upon winds of magic during battle to unleash storms of never-ending axe blows. With her come the Blacktalons, tightly knit companions and warriors of deadly renown all.
REGIMENT OF RENOWN
The Blacktalons

BATTLE PROFILE

Points: 320

Once Per Battle (Army), Any Combat Phase
JUSTICE WILL BE SERVED: When her appointed target is within her grasp, Neave fights with the overwhelming fury of an Azyrite storm.

Declare: Pick the Neave Blacktalon in this Regiment of Renown to be the target if it is in combat with an enemy HERO.

Effect: The target can use 2 FIGHT abilities this phase. Each time it does so, if it is in combat with an enemy HERO, all of its attacks must target an enemy HERO. In addition, after the first FIGHT ability is used, the target has STRIKE-LAST for the rest of the turn.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
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’).
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.
1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
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.
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).
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).
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.
1.0 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.
7.2 Banishing Manifestations
Instead of using a SPELL or PRAYER ability (including when using the ‘Magical Intervention’ ability), each WIZARD and PRIEST can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

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.

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

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

15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

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


and others...

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


and others...
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
Those HEROES can join an eligible regiment as a Freeguild Veteran.

Infantry Hero
Cavalry Hero
Enemy Charge Phase
2
COUNTER-CHARGE: Seeing the need for decisive action, the warriors charge forth to stall the enemy’s advance or enact a bold interception.

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

Effect: That unit can use a CHARGE ability as if it were your charge phase.
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

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.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).

The CITIES OF SIGMAR, SIGMARITE and WAR MACHINE keywords are used in the following Cities of Sigmar warscrolls:

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.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same 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.

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

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.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
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).
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.

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 warscrolls using ORDER and DUARDIN keywords can be found in the following Factions:

Order: Cities of Sigmar, Fyreslayers, Kharadron Overlords.

The ORDER and DUARDIN keywords are used in the following warscrolls:

The CITIES OF SIGMAR, DUARDIN, INFANTRY and HERO keywords are 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 AELF and INFANTRY keywords are used in the following Cities of Sigmar 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).
18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.

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

Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

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

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

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.
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.

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

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

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

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

Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

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

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN
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.

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

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

1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

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

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

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

The WARD (6+) keyword is used in the following Cities of Sigmar warscrolls:

3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
The non-HERO non-WAR MACHINE SIGMARITE INFANTRY keywords are used in the following Cities of Sigmar warscrolls:

Infantry
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 non-HERO non-WAR MACHINE SIGMARITE CAVALRY keywords are used in the following Cities of Sigmar warscrolls:

Cavalry
The non-WAR MACHINE SIGMARITE MONSTER keywords are used in the following Cities of Sigmar warscrolls:

Monster
Monster Hero
Start of Battle Round
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’.

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

The non-WAR MACHINE CITIES OF SIGMAR keyword is used in the following Cities of Sigmar warscrolls:

Endless Spell
• Wisper
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
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 MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:

Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.

The VANGUARD-PALLADORS keyword is used in the following Stormcast Eternals warscrolls:

Once Per Turn (Army), Start of Any Turn
A KINGDOM DELUDED: The mass delusions suffered by these cannibals are volatile but intense.

Declare: You must use this ability at the start of each turn. If it is the first turn of the battle, pick a DELUSION from these battle traits or, unless otherwise specified, from the warscroll of a friendly unit on the battlefield. If it is not the first turn, make a delusion roll of D6.

Effect: On a delusion roll of 1-2, you must pick a different DELUSION to the one you picked last turn. On a 3-4, you must pick the same Delusion as the one you picked last turn, even if it is on the warscroll of a unit that has been destroyed. In such cases, the eect of that D applies as if the unit had not been destroyed. On a 5-6, you must pick a DELUSION like you did in the first turn. For the rest of the turn, you believe the DELUSION you picked.
Army List

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