Cities of Sigmar – Warscrolls


Cavalry Hero


CITIES OF SIGMAR WARSCROLL
Freeguild Cavalier-Marshal
10"
7
3+
2
The highest battlefield office in each citizen host is that of the Freeguild Marshal. Each has been trained extensively in the military academies of their home city, their skills honed in the fires of war. When entrusted with the magical weaponry and protective amulets of their parent city, the Marshals reach new levels of deadliness on the field. Each Marshal understands the importance of the calculated strike and the strategic withdrawal, the flanking manoeuvre, the bulwark and the feint. Their cutting blade is the cavalry wedge, their shield the wall of Steelhelms and their gun the massed Fusiliers firing on their mark to shred the enemy. Those commanders who ride to war are known as Cavalier-Marshals. They wield finely crafted magical weapons and more besides – in their packs are cartographical scroll cases of Azyrite design, telescopes with lenses of fine Hyshian crystal, Aqshian snuff-boxes and healing unguents imported from Ghyran. Every Cavalier-Marshal is well drilled in leading the charge, collapsing enemy battlelines in a single, decisive attack. Often carrying the weight of a Dawnbringer Crusade upon their shoulders, they are inspiring champions all.
CITIES OF SIGMAR WARSCROLL
Freeguild Cavalier-Marshal
RANGED WEAPONS
RngAtkHitWndRndDmg
Dragoon Pistol [Shoot in Combat]
Dragoon Pistol
Shoot in Combat
10"23+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Master-forged Cavalier Sword
Master-forged Cavalier Sword53+4+12
Warhorse’s Steel‑shod Hooves [Companion]
Warhorse’s Steel‑shod Hooves
Companion
25+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 75 × 42mm
Can be reinforced: No
Regiment Options: 0-1 Freeguild Veteran, Any HUMAN

Passive
’FOR SIGMAR, CHARGE!’: With their blade raised high, the Marshal signals the charge of the Cavaliers.

Effect: Add 1 to charge rolls for this unit and for friendly Freeguild Cavaliers units while they are wholly within 12" of this unit.

Once Per Battle (Army), Any Combat Phase
RUN DOWN THE FOE: With a Cavalier-Marshal at the helm, a well-timed charge of Freeguild riders can shatter the enemy’s formation before they can strike back.

Declare: If this unit charged this turn, pick a friendly CITIES OF SIGMAR HUMAN CAVALRY unit that charged this turn and is wholly within 12" of this unit to be the target.

Effect: This unit and the target have STRIKE-FIRST for the rest of the turn.

KEYWORDS
HERO, CAVALRY
ORDER, CITIES OF SIGMAR, HUMAN

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: 110
Base size: 32mm
Can be reinforced: No
Regiment Options: Any HUMAN INFANTRY

Your Hero Phase
RUNIC CRUCIBLE: The hefty crucibles carried by these arcane metallurgists harness the elemental magics of Chamon and can be used to strengthen the armour of their allies.

Effect: Pick a friendly CITIES OF SIGMAR HUMAN unit wholly within 12" of this unit and roll a dice. On a 3+, add 1 to save rolls for that unit until the start of your next turn.

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


CITIES OF SIGMAR WARSCROLL
Assassin
6"
5
5+
2
The Assassins of the Shadowblades embody the notion that a blade in the dark can achieve more than an army marching at midday. These are true masters of the killer’s art, able to shroud themselves in gloom so as not to be seen by the naked eye. They believe there is a noble purity in taking a single life to save the lives of many – no matter the method required. Acting as scouts and skirmishers in times of battle, Assassins far prefer to act as independents. If a sorcerous black mark in the shape of a curved blade appears on a person’s flesh, that unfortunate soul has been marked for death. To take flight is futile, and attempts to resist merely prolong the inevitable. There is no fortress, city or fortified war camp that the feared Shadowblade Assassins cannot infiltrate, and few foes can hope to survive the potent deathshead poison delivered by their wicked daggers. Stalking the shadows, the Assassin only reveals their position when they launch a killing strike. Once their target is in their sights, the Assassin seemingly bursts from pure darkness to unleash a flurry of attacks upon their unsuspecting victim.
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: 120
Base size: 25mm
Can be reinforced: No
Regiment Options: None
Notes: This HERO can join an eligible regiment as a Shadow Agent.

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 this unit is not in combat, this unit is not visible to enemy units.

Passive
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.

KEYWORDS
HERO, INFANTRY
ORDER, CITIES OF SIGMAR, AELF


CITIES OF SIGMAR WARSCROLL
Battlemage
5"
5
6+
2
Each wizard in the cities of Sigmar has a honed aptitude for the arcane. Whether through lineage traced to an ancient magocracy, natural affinity or the fruits of long study, each Battlemage has passed trials beyond number. They can slay a foe with a shouted phrase and a killing gesture just as easily as they can provide salvation with a warding symbol or chant. Amongst the Collegiate Arcane’s members are quick-tempered pyromancers from the Bright College and druid-like mages from the Jade College with the power of life at their fingertips. Morbid devotees from the Amethyst traditions of Shyish wield the chill magic of the grave, while those of the Gold College specialise in transmutation. Each Battlemage carries a trove of strange paraphernalia, from carved daggers and smoking grimoires to scrying orbs that seem to contain the stars themselves. Many are quite eccentric after spending years in isolation honing their craft. This, combined with their potential to unleash scouring elemental attacks that can wipe out entire battlelines, means they are viewed with a healthy dose of suspicion by the more earthly troops. Even Marshals can find themselves annoyed by a Battlemage’s quirks – though the best leaders know well to make the most of their accompanying wizards, consulting them on all matters magical.
CITIES OF SIGMAR WARSCROLL
Battlemage
MELEE WEAPONS
AtkHitWndRndDmg
Wizard’s Staff
Wizard’s Staff34+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 25mm
Can be reinforced: No
Regiment Options: Any HUMAN INFANTRY

Deployment Phase
MAGIC OF THE REALMS: As varied as the Mortal Realms themselves, each Battlemage knows how to harness the arcane might of the land they call home.

Effect: Pick a SPELL ability that this unit can use. For the rest of the battle, add 1 to casting rolls for this unit when it uses that SPELL ability.

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


CITIES OF SIGMAR WARSCROLL
Black Ark Fleetmaster
6"
5
4+
2
The deft and decisive Fleetmasters who lead the Scourge Privateers explore the seas of the realms with watchful eyes in much the same way the Dawnbringers traverse the lands. Each commands a Black Ark, a floating sea-fortress the size of a castle that forms the heart of their fleet. The waters of the Mortal Realms are thick with hazards, from flesh-eating seaweed to spine-flinging gyresharks that can bite a vessel clean in half. Rather than fight a thankless war against these beasts, the masters of the Scourge fleets learn to avoid or even harness them using a combination of enchantment, patience and aelven artifice. The Fleetmasters are known not only for the speed of their assaults but also for their flair. As happy to inveigle themselves into high society as they are to stoop to the gutter, they cut quite a dash in their frill-collared drakeskin cloaks. Any would-be rivals who underestimate them are soon corrected by force; the dexterity with which Fleetmasters wield the blade is quite incredible. Though nominally a part of the God-King’s great alliance, all such lords crave power unto themselves. Many a Fleetmaster sitting upon the Grand Conclave of a fortress-city has friends in low places, a commanding interest in the local narcotics market or a lucrative sideline in smuggling prohibited goods.
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: 110
Base size: 25mm
Can be reinforced: No
Regiment Options: Any AELF
Notes: This HERO can join an eligible regiment as a Shadow Agent.

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
Callis and Toll
5"
5
4+
2
Not every champion of Sigmar’s creed is blessed with superhuman strength and immortality. Armand Callis and Hanniver Toll are agents of the Order of Azyr, mortal veterans of the shadow war between order and anarchy that is fought daily in the streets, noble districts and grand halls of the God-King’s mighty cities. Few members of the Order of Azyr have served Sigmar so long and so faithfully as Hanniver Toll. Countless heathen sorcerers, depraved cultists and other enemies of civilisation have met their end by his hand, dispatched with a pistol blast or a killing stroke from his arming sword. Entire cities unknowingly owe their continued existence to his intervention. Travelling alongside him is Armand Callis, who supplements his mentor Toll’s world-wise experience with rugged determination and heavy firepower. Impressed by Callis’s quick wit and fighting ability, Toll recruited him on behalf of the Order. While Toll navigates the murderous underbelly of the sprawling capital of Hammerhal, Callis stands at his side, ready to draw his brace of duardin-crafted pistols in the blink of an eye.
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"33+3+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: 230
Base size: 32mm
Can be reinforced: No
Regiment Options: Toll’s Companions (required), Any HUMAN INFANTRY
Notes: This unit cannot be reinforced.

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

Effect: Double the Damage characteristic of this unit’s weapons for attacks that target WIZARDS, PRIESTS and MANIFESTATIONS.

Passive
WILY TO THE LAST: Laying low one of these heroes is hard, but laying low both is next to impossible.

Effect: If this unit has 2 models and would be automatically destroyed, it is not automatically destroyed. Instead, 1 model in this unit is slain.

Reaction: You declared a FIGHT ability for this unit
GET IT DONE: Callis, Toll and their companions are renowned for their dogged commitment to the mission.

Effect: Pick a friendly Toll’s Companions 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
UNIQUE, HERO, INFANTRY, WARD (5+)
ORDER, CITIES OF SIGMAR, HUMAN


CITIES OF SIGMAR WARSCROLL
Cogsmith
4"
5
3+
2
A guild unto itself, the Ironweld Arsenal specialises in the wielding of blackpowder and the creation of war engines. It counts talented human engineers as well as duardin amongst its number, though it is typically seen as a duardin-led institution. After all, it is usually a duardin Cogsmith to be found at the helm of each Ironweld delegation, a figure easily recognised by the smoking-brazier icon they wear upon their backs and the heavy-duty guns that they wield in battle. These inveterate tinkerers and combat engineers are known for their skill at siting and optimising gun emplacements, making field repairs whenever necessary to ensure a high rate of fire and ensuring the great cannons of the Castelite formations are used to deadly effect. 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 – any foe that interrupts their inspections tends to meet a messy end at the barrel of a grudge-raker.
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: 130
Base size: 25mm
Can be reinforced: No
Regiment Options: Any DUARDIN
Notes: This HERO can join a Warden King’s regiment.

Once Per Turn (Army), Your Hero Phase
DIRECT THE GYROCOPTERS: 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+, add 1 to hit rolls for the target’s attacks until the start of your next turn.

KEYWORDS
HERO, INFANTRY
ORDER, CITIES OF SIGMAR, DUARDIN


CITIES OF SIGMAR WARSCROLL
Doralia ven Denst
5"
5
4+
2
Despite her youth, Doralia ven Denst is a renowned agent of the Order of Azyr. Not only a hunter of witches and warlocks, she is a specialist in dispelling the endless spells they unleash, banishing them with consecrated blade and crossbow bolt alike. Her weapons inscribed with the holy writ of Sigmar and inlaid with nullstone and silver, Doralia is considered by many within the Order to be a prodigy. Doralia is a woman of incredible resolve. In battle, she will not stop or flee until the horrors she is facing are either banished or burnt to dust by Sigmar’s grace. After years of training with Galen, her father and mentor, the pair fight as a well-oiled machine. Doralia lays waste to spellcasting daemons from a great distance with her anti-thaumic crossbow, allowing her father to close in with a swing of his runic broadsword. Galen and Doralia worked together during the Siege of Excelsis to banish Synessa and Dexcessa, the twin daemons of Slaanesh – a feat that did not go unnoticed. As a result of her exploits, Doralia has earned the favour of the Seraphon, though the enigmatic saurians do not extend Galen the same recognition, much to her father’s frustration.
CITIES OF SIGMAR WARSCROLL
Doralia ven Denst
RANGED WEAPONS
RngAtkHitWndRndDmg
Anti‑thaumic Crossbow [Anti-WIZARD (+1 Rend)]
Anti‑thaumic Crossbow
Anti-WIZARD (+1 Rend)
18"23+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Consecrated Blade
Consecrated Blade33+4+12
BATTLE PROFILE

Unit Size: 1      Points: 0
Base size: 28.5mm
Can be reinforced: No
Regiment Options: None
Notes: This unit can only be taken in Galen ven Denst’s regiment.

Passive
WEAPONS OF BANISHMENT: Inscribed with the holy writ of Sigmar and inlaid with nullstone and silver, the weapons of the Ven Densts are anathema to spellcasters and their works, banishing all forms of arcane energy in a flash.

Effect: Double the Damage characteristic of this unit’s weapons for attacks that target WIZARDS, PRIESTS and MANIFESTATIONS.

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


CITIES OF SIGMAR WARSCROLL
Freeguild Marshal
and Relic Envoy
5"
5
3+
2
The highest battlefield office in each citizen host is that of the Freeguild Marshal. Each has been trained extensively in the military academies of their home city, their skills honed in the fires of war. When entrusted with the magical weaponry and protective amulets of their parent city, the Marshals reach new levels of deadliness on the field. The Marshal is sometimes accompanied by the finest squires from the next generation of recruits. Known as Relic Envoys, these young warriors dart back and forth, delivering messages to ensure all parts of the battleline act in deadly concert. It is common for these runners to bear a relic from their dynastic line, whether this be a revered weapon or the mummified head of a relative. The sacred memento will have been subjected to death rites that allow it to aid its descendants, whispering advice – or nonsense – from the other side of the grave. Freeguild Marshals who lead from the front are perhaps the most heroic of all. The respect they have won from their warriors is stronger than any shield, and their Relic Envoys ensure their orders always get to where they are needed. When battlelines clash, their skill with sword, hammer and pistol swiftly becomes clear.
CITIES OF SIGMAR WARSCROLL
Freeguild Marshal
and Relic Envoy
RANGED WEAPONS
RngAtkHitWndRndDmg
Duelling Pistols [Shoot in Combat]
Duelling Pistols
Shoot in Combat
10"43+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Heirloom Warhammer
Heirloom Warhammer34+2+23
Master-forged Longsword
Master-forged Longsword43+3+12
Silvered Shortsword
Silvered Shortsword43+3+11
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Freeguild Veteran, Any HUMAN

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.

Passive
ROUSING ORATOR: In the face of the oncoming enemy, those Freeguild Marshals who stand shoulder to shoulder with their soldiers employ rousing oratory to inspire them to stand strong.

Effect: Add 3 to the control scores of other friendly CITIES OF SIGMAR HUMAN units while they are wholly within 12" of this unit.

Start of Battle Round
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: Pick a friendly CITIES OF SIGMAR HUMAN wholly within 18" of this unit to be the target.

Effect: Place this unit’s Relic Envoy next to the target (if this unit’s Relic Envoy is currently next to a different friendly unit, move it next to the target).

While the target has a Relic Envoy next to it, it can be picked to be the target of an OFFICAR’S ORDER ability even if it is not wholly within 12" of the friendly HERO using that ability.

If this unit is destroyed, remove its Relic Envoy from the battlefield.

KEYWORDS
HERO, INFANTRY
ORDER, CITIES OF SIGMAR, HUMAN


CITIES OF SIGMAR WARSCROLL
Fusil-Major
on Ogor Warhulk
5"
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"33+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Warhulk’s Mace
Warhulk’s Mace44+2+22
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 50mm
Can be reinforced: No
Regiment Options: Any HUMAN
Notes: This HERO can join an eligible regiment as a Freeguild Veteran.

Your Shooting Phase
MARK TARGETS: Experts in ballistics, Fusil-Majors can direct the fire of nearby Castelite formations to eliminate priority targets.

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

Effect: Add 1 to hit rolls for shooting attacks made by friendly CITIES OF SIGMAR HUMAN units that target that unit for the rest of the turn.

Your Movement Phase
FORTIFY POSITION: The massive shield carried by a Warhulk is strong enough to deflect a blow from a gargant’s club.

Effect: This unit establishes a fortified position and remains in a fortified position until it either uses a MOVE ability or is removed from the battlefield. While this unit is in a fortified position, subtract 1 from the Rend characteristic of weapons used for attacks that target this unit.
KEYWORDSCORE

KEYWORDS
HERO, INFANTRY
ORDER, CITIES OF SIGMAR, HUMAN


CITIES OF SIGMAR WARSCROLL
Galen ven Denst
5"
5
4+
2
As an agent of Azyr, Galen ven Denst has executed hundreds of Chaos cultists and living dead over the course of his career. He often fights alongside his daughter and fellow agent Doralia, whose engraved bolts cover him with pinpoint accuracy as he surges forward with blade in hand. His stoicism and agility is impressive, his skill with spell-banishing pistol and runic broadsword all the more so. With silver stakes and bullets engraved with nullstone maxims, Galen is an expert in destroying the incorporeal. From spellcasters and shamans to daemons and spectres, his weapons are anathema to magic and can dispel arcane energy in a flash. His weapons, of course, would be useless without the skill of the man behind them. Galen’s careworn face belies decades of experience destroying Sigmar’s foes. He is a decisive and tenacious hunter, capable of ignoring even grievous wounds when a hunt needs concluding. Having faced some of the darkest creatures of the Mortal Realms, there is very little that he is afraid of, and when threatened, Galen will always protect his daughter first. Having mentored her and enabled her to flourish into the steel-hearted sharpshooter she has become, he remains her devoted guardian above all else.
CITIES OF SIGMAR WARSCROLL
Galen ven Denst
RANGED WEAPONS
RngAtkHitWndRndDmg
Spell-banishing Pistol [Shoot in Combat]
Spell-banishing Pistol
Shoot in Combat
10"33+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Runic Broadsword [Anti-WIZARD (+1 Rend)]
Runic Broadsword
Anti-WIZARD (+1 Rend)
43+4+12
BATTLE PROFILE

Unit Size: 1      Points: 210
Base size: 28.5mm
Can be reinforced: No
Regiment Options: Doralia ven Denst (required), Any HUMAN INFANTRY

Passive
WEAPONS OF BANISHMENT: Inscribed with the holy writ of Sigmar and inlaid with nullstone and silver, the weapons of the Ven Densts are anathema to spellcasters and their works, banishing all forms of arcane energy in a flash.

Effect: Double the Damage characteristic of this unit’s weapons for attacks that target WIZARDS, PRIESTS and MANIFESTATIONS.

Passive
GUARDIAN AND MENTOR: When faced with an imminent threat, Galen will protect his daughter at all costs.

Effect: While a friendly Doralia ven Denst is wholly within this unit’s combat range, this unit has STRIKE-FIRST and both this unit and that Doralia ven Denst have WARD (5+).

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


CITIES OF SIGMAR WARSCROLL
Pontifex Zenestra
Matriarch of the Great Wheel
5"
9
5+
2
Pontifex Zenestra presides over the Cult of the Wheel, a religion that venerates the wheel as the symbol of progress and the passage of time. Its members believe that individuals must be crushed as grist beneath it for civilisation to rise anew and that sacrifice is necessary for Sigmar’s empire to prosper. Legend has it that Zenestra’s power stems from the touch of Ghal Maraz, bestowed upon her in recognition of her victories. Yet some claim it has a darker source, for there has been at least one occasion on which an assassin’s bolt has passed right through the Matriarch. Stranger still, the eldest of the cities say that Zenestra was a great-grandmother when Sigmar’s Tempest broke, though that cannot possibly be true. Despite these rumours, any who have seen Zenestra in battle know that she has the God-King’s protection. Her palanquin is so redolent with Azyrite energy that lightning crackles around it in a widening corona. Zenestra’s attendants never last too long in her service; each new pair is aged unto infirmity by even a month at the yoke. Nevertheless, as faithful throngs flock to her, there is never any shortage of pious replacements.
CITIES OF SIGMAR WARSCROLL
Pontifex Zenestra
Matriarch of the Great Wheel
MELEE WEAPONS
AtkHitWndRndDmg
Sceptre of the Wheel
Sceptre of the Wheel34+4+-D3
Acolytes’ Club and Axe
Acolytes’ Club and Axe44+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 240
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: Any HUMAN INFANTRY, Any HUMAN CAVALRY

Passive
VOICE OF THE GOD-KING: Zenestra is the mouthpiece of Sigmar himself upon the battlefield; with a simple utterance, she can banish the sorceries of the enemy.

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

Your Hero Phase
5
VESSEL OF SIGMAR: Channelling the divine might of the God-King, Pontifex Zenestra has the power to bless the very earth around her.

Declare: Make a chanting roll of D6.

Effect: Pick 1 of the following effects to apply until the start of your next turn. Pick up to 2 different effects instead if the chanting roll was 10+.

The Great Wheel Turns: Add 2" to the Move characteristic of friendly CITIES OF SIGMAR HUMAN units if they are wholly within 12" of this unit at the start of the move.

Hallowed Ground: Friendly CITIES OF SIGMAR HUMAN units have WARD (5+) while they are wholly within 12" of this unit.

Cast Out Evil: Roll a D3 for each 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, HUMAN


CITIES OF SIGMAR WARSCROLL
Runelord
4"
5
3+
2
Duardin are suspicious folk who eschew magic wherever possible, for they consider it to be a fickle and dangerous art. Their hardy culture is instead rooted in martial tradition and prayer to their ancestors. What little magic they do use is concentrated within runes – inscribed sigils of power – rather than being cast directly by a mage. Runelords are talented metalsmiths who have mastered the ancient art of rune-shaping. Through rituals of hammercraft, they can unbind hostile magic or imbue the weapons of their kin with fearsome killing power. Each Runelord carries a rune staff and a forgehammer. First, they will beat sigils of power into metal and rock surfaces with the forgehammer, drawing on practised knowledge passed down through generations. Then, each rune is imbued with magical power using the rune staff, allowing the aetheric energy to be stored indefinitely. By calling on the stored, latent power of their engravings, the Runelords can imbue the weapons of their kin with ancient might. They will also craft warding runes during battle, allowing them to dampen or unbind the castings of enemy mages.
CITIES OF SIGMAR WARSCROLL
Runelord
MELEE WEAPONS
AtkHitWndRndDmg
Rune Staff and Forgehammer
Rune Staff and Forgehammer34+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 25mm
Can be reinforced: No
Regiment Options: Any DUARDIN

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).

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: Until the start of your next turn, add 1 to the Rend characteristic of the target’s melee weapons. In addition, if the chanting roll was 10+, pick another friendly CITIES OF SIGMAR DUARDIN unit wholly within 12" of this unit. Add 1 to the Rend characteristic of that unit’s melee weapons until the start of your next turn as well.
KEYWORDSPRAYER

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


CITIES OF SIGMAR WARSCROLL
Sorceress
6"
5
6+
2
Many sinister rumours surround the rulers of the Darkling Covens. Their presence in the free cities is obscured by both mental layers of trickery and a physical web of secret temples. Despite this, their sheer arcane prowess makes them an invaluable ally of Sigmar’s people. The Sorceresses of the Darkling Covens are largely reclusive figures, though they possess tremendous political influence and skill in the magical arts. No aelven offensive is launched in the service of Sigmar’s hosts without there being a substantial gain for these shadowy mistresses. They command absolute power over their covens in times of battle, for their Dreadspear phalanxes and Bleakswords obey them unquestioningly. The warriors’ grace is marked by a wordless focus – the only indication that their loyalty is more ensorcelled than genuine. Despots who rule with unquestioned authority and cruel cunning, Sorceresses wield dark and terrible spells that can blast the life from their foes or wrack them with unimaginable agony. They will slit the throats of their own thralls in an instant if the need arises, allowing them to draw power from the sacrifice. They see engaging in melee as beneath them and thus take satisfaction in speaking words of pain that contort any who dare draw too close.
CITIES OF SIGMAR WARSCROLL
Sorceress
MELEE WEAPONS
AtkHitWndRndDmg
Witchstaff
Witchstaff13+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 25mm
Can be reinforced: No
Regiment Options: 0-1 Shadow Agent, Any AELF

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 preside over the Dispossessed duardin. Their clans are tight-knit and often insular, known to keep their own counsel despite always being keen to dish out unsolicited advice whenever they get the chance. Age is revered above all in duardin culture, and the Warden Kings and Queens are exemplars of this: they are usually battle-scarred, weatherbeaten and silver of hair, but their wisdom is hard-earned and their skill in a fight undimmed by the passing of the long centuries of warfare. It is their responsibility to preserve the legacy of their kind, to ensure that though the erosion of time and adversity may have snuffed out the flames of their ancient holds, they keep the proud traditions of their people alive. Every Warden King knows the names of those who wronged their forebears. As they march out to defend or reclaim their holds, they intend to settle those grudges. Warden Kings are often first into the fray, seeking out the most fearsome enemy combatants and bludgeoning them to death with rune-carved warhammers. In their wake come their oathsworn kin, following the tenacious example that the Warden King sets.
CITIES OF SIGMAR WARSCROLL
Warden King
MELEE WEAPONS
AtkHitWndRndDmg
Runic Hammer
Runic Hammer53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 25mm
Can be reinforced: No
Regiment Options: 0-1 Cogsmith, Any DUARDIN

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.

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.

KEYWORDS
HERO, INFANTRY
ORDER, CITIES OF SIGMAR, DUARDIN

Monster Hero


CITIES OF SIGMAR WARSCROLL
Battlemage
on Griffon
12"
15
4+
5
Each wizard in the cities of Sigmar has a honed aptitude for the arcane. Whether through lineage traced to an ancient magocracy, natural affinity or the fruits of long study, each Battlemage has passed trials beyond number. They can slay a foe with a shouted phrase and a killing gesture just as easily as they can provide salvation with a warding symbol or chant. Amongst the Collegiate Arcane’s members are quick-tempered pyromancers from the Bright College and druid-like mages from the Jade College with the power of life at their fingertips. Morbid devotees from the Amethyst traditions of Shyish wield the chill magic of the grave, while those of the Gold College specialise in transmutation. The bearded shamans of the Amber College prefer to commune with the wilds rather than learn in formal settings. They specialise in the animalistic magic of Ghur, allowing them to empower their fellows with monstrous strength. The most capable amongst them ride to war upon giant, twin-headed griffons they have spirit-bound to their will. Only a wizard can hope to control these especially feral beasts, as more than one Steelhelm has found to their cost. From the backs of these terrifying beasts, an Amber Battlemage can lay waste to 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: 280
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any HUMAN

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 armies with their dagger-like claws and foul, choking breath. These creatures are terrible to behold, more like the sinuous and shadowy drakes of Ulguan legend than the proud Draconith of Ghur. To see one of these monsters looming out of the stinking fug of war is often enough to break a foe that was expecting to fight only soft-skinned humans. When these beasts exhale clouds of noxious gas that poison those foolish enough to confront them, their twisted, wrinkled lips pull back in snarls of sinister glee. Like sabrecats playing with defenceless bear cubs, they claw and swipe at their reeling victims before catching them up and finishing the job in a spectacular display of gory dismemberment. The Dreadlords who ride these drakes were the nobles of Narkath, an ancient Ulguan nation felled during the Age of Chaos. They are the ones who smuggled the last Black Dragon eggs out of that cataclysm and who retained the knowledge of how to hatch them through blood sacrifice. The relationship between Dreadlord and Black Dragon is not one of master and beast; it is a symbiosis between two ice-hearted killers who share the same insatiable lust for slaughter.
CITIES OF SIGMAR WARSCROLL
Dreadlord
on Black Dragon
RANGED WEAPONS
RngAtkHitWndRndDmg
Repeater Crossbow [Crit (2 Hits)]
Repeater Crossbow
Crit (2 Hits)
12"24+4+-1
Black Dragon’s Noxious Breath [Shoot in Combat, Companion]
Black Dragon’s Noxious Breath
Shoot in Combat, Companion
10"D3+32+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Dreadlord’s Weapons [Charge (+1 Damage)]
Dreadlord’s Weapons
Charge (+1 Damage)
53+4+12
Black Dragon’s Fearsome Jaws and Claws [Companion]
Black Dragon’s Fearsome Jaws and Claws
Companion
64+2+22
BATTLE PROFILE

Unit Size: 1      Points: 270
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: 0-1 Shadow Agent, Any AELF

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Black Dragon’s Fearsome Jaws and 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 all units (friendly and enemy) within this unit’s combat range, excluding this unit, 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
The highest battlefield office in each citizen host is that of the Freeguild Marshal. Each has been trained extensively in the military academies of their home city, their skills honed in the fires of war. When entrusted with the magical weaponry and protective amulets of their parent city, the Marshals reach new levels of deadliness on the field. Each Marshal understands the importance of the calculated strike and the strategic withdrawal, the flanking manoeuvre, the bulwark and the feint. Their cutting blade is the cavalry wedge, their shield the wall of Steelhelms and their gun the massed Fusiliers firing on their mark to shred the enemy. The tools of the Marshal’s trade are many. They include blessed blades of banishment, heavy warhammers that echo the holy form of Ghal Maraz, lances hung with glorious banners and duardin-crafted plate armour. Some take to battle upon a proud, avian griffon to better lead by example and to survey the battlefield from on high; such a sight is a morale boost unto itself, symbolising Azyr in all its glory. Identifying where their presence is most required, they descend like a speeding comet to lay waste to their enemies.
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: 280
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Freeguild Veteran, Any HUMAN

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.

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.

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

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


CITIES OF SIGMAR WARSCROLL
Sorceress
on Black Dragon
12"
14
4+
5
Many sinister rumours surround the rulers of the Darkling Covens. Their presence in the free cities is obscured by both mental layers of trickery and a physical web of secret temples. Despite this, their sheer arcane prowess makes them an invaluable ally of Sigmar’s people. The Sorceresses of the Darkling Covens are largely reclusive figures, though they possess tremendous political influence and skill in the magical arts. No aelven offensive is launched in the service of Sigmar’s hosts without there being a substantial gain for these shadowy mistresses. They command absolute power over their covens in times of battle, for their Dreadspear phalanxes and Bleakswords obey them unquestioningly. The warriors’ grace is marked by a wordless focus – the only indication that their loyalty is more ensorcelled than genuine. Many Sorceresses go to war upon fearsome Black Dragons. They delight in the terror in the eyes of their enemies as the scaled beasts rip their prey apart with sword-sized talons. Meanwhile, from the drake’s elegant fanged maw, clouds of caustic, choking gas billow over the battlefield from on high to poison all below.
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"D3+32+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Cruel Weapons
Cruel Weapons33+4+1D3
Black Dragon’s Fearsome Jaws and Claws [Companion]
Black Dragon’s Fearsome Jaws and Claws
Companion
64+2+22
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: 0-1 Shadow Agent, Any AELF

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

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.

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

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.

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


CITIES OF SIGMAR WARSCROLL
Tahlia Vedra
Lioness of the Parch
12"
15
4+
5
First Marshal Vedra is the fiery heart of Hammerhal Aqsha’s military might. Her incisive wit and expert ability to change the tide of battle have been invaluable to Sigmar’s cause. Yet despite being held aloft as a shining figurehead by the Grand Conclave, Vedra would rather be in the tents and barracks with the soldiery, playing cards and drinking sweetblack. She is most beloved of the common folk, who are fiercely loyal to her on and off the battlefield. In battle, Vedra wields enchanted weapons taken from conspirators she has personally slain. First in her favour is the blade Parchtongue, white-hot with Aqshian magic that is cool to her touch alone, followed by the greataxe Justice. When fighting alongside the Cults Unberogen, she opts for the Hammer of Zeal. She hates the heavy mace named Warmaker with a passion and has ‘accidentally’ lost it a dozen times, though it somehow always finds its way back to her. Vedra’s famous battle-temper is mirrored in her great leonine steed, the manticore Infernadine. Only those with formidable willpower and authority could ever hope to train a manticore; Vedra possesses both qualities in abundance, and the two make a terrifying pair indeed.
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 [Companion]
Infernadine’s Scorpid Stinger
Companion
24+2+3D3+3
BATTLE PROFILE

Unit Size: 1      Points: 310
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Freeguild Veteran, Any HUMAN

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

Passive
UNPARALLELED TACTICIAN: Not only does Vedra possess the ability to formulate decisive plans in the very heat of battle, but she also has the guts to see her orders carried through to the very end.

Effect: When this unit uses an OFFICAR’S ORDER ability, you can pick an additional friendly CITIES OF SIGMAR unit wholly within 12" of this unit to be a target of that ability.

Once Per Battle (Army), 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 keep fighting till the bitter end.

Declare: If this unit is in combat, pick up to 3 other friendly CITIES OF SIGMAR units wholly within 12" of this unit to be the targets.

Effect: For each target, you can return a number of slain models to that unit with a combined Health characteristic of up to 3.

Once Per Turn (Army), Any Combat Phase
PARALYSING VENOM: When an enemy beast closes in on Infernadine, his scorpid tail darts forth, injecting a paralysing venom that quickly takes hold.

Declare: Pick an enemy MONSTER that charged this turn and is in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, the target has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

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

War Machine Hero


CITIES OF SIGMAR WARSCROLL
Battlemage
on Celestial Hurricanum
8"
12
4+
5
Each wizard in the cities of Sigmar has a honed aptitude for the arcane. Whether through lineage traced to an ancient magocracy, natural affinity or the fruits of long study, each Battlemage has passed trials beyond number. They can slay a foe with a shouted phrase and a killing gesture just as easily as they can provide salvation with a warding symbol or chant. Amongst the Collegiate Arcane’s members are quick-tempered pyromancers from the Bright College and druid-like mages from the Jade College with the power of life at their fingertips. Morbid devotees from the Amethyst traditions of Shyish wield the chill magic of the grave, while those of the Gold College specialise in transmutation. There are those of the Collegiate Arcane who rely on esoteric technology over the savage dominion seen in Aqshy and Ghur. Battlemages of the Celestial tradition have a great insight into reading the stars of the aetheric vault to pick out strands and echoes of future events. They make frequent use of portable astrolabes and telescopes to bolster their powers. Some will ride to battle upon Celestial Hurricanums, massive chariot-like constructions whose orreries can summon a vortex of aetheric energy from the skies. They use this energy to blast the foe apart with bright, scouring lightning.
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: 240
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any HUMAN INFANTRY, Any HUMAN CAVALRY

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 up to D3 visible friendly CITIES OF SIGMAR HUMAN units wholly within 12" of this unit to be the targets.

Effect: Add 1 to hit rolls for the targets’ 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
Each wizard in the cities of Sigmar has a honed aptitude for the arcane. Whether through lineage traced to an ancient magocracy, natural affinity or the fruits of long study, each Battlemage has passed trials beyond number. They can slay a foe with a shouted phrase and a killing gesture just as easily as they can provide salvation with a warding symbol or chant. Amongst the Collegiate Arcane’s members are quick-tempered pyromancers from the Bright College and druid-like mages from the Jade College with the power of life at their fingertips. Morbid devotees from the Amethyst traditions of Shyish wield the chill magic of the grave, while those of the Gold College specialise in transmutation. The wizard-philosophers of the White College use brilliant devices set with aetherquartz when they need to bolster the illuminations and ritual exorcisms they use to banish the foe. Known as Luminarks of Hysh, these obsessively calibrated contraptions concentrate motes of Hyshian magic through a series of arcane lenses. In doing so, they form a beam of light so intense that it can melt right through a rampaging daemon lord and leave a smoking hole behind. Powerful White Battlemages direct searing rays of light from the Luminark to vaporise enemy champions 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+
See below
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 HUMAN INFANTRY, Any HUMAN CAVALRY

Passive
AURA OF PROTECTION: Luminarks of Hysh are surrounded by a protective magical aura.

Effect: Friendly CITIES OF SIGMAR units have WARD (6+) while they are wholly within 12" of 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
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 wheels. This mechanical behemoth of metal and flame is an expedition’s last line of fire, capable of shooting superheated steam from its turret or blasting apart foes with the cannon mounted upon its prow. As Steam Tanks can be quite temperamental, with every inch of their massive surface concealing cogs and machinery, the crews of such behemoths maintain them even during battle with meticulous rituals and checks. 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. Though these finely dressed warriors may be mistaken for nobility, often bedecked in feathers and fabrics in the colours of their parent city, they should not be underestimated. Each earned their rank by surviving expeditions and wars that led to the establishment of strongpoints across their home realm. After one too many disdainful comments referring to them as soot-covered engineers, they reimagined themselves as steel-shod knights of legend, commanding respect wherever they go.
CITIES OF SIGMAR WARSCROLL
Steam Tank Commander
RANGED WEAPONS
RngAtkHitWndRndDmg
Steam Cannon
Steam Cannon18"14+2+2D3+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: 310
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any Steam Tank

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.

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.

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

Cavalry


CITIES OF SIGMAR WARSCROLL
Dark Riders
12"
3
4+
1
Amongst the sinister ranks of the Shadowblades gallop the Dark Riders, aelven killers mounted upon swift steeds from Ulgu’s depths. Those unfortunates marked for death by this murderous cabal are first targeted by Assassins, but those who somehow escape their pursuers do not find a much better fate waiting for them out in the wilds of the realms. Fleeing targets are run down by the Dark Riders, who stop only long enough to secure their kills before riding hard back to their masters. For those marked by the Dark Riders, there is nowhere to flee. The red-eyed shadowmares ridden by these cloaked killers are unnaturally silent on the approach in spite of their speed, allowing their masters to level spears and repeater crossbows to deal a fatal blow to their quarry. On occasion, Dark Riders fight alongside the military forces of a city’s expedition. They terrorise enemy encampments and patrols, striking forth from unknown quarters in a succession of lightning-fast raids. Dark Riders wage a war of terror and confusion, attacking their enemy’s weakest points with merciless precision. They slaughter at will then melt back into the shadows before their foes have a chance to react.
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 [Charge (+1 Damage)]
Barbed Spear
Charge (+1 Damage)
23+4+11
Dark Steed’s Vicious Bite [Companion]
Dark Steed’s Vicious Bite
Companion
25+3+-1
BATTLE PROFILE

Unit Size: 5      Points: 150
Base size: 60 × 35mm
Can be reinforced: Yes

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
It is the favoured tactic of the Drakespawn Knights to harry the foe rather than to attack them head-on. They target the rear of enemy forces that seek to close upon those they call allies – or, more often, bait. An echelon of Drakespawn Knights hunts armies like the rokodiles of Ghur stalk their prey, snapping and weakening before moving in for the kill. The contribution of the Order Serpentis to the Cities of Sigmar is significant; many an expedition would have failed without the charge of a Dreadlord’s host. Whether they fight for Sigmar’s cause, or purely for their own advancement and sadistic enjoyment, is another matter entirely. The Drakespawn Knights follow the ancient beastmaster traditions of Narkath – an Ulguan empire lost to the Age of Chaos that waged war from the backs of Black Dragons. The Drakespawn were created in an attempt to recreate the Nakarth mounts of old, but they lack the raw power and flight of their draconic predecessors. The aelves believe that, on some level, the Drakespawn must know that they are incomplete creatures, for they are bitter-natured indeed. Only when these carnivorous monsters can rip and tear in protracted combat do they show any signs of joy, savouring every hunk of meat they bite away and guzzle down.
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: 180
Base size: 60 × 35mm
Can be reinforced: Yes

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 turn, add 1 to the Attacks characteristic of this unit’s Drakespawn’s Ferocious Jaws while it is in combat with any damaged enemy units or while it is in combat with any enemy units that have had any models slain.

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


CITIES OF SIGMAR WARSCROLL
Freeguild Cavaliers
10"
3
3+
1
The Freeguild Cavaliers ride at the forefront of the Dawnbringer Crusades upon the finest destriers that lifewater can buy. Some of these mounted knights are elevated through the ranks by an exceptional aptitude for war, their skill with blade and warhorse all the pedigree they need. Many are the sole survivors of fallen strongholds, men and women who fought to the last even as their friends and family paid the ultimate price. They go to war clad in the panoply of their former settlements, swearing a vendetta and salvaging the finest weapons and armour before riding out to avenge the fallen. Cavaliers know the wars they fight will not be decided in one glorious, shattering charge. Theirs is a long, relentless battle that grinds on for hours, if not days; for such red work, the sword or the axe is their weapon of choice. In a tight wedge of muscle, horseflesh and metal, they drive their charge home, blades biting deep and steel-shod hooves lashing out to cave in faces and shatter skulls. The enemy howls in disarray as the Cavaliers burst through their formation – then wheel, weapons raised, for the fight to begin in earnest.
CITIES OF SIGMAR WARSCROLL
Freeguild Cavaliers
MELEE WEAPONS
AtkHitWndRndDmg
Cavalier Weapon [Charge (+1 Damage)]
Cavalier Weapon
Charge (+1 Damage)
34+4+11
Warhorse’s Steel‑shod Hooves [Companion]
Warhorse’s Steel‑shod Hooves
Companion
25+3+-1
BATTLE PROFILE

Unit Size: 5      Points: 170
Base size: 60 × 35mm
Can be reinforced: Yes

Any Charge Phase
DEVASTATING CHARGE: Thundering across the battlefield, the Cavaliers build up momentum before smashing deep into the enemy’s ranks, laying about themselves with blade, axe, hammer and flail.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target.

Effect: Roll a dice for each model in this unit that is in combat. For each 4+, inflict 1 mortal damage on the target.

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

Infantry


CITIES OF SIGMAR WARSCROLL
Black Ark Corsairs
6"
1
5+
1
Cruel-hearted and avaricious, Black Ark Corsairs form the hard-bitten crew of the Scourge Privateer wolfships. 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. There are a great many cities founded on the coasts and deltas of the realms, and it is from such locations that the Corsairs ply their trade, whether their customers desire their deadly skills or the strange sea creatures they tame. Their sleek, dark-hulled ships and vast Black Arks are a common sight outside the harbours. The Corsairs of the Scourge armadas are known for their cunning and lethality whenever their forces are committed. Those who form the body of these forces strike swiftly and well, life on their rolling sea-vessels making them sure-footed even by aelven standards. Black Ark Corsairs can be easily recognised by their sea-drake cloaks, tough but pliable accoutrements that can be used to intercept enemy blades and missiles with a swirl of a hem before the lethal riposte is delivered, whether by finely balanced blade or by a dark-feathered shaft from a repeater handbow.
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

Passive
SKILLED SWASHBUCKLERS: With a flash of steel, each ill-timed strike directed at a Corsair is paid for in blood as the aelf delivers a perfect riposte.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

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
The Black Guard are the most elite wing of the Darkling Covens, high-helmed warriors who wield devilishly sharp ebon halberds. Each of their number is trained from childhood in the cloistered orders of their kind. By the time they are inducted into the ranks of the Black Guard, they will have attained such pinnacles of martial skill that they could even hold their own sparring with the gladiatrices who serve Morathi. Though the training of a Black Guard is long and arduous, and few make it to full adulthood, the rewards for those who excel are great. The eldest and most experienced of their number become the castellans and majordomos of their Sorceresses, given something approaching trust by their mistresses in order to better lead their armies in the name of order and prosperity – the type that benefits the aelves most, of course. These fanatical warriors are dedicated to protecting the Sorceresses of the Darkling Covens and carrying out the will of their ruler above all else. Clad head to toe in ensorcelled plate, the Black Guard present an impassable and deadly obstacle to any who threaten their Sorceress. In turn, they benefit from the shadowy arcane wards woven by their mistress.
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

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
The Bleakswords are the master swordsmen of the Darkling Covens. Their blades move fluidly and surely as if they were extensions of their own arms, allowing the Bleakswords to leap into the fray in a blur of flashing steel. Each is inducted into the ranks for their merciless nature and their ability to kill quickly and without hesitation. These aelves are also absolutely loyal to their Sorceress, surging ahead of her on the battlefield to obliterate the foe at a single, wordless gesture. Their fanatical loyalty burns with a passion so intense that it appears unnatural, and rumours swirl as to the amount of free will they really possess. Wielding their gleaming swords with supernatural grace, the Bleakswords slice their foes to ribbons with a cruel laugh and a flurry of quick strikes. Their duelling speed is as deadly as it is famed – stories circulating around Dawnbringer campfires claim they make their moves in the blink of an eye. The Lordlings leading the Bleakswords are often the fastest and most precise of their number, able to thrust their sabre so quickly that they can slit a human’s throat before the foe can even draw their blade from its scabbard. The scant few hits they fail to deflect with their shields are swiftly riposted, knocking back enemies and leaving them vulnerable to the perfect killing counter-strike.
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

Passive
MERCILESS CONSEQUENCES: When dispatched to take the enemy’s holdings, these warriors race forwards in the blink of an eye.

Effect: 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
Darkshards are the deadly sharpshooters of the Darkling Covens. Each is armed with a master-crafted repeater crossbow capable of loosing bolts with incredible speed. In battle, they fill the skies with thick clouds of missiles that rain down in a withering hail upon the enemy, each volley piercing eyes and puncturing hearts. Darkshards are fair shots, but they are trained to focus on speed over accuracy. They riddle their targets with iron‑tipped bolts, each one viciously barbed to ensure that it cannot be removed without tearing apart the victim’s flesh in the process. The use of these painful projectiles speaks to the sadism of these shadowed warriors. The Darkshards often indulge in unnecessarily cruel behaviour in battle, such as intentionally trying to hamstring lesser foes and even shooting perilously close to human allies to create fear for their own enjoyment. Though they are confident in the knowledge that they will not hit their comrades, on account of the Darkshards’ almost supernatural accuracy, this fact is little known by the average Steelhelm.
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: 140
Base size: 25mm
Can be reinforced: Yes

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
Dreadspears form the spine of most Darkling Covens. They are the dense core of warriors that brings the enemy to a standstill, hardened veterans who fight in tight phalanxes, inviting foes onto their barbed spear tips. Fully in thrall to their mistresses, these cruel aelves fight and slay with unnerving focus. Dreadspears attack with pinpoint certainty, each warrior having been trained to wait for the perfect moment before thrusting their weapons into the hearts of their foes. Those Dawnbringers who have seen the Dreadspears in combat have remarked on the almost mechanical unison of their movements, how they march forth fearlessly into situations so dire that other warriors might have fled rather than face them. Indeed, Dreadspears are often sent to take the most dangerous of sites or to recover relics desired by their Sorceress. Precious few know the truth – that behind each Dreadspear’s glazed eyes is an arcanely imbued loyalty that compels them to carry out their Sorceress’s will at any cost. It is up to these silent warriors to fulfil those tasks their mistress does not trust humans to perform, for only in mind-controlled servants can she ensure absolute fealty.
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

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
Marching alongside the vanguard of the Darkling Covens are the skull-masked Executioners, warriors whose two-handed draich blades are so well-made and balanced that they can cut a man in two at the waist. It is said of this secretive warrior brethren that they openly worship Khaine the Bloody-Handed, the aelven god of war; that they are not truly aelves but are in part shadowkin from Ulgu; that they bathe in spiced blood instead of sleeping; and that they endure a constant agony that can only be relieved by the act of the violent kill. As to the veracity of these rumours, the mistresses of the Darkling Covens never speak. Perhaps it is those same doyennes who first circulated such legends, for a shield of terrifying rumours can protect a citadel district far better than any moat. True virtuosos of slaughter, these warriors have mastered the art of severing heads with every swing of their curved draichs. Crimson arcs of hot blood spurt into the air as the Executioners leave a trail of diced cadavers in their wake.
CITIES OF SIGMAR WARSCROLL
Executioners
MELEE WEAPONS
AtkHitWndRndDmg
Executioner’s Draich [Crit (Mortal)]
Executioner’s Draich
Crit (Mortal)
23+4+11
BATTLE PROFILE

Unit Size: 10      Points: 140
Base size: 25mm
Can be reinforced: Yes

Passive
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 attacks score critical hits on unmodified hit rolls of 5+.

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


CITIES OF SIGMAR WARSCROLL
Flagellants
6"
1
6+
1
The fanatical Flagellants that march alongside the Dawnbringer Crusades fight not with military training but with frenzied zeal. These are the people so besotted with the God-King that they will carry cumbersome relics, form great chain gangs to drag shrine-laden metaliths and lash themselves until they bleed. While their extreme devotion is seen as insanity by many of their allies, the land upon which the Flagellants’ blood falls is truly cleansed, for their immense belief in Sigmar allows him to act through them in some small measure. Though no sound-minded Marshal would openly admit it, there are few better ways to scour the realms of the taint of Chaos than through blood sacrifice, few better ways to honour the authority of the Heldenhammer than to suffer in his name – and suffer these wild-haired mendicants do. When the enemy is close at hand, crowds of Flagellants will hurl themselves into the fray with a screamed prayer on their lips. They claw down as many of the enemy as they can in an act of superlatively violent martyrdom. Though they will have gone to the grave in the name of Sigmar, they take zealous satisfaction in bringing their foes down with them.
CITIES OF SIGMAR WARSCROLL
Flagellants
MELEE WEAPONS
AtkHitWndRndDmg
Castigating Flails and Clubs
Castigating Flails and Clubs24+4+-1
BATTLE PROFILE

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

Passive
GLORIOUS MARTYRS: When all hope is lost, a Flagellant will fling themselves at the enemy with reckless abandon, heedless of their own survival.

Effect: Each time a model in this unit is slain by a combat attack and that model was in combat with the attacking unit, roll a dice. Add 1 to the roll if this unit is wholly within 12" of a friendly Pontifex Zenestra. On a 5+, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

KEYWORDS
INFANTRY, CHAMPION
ORDER, CITIES OF SIGMAR, HUMAN


CITIES OF SIGMAR WARSCROLL
Freeguild Command Corps
5"
3
4+
2
The Command Corps are a group of experts, champions and specialists that guide the Marshal in matters of war. Standing by their commander are the Arch‑Knights, exemplars of the blade and axe who protect their lord in battle. Each bears a fierce totem fashioned after a great beast that reflects their fighting style. Next is a Great Herald, who holds aloft the regimental banner that will be planted at the heart of a new settlement. It is their role to sound the advance, charge and timely retreat. Most Command Corps include a War Surgeon skilled in the arts of triage and amputation. They are incredibly proficient, able to perform medical miracles even under fire on the battlefield. Should a soldier succumb to their injuries, however, their soul is guided to their afterlife by the Soul Shepherds, allowing them to escape the clutches of Nagash. The strange piping of the Shepherds’ homunculi is silent to the living, but a lilting requiem can be heard as one approaches death. Lurking in the shadows are the Whisperblades, who keep the Marshal apprised of dissent. They wear cloaks of Ulguan falsecloth that allow them to blend with darkness – all the better to listen, learn and assassinate.
CITIES OF SIGMAR WARSCROLL
Freeguild Command Corps
MELEE WEAPONS
AtkHitWndRndDmg
Sigmarite Great Weapon
Sigmarite Great Weapon43+3+1D3
Enchanted Rapier [Crit (Mortal)]
Enchanted Rapier
Crit (Mortal)
12+4+2D6
Assortment of Weapons
Assortment of Weapons23+4+-1
Gargoylian’s Bite [Companion]
Gargoylian’s Bite
Companion
34+3+1D3
BATTLE PROFILE

Unit Size: 6      Points: 190
MODELBASE SIZE
Soul Shepherd40mm
Mascot Gargoylian28.5mm
Arch-Knight, Whisperblade, Great Herald and War Surgeon32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

The Great Herald, War Surgeon and Soul Shepherd are each armed with an Assortment of Weapons. The Arch-Knight is armed with a Sigmarite Great Weapon. The Whisperblade is armed with an Enchanted Rapier. The Mascot Gargoylian is armed with a Gargoylian’s Bite.

Once Per Battle Round (Army), Any Hero Phase
FREEGUILD ADJUTANTS: Each member of the Command Corps has their own special skills to be employed.

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

Effect: For the rest of the turn, the first time the target uses the ‘Redeploy’, ‘Rally’, ‘Covering Fire’ or ‘Counter-charge’ command, you can pick another friendly CITIES OF SIGMAR HUMAN unit wholly within 12" of this unit and that has not used a command this phase to use the same command immediately after the first has been resolved (this is an exception to Commands, 1.2). You must still spend command points as normal to use the command a second time.

Passive
THE MARSHAL’S RETINUE: As well as bringing their diverse range of skills to the battlefield, the warriors and wisemen of the Command Corps have each sworn to guard the life of a Marshal with their own.

Effect: While any friendly Freeguild Marshal and Relic Envoy units are wholly within this unit’s combat range, both this unit and those friendly units have WARD (5+).

Once Per Battle (Army), Reaction: Opponent declared a command for a unit within 12" of this unit
DISPATCH SPIES: The Whisperblades have networks of informants and operatives at their disposal that they use to unravel the best-laid plans of the enemy.

Effect: Unless your opponent spends 1 additional command point to use that command, the command has no effect, it still counts as having been used and the command points spent to use the command are still lost.

KEYWORDS
INFANTRY, STANDARD BEARER (1/6)
ORDER, CITIES OF SIGMAR, HUMAN


CITIES OF SIGMAR WARSCROLL
Freeguild Fusiliers
5"
1
4+
1
At a barked command from their Fusil-Sergeant, the Fusiliers release a deafening volley. Entire enemy ranks topple backwards, torn and bleeding. Another volley sounds, then another – as many as three salvoes in the space of a minute. Against the daemon and the gheist, the Fusiliers will fire shots inscribed with sigils of the God-King. Magic-wielding champions are silenced with a sphere of pure realmstone, taken with silver tongs from a small nullstone casket. In this way, even the meanest human gunline can take down the most vicious scourges of the Mortal Realms. The weapons of these gunlines are loaded and fired in much the same way as a miniature cannon. Each is also set with a thick wooden shield, which, when facing outwards alongside the iron-rimmed shields of footsoldiers, creates a defensive Castelite formation. The slaughter-fusils used by some Fusil-Sergeants, however, are more complex. These devastating firearms are triple-barrelled and able to be fired in quick succession or in one blistering volley. Such weapons are cumbersome, especially when carried in conjunction with hardwood pavises and lanterns for reloading in darkness; yet, in a flurry of movement, the gun is prepped, propped and raised. Its signature roar is never far behind.
CITIES OF SIGMAR WARSCROLL
Freeguild Fusiliers
RANGED WEAPONS
RngAtkHitWndRndDmg
Fusil-cannon: Fortified Position
Fusil-cannon: Fortified Position18"24+4+11
Fusil-cannon: Mobile [Shoot in Combat]
Fusil-cannon: Mobile
Shoot in Combat
12"14+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Bayonet
Bayonet14+4+-1
BATTLE PROFILE

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

Passive
FUSILIERS, FIRE!: When in position, Fusiliers unleash devastating volleys of fire into the enemy lines.

Effect: Each time this unit uses a SHOOT ability, if it is in a fortified position, it can pick either of the ranged weapon profiles for all the attacks it makes with its Fusil‐cannons. If it is not in a fortified position, use the Mobile weapon characteristics.

Your Movement Phase
FORTIFYING POSITION: Heavy pavises are slammed into the dirt, forming a wall of oak and iron as strong as a fortification.

Effect: This unit establishes a fortified position and remains in a fortified position until it either uses a MOVE ability or is removed from the battlefield. While this unit is in a fortified position, subtract 1 from the Rend characteristic of weapons used for attacks that target this unit.
KEYWORDSCORE

Passive
BLACKPOWDER SQUIRE: When ammunition runs low, Blackpowder Squires bring fresh supplies to the line.

Effect: This unit has a Blackpowder Squire token. Each time this unit uses a SHOOT ability, if this unit’s Blackpowder Squire is on the battlefield, you can re-roll 1 hit roll. If a hit roll re-rolled in this manner is 1, remove this unit’s Blackpowder Squire from the battlefield.

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


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: 100
Base size: 25mm
Can be reinforced: Yes

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

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

Declare: If this unit is contesting an objective you control that is not contested by any enemy models, roll a dice.

Effect: On a 3+, that objective is considered by you to be consecrated. While each model in a friendly CITIES OF SIGMAR HUMAN unit is contesting a consecrated objective, that unit has WARD (5+). If your opponent gains control of a consecrated objective, it is no longer consecrated.

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


CITIES OF SIGMAR WARSCROLL
Hammerers
4"
1
3+
1
Of the Dispossessed duardin, it is the Hammerers who are renowned as the Kingsguard. They are stalwart bodyguards traditionally tasked with guarding the Warden Kings in battle, and to this end, they would lay down their lives without hesitation or fear. Each is hand-picked for their station as a result of their feats of exceptional strength and courageousness. The rhythmic rise and fall of the Hammerers’ gromril mauls instils terror in their enemies just as it lifts the spirits of their fellow duardin. The metal from which these weapons are forged is said to be the hardest in the Mortal Realms; only the duardin know how to craft it – and they guard this secret jealously. Expertly wielded by the Hammerers, these two-handed greathammers can split rock like cordwood and crack enemy skulls as easily as Aetherwing eggs, allowing the duardin to smash a path through even the most tenacious foes. When the Hammerers’ carnyx sounds the charge and the gleam of their gilded, sloped helmets can be seen cresting the horizon, surrounding allies are inspired to fight ever harder. The duardin are particularly beloved of the Warden King whom they serve; even away from the battlefield, they are his trusted advisors and drinking companions.
CITIES OF SIGMAR WARSCROLL
Hammerers
MELEE WEAPONS
AtkHitWndRndDmg
Gromril Great Hammer
Gromril Great Hammer24+3+12
BATTLE PROFILE

Unit Size: 10      Points: 150
Base size: 25mm
Can be reinforced: Yes

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

Effect: While any friendly CITIES OF SIGMAR DUARDIN 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, DUARDIN


CITIES OF SIGMAR WARSCROLL
Ironbreakers
4"
1
3+
1
Ironbreakers are the elite guardians of the Dispossessed’s underground fortresses. Often compared to walking tanks by their Dawnbringer comrades, they are clad from head to toe in impervious gromril armour and wield masterwork axes and hammers, forming an impenetrable wall against which the enemy is soon shattered. Joining the Ironbreakers is the dream of many a young duardin warrior, and when these grizzled veterans visit the taverns of their clan holdings or a wider city, they have all manner of tales about what they have seen in the undercrofts of the realms. Even their wildest stories hold true, for an Ironbreaker’s word is itself nigh unbreakable. Nevertheless, few believe them – though perhaps this is for the best, given all that they have lived through. Each Ironbreaker marches to battle with a diamond-hard warhammer and gromril shield. Their commanders are known as Ironbeards, who take potshots at oncoming foes from behind the Ironbreakers’ shieldwall with smoking drakefire pistols.
CITIES OF SIGMAR WARSCROLL
Ironbreakers
RANGED WEAPONS
RngAtkHitWndRndDmg
Drakefire Pistols [Shoot in Combat]
Drakefire Pistols
Shoot in Combat
10"13+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Ironbreaker Weapon
Ironbreaker Weapon23+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 130
Base size: 25mm
Can be reinforced: Yes

Each model in this unit is armed with Ironbreaker Weapons.
  • The champion is armed with Drakefire Pistols in addition to their other weapons.

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

Effect: While this unit is affected by the ‘Hold the LineOFFICAR’S ORDER ability, it has WARD (4+) instead of WARD (5+).

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


CITIES OF SIGMAR WARSCROLL
Irondrakes
4"
1
3+
1
Marching alongside the bulk of the Dispossessed duardin come the Irondrakes, blackpowder specialists who wield heavy drakeguns so large that they are closer to small-bore cannons than muskets. They are masters of bullet and bomb, destroying foes with flashing volleys of noise and smoke. They are as unrelenting and stubborn as the rest of their duardin kin, planting themselves in position before unleashing wave after wave of artillery fire at a single word from their Ironwarden commander. Some amongst the Irondrake ranks make use of grudgehammer torpedoes that can fell even a fully grown troggoth as their kin fire away at the mass of the enemy battleline. With such terrifying heavy weaponry, Irondrakes are particularly adept at tunnel fighting, marching forth without cover to blast enemies from shadowed caves, relying only upon master-crafted gromril armour for protection. Should any foes get in close, this diamond-hard defence fends off any attempts to retaliate – and the heavy plating over their fists allows them to knock down would-be assailants with a hefty punch.
CITIES OF SIGMAR WARSCROLL
Irondrakes
RANGED WEAPONS
RngAtkHitWndRndDmg
Drakegun [Anti-INFANTRY (+1 Rend)]
Drakegun
Anti-INFANTRY (+1 Rend)
15"13+3+11
Grudgehammer Torpedo [Anti-MONSTER (+1 Rend)]
Grudgehammer Torpedo
Anti-MONSTER (+1 Rend)
15"13+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Plated Fists
Plated Fists14+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 150
Base size: 25mm
Can be reinforced: Yes

Each model in this unit is armed with a Drakegun and Plated Fists.
  • The champion can replace their Drakegun with a Grudgehammer Torpedo.

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, flowing beards and tendency to grumble on relentlessly about their enemies and allies alike – even in the thick of battle. When these elite duardin fight, they do so with a slow-burning fury. They take pride in never giving in, lamenting the flightiness of beardlings today and the substandard quality of grot warriors compared to the battles of yore. Longbeards have a reputation for being able to hold a tunnel or corridor network against any foe, and they will fight in pitch darkness if the situation demands it. They carry to battle the hallowed steel of their forebears, hefty weapons wrought with the expert craftsmanship of ancient smiths. With gromril shields tilted forth and ancestral weapons raised, even formidably strong enemy armies will surely break upon their lines. Such a sight is so reassuring to the younger Dispossessed duardin that many find their spirits galvanised simply by fighting alongside these weatherbeaten warriors – and should the young ones falter in battle, one disgruntled look from their shield-seniors is enough to have them back on their feet in a hurry.
CITIES OF SIGMAR WARSCROLL
Longbeards
MELEE WEAPONS
AtkHitWndRndDmg
Hallowed Weapons
Hallowed Weapons23+4+11
BATTLE PROFILE

Unit Size: 10      Points: 120
Base size: 25mm
Can be reinforced: Yes

Passive
’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.

Effect: Add 2 to the control scores of friendly CITIES OF SIGMAR DUARDIN units, excluding Longbeards units, while they are wholly within 12" of this unit.

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


CITIES OF SIGMAR WARSCROLL
Toll’s Companions
5"
3
4+
1
The hidden catacombs of the God-King’s cities conceal innumerable threats, from lurking monsters to hidden cults. It is the duty of the Order of Azyr to root out these horrors, and there are few more effective at this than Callis and Toll. Along with a motley retinue of hired blades, these heroes fight a bitter underground war to keep the Cities of Sigmar from sliding into bloodshed. Originally from the Realm of Death, Lyssa Revenya is a thief who specialises in breaching the most heavily guarded treasure vaults in the realms. Her unscrupulous talents nearly saw her executed, but Toll saw the crypt-breaker’s potential and recruited her, assuring her that if she served Sigmar faithfully, her previous crimes would be forgotten. Second of the agents is Mistress Verentia, who lurks like a spider at the centre of a web of intrigue. Her agents observe every corner of the Twin-Tailed City. Her ‘little watchers’ are not humans but urban beasts: crows, rats and cats that communicate their discoveries to their mistress via her enchanted glove. Finally comes Lord-Castellant Valius, who is responsible for Hammerhal’s internal security. He is the Keeper Aqshian and bears the Clavis Magna – a device that allows him to pass through any threshold in the city and emerge from any other.
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. This unit cannot be reinforced.

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 in the same regiment as this unit if those units have not been deployed.

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

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 wholly within this unit’s combat range, both this unit and that Callis and Toll unit have WARD (5+).

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 anywhere on the battlefield more than 9" from all enemy units. Then, set up the Callis and Toll unit that was set up in the shadows with this unit wholly within 6" of it and more than 9" from all enemy units.

KEYWORDS
UNIQUE, INFANTRY
ORDER, CITIES OF SIGMAR, HUMAN


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
Hunting Arbalest
Hunting Arbalest15"24+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Hunting Weapons
Hunting Weapons24+4+-1
Trailhound’s Ferocious Bite [Companion]
Trailhound’s Ferocious Bite
Companion
24+3+-1
BATTLE PROFILE

Unit Size: 11      Points: 130
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.

Each model in this unit is armed with a Hunting Crossbow and Hunting Weapons.
  • The champion is armed with a Trailhound’s Ferocious Bite in addition to their other weapons.
  • 1/11 models is an Arbalester and is armed with a Hunting Arbalest instead of a Hunting Crossbow.
  • 4/11 models are Trailhounds and are armed with a Trailhound’s Ferocious Bite instead of any other weapons.

Passive
HIDDEN AND DANGEROUS: Lurking unseen by the enemy, Wildercorps Hunters stalk their quarry sometimes for days on end before they launch surprise volleys of crossbow bolts from hidden positions.

Effect: This unit is not visible to enemy units more than 12" from it while it is affected by the ‘Cover’ terrain ability. In addition, add 1 to hit rolls for this unit’s shooting attacks while it is wholly within 3" of a terrain feature.

Deployment Phase
EXPERT TRACKERS: These soldiers are tasked with scouting ahead of the main advance.

Effect: This unit can use the ‘Normal Move’ ability as if it were your movement phase.

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


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
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
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
BATTLE PROFILE

Unit Size: 6      Points: 120
MODELBASE SIZE
Aemos Duncarrow32mm
Brydget Axwold28mm
Ratspike25mm
Grotbiter25mm
Quiet Pock32mm
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
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 Black Ark Corsairs. On the battlefield, a Kharibdyss is capable of entrapping enemies with its tentacles before shredding them upon the spikes of its body. Its howl is said to be so horrific that it can break a mortal mind. Those who survive an encounter with this slimy monstrosity are left hollow-eyed and haunted, bitterly chilled in body and soul. Amongst the ranks of the Scourge are specialist beastmasters who painstakingly train these monstrous amphibious creatures to hunt on land. They often rip the Kharibdysses from their sea-caves when the creatures are still juvenile, and pain is usually all the creatures have ever known. These Privateers employ cruel goads and whips to incite further frenzy within the Kharibdysses, directing the foul-smelling beasts’ raging, bad-tempered onslaughts towards the enemy rather than into the ranks of their handlers or their allies.
CITIES OF SIGMAR WARSCROLL
Kharibdyss
MELEE WEAPONS
AtkHitWndRndDmg
Fanged Tentacles and Spiked Tail [Companion]
Fanged Tentacles and Spiked Tail
Companion
64+2+1D3
Crew’s Goads and Whips
Crew’s Goads and Whips23+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 120 × 92mm
Can be reinforced: No

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+, subtract 5 from the target’s control score 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. They are horrifying to behold in battle as they rampage among the enemy ranks, their fanged jaws snapping out to devour unfortunate victims whole. A War Hydra’s reptilian maws are even capable of breathing gouts of flesh‑melting flame. Worse still for their intended prey, it is almost impossible to slay a Hydra. Their draconic blood boiling with strange, sorcerous power, the creatures regenerate wounds at a terrifying rate. Those fortunate enough to count the beastmasters of the Order Serpentis as allies speak of War Hydras regrowing entire severed heads from the bleeding stumps of their necks in battle. It is said that the only way to truly destroy a War Hydra is to burn every last scrap of its flesh and drop of its blood – otherwise it will simply reconstitute itself, hungrier and more ferocious than ever.
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
Crew’s Goads and Whips
Crew’s Goads and Whips23+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 200
Base size: 120 × 92mm
Can be reinforced: No

Once Per Turn, End of Any Turn
SEVER ONE HEAD, ANOTHER TAKES ITS PLACE: It is almost impossible to kill a Hydra, for they regenerate wounds and regrow severed heads with alarming speed.

Effect: Heal (6) this unit.

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: Make 6 rolls of D3. For each roll that exceeds the target’s Health characteristic, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
ORDER, CITIES OF SIGMAR, AELF

War Machine


CITIES OF SIGMAR WARSCROLL
Celestial Hurricanum
8"
10
4+
5
Severe threats to a free city’s safety, such as daemonic assaults or screeching hosts of vengeful spirits, require more drastic measures than the deployment of a few Battlemages. On such occasions, the Collegiate Arcane will send forth its dreaded magical war machines. Only at the most dire moments does the Collegiate sanction the use of a Celestial Hurricanum. These orreries act as an aetheric vortex, drawing in great torrents of arcane energy. The acolytes who operate the Hurricanum can channel this stored power into the terrifying Storm of Shemtek, a magical squall that devastates nearby foes with forks of aetheric lightning and blazing comets. Celestial Hurricanums are exceptionally rare machines, as each must be handcrafted by master arcane technicians in high Azyr, the Realm of Heavens, before being dispatched via realmgates to the free cities. They are only entrusted to master mages of the Celestial tradition. To use a Hurricanum without precise control and deep knowledge of the arcane is to risk electrocuting allies as well as foes.
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: 180
Base size: 120 × 92mm
Can be reinforced: No

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 up to D3 visible friendly CITIES OF SIGMAR HUMAN units wholly within 12" of this unit to be the targets.

Effect: Add 1 to hit rolls for the targets’ 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
Speeding alongside their dread liege’s armies come the Drakespawn Chariots, each pulled by a pair of slavering Drakespawn, foul-tempered and cruel reptilian steeds. Fitted with an array of scything blades and crewed by skilled Order Serpentis knights, they cause dreadful carnage as they plough into the foe. The deadliest attacks are delivered to those flanks of the enemy already beset by the Order’s elite riders. When such a bladed conveyance hammers into the front lines, blood flies in all directions even before the beasts and their masters add their vicious ire to the fight. Drakespawn Chariots are elegant yet cruel war machines that are highly manoeuvrable thanks to their single-wheel design. Each of their riders carries barbed spears that tear the flesh of their targets apart on impact. The scaled horrors that pull the chariots are also weapons unto themselves, with jaws that can bite through armour and untiring stamina that allows them to outlast their foes even in brutal wars of attrition.
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: 120
Base size: 120 × 92mm
Can be reinforced: No

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
The Gyrobombers are the pride of the Ironweld Arsenal. These airborne war machines are known for their massively destructive payloads dropped with pinpoint precision into the churn of foes beneath. Many storied duardin pilots have made their mark in history piloting a Gyrobomber, loosing carpets of gunfire from the machine’s iron bowels to salvage a losing battle at the crucial moment before speeding away into the smoke to strike again. The main weapon of the Gyrobomber is its clattergun, named for the violent shaking and rattling of metal that occurs as it spits out multiple shots at once. Hordes can be broken with sprays of widespread fire, or the clattergun can be concentrated on more hulking single targets – such as ogors and orruks – to blow them off their feet. Most lethal of all, however, are the aircraft’s grudgebuster bombs. This grimly fond nickname has been given to the explosives by their creators, for should the duardin have had any grudges against those enemies hit by their obliterating blast, they will surely be resolved when only ash and bone is left behind. Some crews will even go as far as to carve the names of specific warlords or foes they wish to see dead into the bombs, hoping their ancestors will guide their strikes towards successful vengeance.
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: 160
Base size: 50mm
Can be reinforced: No

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
When a long reach is needed, the duardin will employ flying rotorcraft known as Gyrocopters. These can act as excellent scouting assets and messengers at need, especially in mountainous cities such as Tempest’s Eye. Small and nimble single‑duardin fighter craft, Gyrocopters roar over the heads of their targets in tight formation, strafing them with fire or scalding steam before wheeling away to begin another attack run. Their resilient metal shells deflect all but the most destructive of return fire, allowing them to circle directly above their foes and rain down devastation from above. These war machines truly shine at range. Each one is equipped with a gun best suited for the battle ahead: either a flamethrowing brimstone gun to melt through armour as easily as butter or a boiling-hot steam gun to cook through enemy rank and file. Each Gyrocopter also carries a single payload of guild bombs. These blackpowder explosives are fantastically powerful, their detonations visible even from the horizon. Being able to operate all these weapons whilst piloting such a device is considered an honoured craft amongst the duardin, and many families pass down the skills needed to do so through their ancestral line.
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: 140
Base size: 50mm
Can be reinforced: No

Once Per Battle, 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
Ironweld Great Cannon
3"
8
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: Cannonball
Great Cannon: Cannonball24"24+2+2D3+2
Great Cannon: Grapeshot
Great Cannon: Grapeshot12"53+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Crew’s Tools and Sidearms
Crew’s Tools and Sidearms24+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 90mm
Can be reinforced: No

Passive
SHOT AND SHELL: The engineers of the Ironweld Arsenal have developed different ammunition for the Great Cannon to fire.

Effect: Each time this unit uses a SHOOT ability, if it is in a fortified position, pick either the Cannonball or Grapeshot weapon characteristics for all the attacks it makes with its Great Cannon. If it is not in a fortified position, use the Grapeshot weapon characteristics.

Your Movement Phase
FORTIFY POSITION: This cumbersome war machine is wheeled into position with its heavy oaken shield facing the foe, protecting the crew from enemy fire.

Effect: This unit establishes a fortified position and remains in a fortified position until it either uses a MOVE ability or is removed from the battlefield. While this unit is in a fortified position, subtract 1 from the Rend characteristic of weapons used for attacks that target this unit.
KEYWORDSCORE

KEYWORDS
WAR MACHINE
ORDER, CITIES OF SIGMAR, HUMAN


CITIES OF SIGMAR WARSCROLL
Luminark of Hysh
8"
10
4+
5
Severe threats to a free city’s safety, such as daemonic assaults or screeching hosts of vengeful spirits, require more drastic measures than the deployment of a few Battlemages. On such occasions, the Collegiate Arcane will send forth its dreaded magical war machines. The wizard-philosophers of the White College use brilliant devices set with aetherquartz when they need to bolster the illuminations and ritual exorcisms they use to banish the foe. Known as Luminarks of Hysh, their obsessively calibrated contraptions concentrate motes of Hyshian magic through a series of arcane lenses. In doing so, they form a beam of light so intense it can melt right through a rampaging daemon lord and leave a smoking hole behind. Powerful White Battlemages direct searing beams of light from the Luminark to vaporise enemy champions whilst deftly casting scouring sorceries of their own. Dawnbringer Crusades in the Realm of Light always have at least one Luminark. The machines hold back tides of gibbering ghouls that make their homes in the mountains and can burn away even incorporeal daemons, making even a single machine vital to the survivability of a newly established strongpoint.
CITIES OF SIGMAR WARSCROLL
Luminark of Hysh
RANGED WEAPONS
RngAtkHitWndRndDmg
Searing Beam of Light
Searing Beam of Light24"12+
See below
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

Passive
AURA OF PROTECTION: Luminarks of Hysh are surrounded by a protective magical aura.

Effect: Friendly CITIES OF SIGMAR units have WARD (6+) while they are wholly within 12" of 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
Amongst the seafaring swashbucklers of the Scourge Privateers, some Corsairs ride to war upon chariots known as Scourgerunners. The Scourge recognise that sometimes their hunt for prime monsters will take them onto land, and so they keep stocks of chariots in the holds of their wolfships for just such an occasion. These single-wheeled contraptions are pulled by the swiftest of equine breeds, their manoeuvrability enabling their riders to fire long harpoons into the ranks of the foe or even impale the warbeasts of the enemy to rip their flesh apart as the chariot speeds past. Employed to chase down fast-moving prey, Scourgerunner Chariots are swift and deadly war machines. Should multiple chariots ride into battle, they are typically led by a High Beastmaster. This veteran monster-tamer is well versed in the megafauna of the realms, and their keen eyes allow them to expertly target an enemy beast’s vital organs with their ravager harpoon. Should this fail, the Privateers still have wicked tools at their disposal – each carries a great hook-spear to break apart enemy lines at speed.
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+11
Dark Steeds’ Vicious Bites [Companion]
Dark Steeds’ Vicious Bites
Companion
45+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 120 × 92mm
Can be reinforced: No

Passive
LAY THE BEAST LOW: Loosed by a keen-eyed aelf, a harpoon sails through the air and sinks deep into its target’s vital organs.

Effect: 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 wheels. This mechanical behemoth of metal and flame is an expedition’s last line of fire, capable of shooting superheated steam from its turret or blasting apart foes with the cannon mounted upon its prow. As Steam Tanks can be quite temperamental, with every inch of their massive surface concealing cogs and machinery, the crews of such behemoths maintain them even during battle with meticulous rituals and checks. Though their drivers are often human, Steam Tanks will travel close to the duardin Cogsmiths of the Ironweld Arsenal, a guild that specialises in the wielding of blackpowder and the creation of war engines. Any expedition worth its cost in Aqua Ghyranis knows that where there are machines, there are malfunctions – and a skilled duardin engineer can repair a defective war machine in a matter of hours. Steam Tank crews try to get in the good graces of such engineers, knowing that to do so will pay dividends if their vehicles are damaged in battle.
CITIES OF SIGMAR WARSCROLL
Steam Tank
RANGED WEAPONS
RngAtkHitWndRndDmg
Steam Cannon
Steam Cannon18"14+2+2D3+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: 290
Base size: 120 × 92mm
Can be reinforced: No

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

Regiment of Renown


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

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.


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

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
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: 400

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.
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).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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 (such as named characters) may say that they can be added to the regiment of another HERO.
This HERO can join an eligible regiment as a Freeguild Veteran.

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

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

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

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

15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

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

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

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

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

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

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

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.

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

Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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

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.
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).
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.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

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

In some cases, 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.
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

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.
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.

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

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

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

32.2 Objective Control
At the start of the first battle round 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.
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.

The HUMAN and CAVALRY keywords are used in the following Cities of Sigmar warscrolls:

1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

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

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

Declare: Make a chanting roll of D6.

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

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 PRIEST keyword is 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:

Those HEROES can join an eligible regiment as a Shadow Agent.

Infantry Hero

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

Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.

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

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.

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

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.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.

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

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

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.
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.
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
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.

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).
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:

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.

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

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

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.
Reaction: Opponent declared an ATTACK ability
1
ALL-OUT DEFENCE: The soldiers close ranks to hold off an incoming attack.

Used By: A unit targeted by that ATTACK ability.

Effect: Add 1 to save rolls for that unit in this phase.
Enemy Shooting Phase
1
COVERING FIRE: The warriors unleash a quick volley at a nearby enemy unit before it charges into combat.

Declare: Pick a friendly unit that is not in combat to use this ability, then pick the closest enemy unit (to that unit) that can be picked as the target of shooting attacks to be the target.

Effect: Resolve shooting attacks for the unit using this ability against the target. You must subtract 1 from the hit rolls for those attacks.

Designer’s Note: This change allows reactions such as ‘All-out Defence’ to be used in response to ‘Covering Fire’.
KEYWORDSSHOOT, ATTACK
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.
1.2 Using Commands
Commands are used in a similar manner to any other ability. However, each unit can only use 1 command in each phase, each command can only be used 1 time by each army in each phase, and you must spend a number of command points equal to the command point cost to use a command.

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

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

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

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

In addition, if the target is DUARDIN, subtract 1 from hit rolls for combat attacks that target that unit for the rest of the turn.
KEYWORDSOFFICAR’S ORDERS
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
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
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 1 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, unless they have a keyword that matches that faction’s name.
  • 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.

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