Contents Cavalry Hero Infantry Hero Monster Hero War Machine Hero Cavalry War Machine Faction Terrain Endless Spell Regiment of Renown | ||
12" 9 4+ 2 Regarded as the most brilliant arcanist ever to emerge from the college of Settler's Gain, Erasmus Zonn has mastered Hyshian magic to a level even aelven archmages must respect. An experienced realm-wanderer, Erasmus supplements his devastating radiant magic with the Lantern of All-Knowledge, a powerful device that can manipulate light to empower his allies. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Rod of Radiance [Crit (2 Hits)] | ||||||||
| Rod of Radiance Crit (2 Hits) | 10" | 2 | 3+ | 3+ | 2 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Glyphwing’s Heads [Companion] | ||||||||
| Glyphwing’s Heads Companion | 4 | 4+ | 3+ | 1 | D3+1 | |||
Your Hero Phase |
Any Hero Phase |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
KEYWORDS | UNIQUE, HERO, WIZARD (1), CAVALRY, FLY |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
10" 7 3+ 2 Every Cavalier-Marshal is nigh unstoppable on the charge. They gallop hard into the enemy, collapsing battlelines and intercepting charging foes with a sudden burst of speed. Though they often carry the weight of a Dawnbringer Crusade upon their shoulders, they are inspiring champions well used to leading by example. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Dragoon Pistol [Shoot in Combat] | ||||||||
| Dragoon Pistol Shoot in Combat | 10" | 4 | 3+ | 4+ | 1 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Master-forged Cavalier Sword [Charge (+1 Damage)] | ||||||||
| Master-forged Cavalier Sword Charge (+1 Damage) | 5 | 3+ | 4+ | 1 | 2 | |||
| Warhorse’s Steel‑shod Hooves [Companion] | ||||||||
| Warhorse’s Steel‑shod Hooves Companion | 2 | 5+ | 3+ | - | 1 | |||
Reaction: You declared the 'Counter-charge' command for this unit |
Once Per Turn (Army), Any Charge Phase |
KEYWORDS | HERO, CAVALRY |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
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. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Tongstaff | |||||||
| Tongstaff | 3 | 4+ | 4+ | 1 | D3 | ||
Once Per Turn (Army), Your Hero Phase |
KEYWORDS | HERO, WIZARD (1), INFANTRY |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
5" 5 6+ 2 Strange and unnerving are the Amethyst Knellmages, masters of Shyishan magic. Their bizarre, bell-shaped helms are topped by hammer-wielding skeletal figures that toll a percussive rhythm; the wizards swing their deadly scythes in time to each soul-shaking peal. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Amethyst Scythe | |||||||
| Amethyst Scythe | 3 | 4+ | 4+ | 1 | D3 | ||
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Once Per Turn (Army), Your Hero Phase |
KEYWORDS | HERO, WIZARD (1), INFANTRY |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
5" 5 6+ 2 Battlemages who dedicate themselves to the Aqshian school of magic are fiery and aggressive souls. Known as Pyrocasters, they channel the tremendous power of bright magic through their emberstone wands, annihilating their foes in an explosion of flame. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Burning Fists | |||||||
| Burning Fists | 3 | 4+ | 4+ | 1 | D3 | ||
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Once Per Turn (Army), Your Hero Phase |
KEYWORDS | HERO, WIZARD (1), INFANTRY |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
5" 5 4+ 2 Deadly with sword and pistol, Hanniver Toll is a veteran hunter of witches, fiends, monsters and insurrectionists. Backed up by the two-fisted firepower of ex-Freeguild soldier Armand Callis, he wages a ceaseless war against the enemies of Sigmar. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Flintlock Pistols [Anti-WIZARD (+1 Rend), Shoot in Combat] | ||||||||
| Flintlock Pistols Anti-WIZARD (+1 Rend), Shoot in Combat | 10" | 4 | 3+ | 4+ | 1 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Azyrite Blades [Anti-WIZARD (+1 Rend)] | ||||||||
| Azyrite Blades Anti-WIZARD (+1 Rend) | 4 | 3+ | 4+ | 1 | 2 | |||
Start of Battle Round |
Passive |
KEYWORDS | UNIQUE, HERO, INFANTRY |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
5" 5 3+ 2 Freeguild Marshals who lead from the front are perhaps the most heroic of all. The respect they have won from their warriors is stronger than any order, and their Relic Envoys ensure their orders always get to where they are needed. When battlelines close, their skill with sword, hammer and pistol swiftly becomes clear. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Duelling Pistols [Shoot in Combat] | ||||||||
| Duelling Pistols Shoot in Combat | 10" | 4 | 3+ | 4+ | 1 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Master-forged Weapon | ||||||||
| Master-forged Weapon | 5 | 3+ | 4+ | 1 | 2 | |||
| MODEL | BASE SIZE |
| Freeguild Marshal | 32mm |
| Relic Envoy | 28.5mm |
Once Per Turn (Army), Your Hero Phase |
Once Per Battle (Army), Reaction: You declared a FIGHT ability for this unit | 1 |
KEYWORDS | HERO, INFANTRY |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
6" 8 3+ 2 The armies of the Freeguilds eschew static towers in favour of those built atop hulking Ogor Warhulks. These battlements provide mobile vantage points, allowing a gunner riding aloft to snipe the command personnel of the enemy with relative ease. Their long-barrelled fusil allows them to engage at range and the tall crow’s nest protects them from return fire. When the enemy closes in, the ogor below uses their giant tower shield and heavy-headed mace to crush those foolish enough to get within reach. Those caught on the rim of the shield soon feel themselves being hoisted upwards and the ogor’s trowel-like teeth sinking into their flesh, for even a city ogor, relatively civilised in comparison to their wilderness-dwelling kin, likes a snack in the middle of battle.
The relationship between soldier and ogor is not an easy one. Even city ogors, known for their ability to overrule the grumbling of their stomachs for hours at a time, are unpredictable. No ogor likes being clambered over by a mere thinling who should really be inside their gut. Those teams that last tend to have some manner of connection – a life debt after the gunner had saved the ogor from certain death, for instance, or a lost bet that the ogor feels obligated to fulfil. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Long Fusil [Anti-HERO (+1 Rend), Crit (Auto-wound)] | ||||||||
| Long Fusil Anti-HERO (+1 Rend), Crit (Auto-wound) | 24" | 2 | 3+ | 2+ | 2 | 2 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Warhulk’s Mace | ||||||||
| Warhulk’s Mace | 4 | 4+ | 2+ | 2 | 2 | |||
Once Per Turn (Army), Your Shooting Phase |
KEYWORDS | HERO, INFANTRY |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
5" 5 4+ 2 As agents of Azyr, Galen and Doralia ven Denst have executed hundreds of Chaos cultists and living dead over the course of their careers. Galen’s skill with a spell-banishing pistol and runic broadsword is formidable, while Doralia’s crossbow blasts gheists and daemons apart with ease. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Anti-thaumic Crossbow [Anti-MANIFESTATION (+1 Rend), Anti-WIZARD (+1 Rend)] | ||||||||
| Anti-thaumic Crossbow Anti-MANIFESTATION (+1 Rend), Anti-WIZARD (+1 Rend) | 18" | 3 | 3+ | 4+ | 1 | 2 | ||
| Spell-banishing Pistol [Shoot in Combat] | ||||||||
| Spell-banishing Pistol Shoot in Combat | 10" | 4 | 3+ | 4+ | 1 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Consecrated Blade [Anti-WIZARD (+1 Rend)] | ||||||||
| Consecrated Blade Anti-WIZARD (+1 Rend) | 4 | 3+ | 4+ | 1 | 2 | |||
Passive |
Your Hero Phase |
KEYWORDS | UNIQUE, HERO, INFANTRY |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
6" 5 4+ 2 Driven into exile from his conquered home city of Anvilgard, the fearless Ranger-Colonel Jorvan Kreel travels far in search of allies to help him reclaim his honour and his legacy. Accompanied by the deadly ash panther Thexa and wielding twin swords with breathtaking skill, Kreel carves a path through anyone standing in his way. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Ranger Blades | |||||||
| Ranger Blades | 6 | 3+ | 4+ | 1 | 2 | ||
| MODEL | BASE SIZE |
| Jorvan Kreel | 32mm |
| Thexa | 25mm |
Any Combat Phase |
Passive |
Reaction: You declared a FIGHT ability for this unit or a non-HERO SIGMARITE INFANTRY unit wholly within 12" of this unit |
KEYWORDS | UNIQUE, HERO, INFANTRY |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
5" 5 4+ 2 The clergy of the Brethren of the Forge often serve in Sigmar’s armies as blacksmiths, chaplains and battlefield exorcists. With a chanted hymn and a blessed strike of their warhammers, they can blast the lingering corruption from contested ground, turning it into a haven for Sigmarite troops. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Meteoric Warhammer [Crit (Auto-wound)] | |||||||
| Meteoric Warhammer Crit (Auto-wound) | 4 | 4+ | 3+ | 1 | D3 | ||
Once Per Turn (Army), Your Movement Phase |
KEYWORDS | HERO, PRIEST (1), INFANTRY |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
5" 9 5+ 2 4+ The Great Wheel turns, and the driving force is faith. As she gives her inspiring battlefield sermons, the raw celestial power of the God-King crackles out from Pontifex Zenestra’s sacred palanquin to incinerate enemy mages and heathens, whilst her acolytes bludgeon and hew any foolish enough to approach her without permission. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Sceptre of the Wheel | |||||||
| Sceptre of the Wheel | 3 | 4+ | 4+ | 1 | D3 | ||
| Acolytes’ Club and Axe | |||||||
| Acolytes’ Club and Axe | 4 | 4+ | 4+ | - | 1 | ||
Passive |
Your Hero Phase | 5 |
| KEYWORDS | PRAYER |
KEYWORDS | UNIQUE, HERO, PRIEST (2), INFANTRY, WARD (4+) |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
4" 8 4+ 2 3+ Reforged by Grungni to unite the duardin of the Mortal realms, Grombrindal – the White Dwarf – has become the living embodiment of his people. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Rune Axe of Grimnir [Crit (2 Hits)] | |||||||
| Rune Axe of Grimnir Crit (2 Hits) | 5 | 3+ | 3+ | 2 | 3 | ||
Passive |
Passive |
Passive |
Passive |
KEYWORDS | UNIQUE, HERO, INFANTRY, WARD (3+) |
| ORDER, DUARDIN |
6" 5 5+ 2 T here is no fortress, city or fortified war camp that the feared Shadowblade Assassins cannot infiltrate, and few foes can hope to survive the potent poisons delivered by their wicked daggers. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Poison-coated Blades [Anti-HERO (+1 Rend), Crit (Mortal)] | |||||||
| Poison-coated Blades Anti-HERO (+1 Rend), Crit (Mortal) | 6 | 3+ | 4+ | 1 | 2 | ||
Once Per Turn (Army), Any Combat Phase |
Passive |
KEYWORDS | HERO, INFANTRY |
| ORDER, CITIES OF SIGMAR, AELF |
5" 5 6+ 2 Masters of the arcane arts, the grizzled Battlemages of the Collegiate Arcane summon lethal storms of magic to lay waste to their foes and shield their comrades from harm with protective enchantment. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Wizard’s Staff | |||||||
| Wizard’s Staff | 3 | 4+ | 4+ | 1 | D3 | ||
Once Per Battle (Army), Deployment Phase |
KEYWORDS | HERO, WIZARD (1), INFANTRY |
| ORDER, CITIES OF SIGMAR, HUMAN |
6" 5 4+ 2 Fleetmasters are rulers of the high seas, Corsair lords who command the marauding Black Arks of the Scourge Privateers. Peerless swordfighters, they delight in seeking out worthy foes against whom to test their skill. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Wicked Cutlass and Murder Hook [Crit (Mortal)] | |||||||
| Wicked Cutlass and Murder Hook Crit (Mortal) | 5 | 3+ | 4+ | 1 | 2 | ||
Reaction: You declared a FIGHT ability for this unit |
KEYWORDS | HERO, INFANTRY |
| ORDER, CITIES OF SIGMAR, AELF |
5" 5 3+ 2 Thief. Fugitive. Brigand. Bren Tylis has been all these and more in her life as a roving sellsword. Not for the first time, she finds herself on the run from Sigmar’s unforgiving clergy – but this time with just cause. She bears the relics of Saint Yondara, her fallen ancestor and a sworn guardian of the Everspring. That holy duty has now passed to Bren Tylis; through her own blessed skull, Yondara can commune with her living relative and guide Tylis’s hand. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Hand-and-a-half Sword | |||||||
| Hand-and-a-half Sword | 5 | 3+ | 4+ | 2 | 2 | ||
Passive |
Once Per Battle, Deployment Phase |
KEYWORDS | UNIQUE, HERO, INFANTRY |
| ORDER, CITIES OF SIGMAR, HUMAN |
4" 5 3+ 2 Grizzled combat engineers who know how to squeeze peak performance and killing power from any war machine, Cogsmiths are also proficient warriors capable of cutting down those who would interfere with their field repairs. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Cogsmith’s Firearms | ||||||||
| Cogsmith’s Firearms | 15" | 4 | 3+ | 3+ | 1 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Gun Butt and Cog Axe | ||||||||
| Gun Butt and Cog Axe | 3 | 4+ | 4+ | 1 | 2 | |||
Once Per Turn (Army), Your Hero Phase |
KEYWORDS | HERO, INFANTRY |
| ORDER, CITIES OF SIGMAR, DUARDIN |
6" 6 5+ 2 6+ Chief of the Arak Klor, the hulking Drasher Vorn is a mighty warrior of inhuman strength. He wields the Ebon Claw, an artefact that grants his tribe bestial power at the cost of turning many of them into mindless berserkers. As he suffers wounds, the chieftain grows ever more wrathful, snarling and raking the Ebon Claw across his flesh. At the height of his rage, Vorn transforms in a blur of violence, crushing skulls and snapping spines as he hurls himself at his terrified foes. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Feral Claws [Crit (2 Hits)] | |||||||
| Feral Claws Crit (2 Hits) | 6 | 4+ | 2+ | 2 | 2 | ||
Any Hero Phase |
End of Any Turn |
KEYWORDS | UNIQUE, HERO, INFANTRY, WARD (6+) |
| ORDER, CITIES OF SIGMAR, HUMAN |
4" 5 4+ 2 As the last living descendant of his duardin clan, Drolf Ironhead bears the weight of an unfulfilled oath: to slay the Prince of Sores who brought about his kin’s demise. Taciturn, grizzled and outwardly dour, Drolf has spent his entire life traversing the wilderness of Aquia. With his twin axes, he hacks a path through obstacles and enemies alike, while his snaplock crossbow can put a bolt in a Pestigor’s eyeball at a hundred yards. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Snaplock Crossbow | ||||||||
| Snaplock Crossbow | 10" | 3 | 3+ | 4+ | 1 | 2 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Runic Axes | ||||||||
| Runic Axes | 5 | 3+ | 4+ | 1 | 2 | |||
Passive |
Your Movement Phase |
KEYWORDS | UNIQUE, HERO, INFANTRY |
| ORDER, CITIES OF SIGMAR, DUARDIN |
5" 5 3+ 2 Few warriors are more confident of their martial brilliance than Edmark Valoran. His bluster is not without merit, for his record of brave service in the God-King’s armies is undeniable. Yet after an incident saw his flesh riddled with shards of Aqshian realmstone and allies slain by his hand, he seeks to restore his honour. Should he be roused to anger, the Manticore Knight’s emberstone-pierced skin will flash red, and nearby enemies will be incinerated by a sudden burst of livid flames. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Knightly Battleaxe | |||||||
| Knightly Battleaxe | 5 | 3+ | 4+ | 1 | 2 | ||
Passive |
Passive |
KEYWORDS | UNIQUE, HERO, INFANTRY |
| ORDER, CITIES OF SIGMAR, HUMAN |
6" 5 5+ 2 Few of Ghyran’s human populace are as venerable as Inara Sion. Kept in perfect health by draughts of pure Aqua Ghyranis, Sion has devoted her life to defeating the corruption that engulfed her former home. Inara learned her martial talents from the order of the Jade Circle, who sought to blend the mystical command of water with elegant sword-art. Eschewing armour, she moves with liquid grace, always seeming a step ahead of her clumsy foes. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Purified Water Blast [Crit (Auto-wound)] | ||||||||
| Purified Water Blast Crit (Auto-wound) | 10" | 3 | 3+ | 4+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Blade of Flowing Waters [Crit (Auto-wound)] | ||||||||
| Blade of Flowing Waters Crit (Auto-wound) | 3 | 3+ | 4+ | 1 | D3 | |||
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Once Per Battle, Any Hero Phase |
KEYWORDS | UNIQUE, HERO, WIZARD (1), INFANTRY |
| ORDER, CITIES OF SIGMAR, HUMAN |
5" 5 6+ 2 Jacobus Vyne is a powerful mage of the Collegiate Arcane and a master of nature magic and Ghyranite lore. Attuned to the Realm of Life in a way that few humans are, Vyne can send lianas, branches and roots snaking to throttle Nurgle’s minions, while his enchanted sickle cuts through flesh and bone as easily as it does a flower’s stem. Jacobus can even commune with the land to bring forth an arcane spirit he calls Wisper that functions as a guardian and familiar. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Vineroot Staff [Anti-FACTION TERRAIN (+1 Rend)] | ||||||||
| Vineroot Staff Anti-FACTION TERRAIN (+1 Rend) | 9" | 2 | 3+ | 3+ | 2 | 3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Enchanted Sickle | ||||||||
| Enchanted Sickle | 3 | 4+ | 4+ | 1 | D3 | |||
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Your Movement Phase |
KEYWORDS | UNIQUE, HERO, WIZARD (1), INFANTRY |
| ORDER, CITIES OF SIGMAR, HUMAN |
4" 5 3+ 2 Runelords have mastered the ancient art of runeshaping. Through rituals of hammercraft, they can unbind hostile magic or imbue the weapons of their kin with fearsome killing power. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Rune Staff and Forgehammer | |||||||
| Rune Staff and Forgehammer | 3 | 4+ | 3+ | 1 | D3 | ||
Passive |
Once Per Turn (Army), Your Hero Phase | 5 |
| KEYWORDS | PRAYER |
KEYWORDS | HERO, PRIEST (1), INFANTRY |
| ORDER, CITIES OF SIGMAR, DUARDIN |
5" 9 5+ 2 4+ In Ghyran, Pontifex Zenestra is revered as an icon of stubbornness and faith, a living embodiment of the Life Realm’s ever-churning cycles. Several times she has appeared in lands corrupted by Chaos or wild magic, burning away the corruption with divine conjurations and cleansing it with the spilled blood of her faithful acolytes. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Sceptre of the Wheel and Acolytes’ Weapons | |||||||
| Sceptre of the Wheel and Acolytes’ Weapons | 5 | 4+ | 4+ | - | D3 | ||
Once Per Turn (Army), Your Hero Phase |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER |
KEYWORDS | UNIQUE, HERO, PRIEST (2), INFANTRY, WARD (4+) |
| ORDER, CITIES OF SIGMAR, HUMAN |
6" 5 6+ 2 Despots who rule over the Darkling Covens with unquestioned authority and cruel cunning, Sorceresses wield dark and terrible magic that can blast the life from their foes or wrack them with unimaginable agony. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Witchstaff | |||||||
| Witchstaff | 1 | 3+ | 4+ | 1 | D3 | ||
Once Per Turn (Army), Your Hero Phase |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | HERO, WIZARD (1), INFANTRY |
| ORDER, CITIES OF SIGMAR, AELF |
4" 5 3+ 2 Warden Kings are the leaders of the Dispossessed duardin, venerable fighters and strategists who seek out the most fearsome enemy combatants and bludgeon them to death with rune-carved warhammers. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Runic Hammer | |||||||
| Runic Hammer | 5 | 3+ | 3+ | 2 | 2 | ||
Once Per Battle (Army), Deployment Phase |
Reaction: You declared a FIGHT ability for this unit |
KEYWORDS | HERO, INFANTRY |
| ORDER, CITIES OF SIGMAR, DUARDIN |
12" 15 3+ 5 6+ Named the Lioness of the Parch by her loyal soldiers, Tahlia Vedra has risen through the ranks of the Freeguilds and emerged as the foremost tactical mind of Hammerhal Aqsha. Now it is she who leads the city in its quest to reclaim Aqshy’s hearthlands from the grip of Chaos. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Weapon of Office | |||||||
| Weapon of Office | 6 | 3+ | 4+ | 1 | 2 | ||
Infernadine’s Leonine Jaws [Anti-MONSTER (+1 Rend), Companion] | |||||||
Infernadine’s Leonine JawsAnti-MONSTER (+1 Rend), Companion | 3 | 3+ | 2+ | 2 | 3 | ||
| Infernadine’s Scorpid Stinger [Crit (Mortal), Companion] | |||||||
| Infernadine’s Scorpid Stinger Crit (Mortal), Companion | 2 | 4+ | 2+ | 2 | D3+3 | ||
Passive |
Once Per Battle, Any Combat Phase |
Any Combat Phase |
| KEYWORDS | RAMPAGE |
Enemy Hero Phase |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, FLY, WARD (6+) |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
12" 15 4+ 5 When mounted atop a furious, twin-headed Ghurish griffon, a Battlemage of the Amber College can lay waste to their foes from afar or strike from on high in a vicious frenzy of stabbing beaks and ripping talons. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Amber Spear [Anti-MONSTER (+1 Rend)] | ||||||||
| Amber Spear Anti-MONSTER (+1 Rend) | 12" | 3 | 4+ | 3+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Beaststaff | ||||||||
| Beaststaff | 3 | 4+ | 3+ | 1 | D3 | |||
Griffon’s Razor Claws and Twin Beaks [Companion] | ||||||||
Griffon’s Razor Claws and Twin BeaksCompanion | 6 | 4+ | 2+ | 2 | 3 | |||
Passive |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |
KEYWORDS | HERO, MONSTER, WIZARD (1), FLY |
| ORDER, CITIES OF SIGMAR, HUMAN |
12" 14 4+ 5 The feared warlords of the Order Serpentis delight in inflicting pain and terror upon their foes. They ride to war on obsidian-scaled dragons that can lay waste to entire armies with their dagger-like claws and foul, choking breath. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Black Dragon’s Noxious Breath [Shoot in Combat, Companion] | ||||||||
| Black Dragon’s Noxious Breath Shoot in Combat, Companion | 10" | 2D6 | 2+ | 4+ | 1 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Dreadlord’s Weapons [Charge (+1 Damage)] | ||||||||
| Dreadlord’s Weapons Charge (+1 Damage) | 5 | 3+ | 4+ | 1 | 2 | |||
Black Dragon’s Claws [Companion] | ||||||||
Black Dragon’s ClawsCompanion | 7 | 4+ | 2+ | 1 | 2 | |||
| Black Dragon’s Jaws [Companion] | ||||||||
| Black Dragon’s Jaws Companion | 3 | 4+ | 2+ | 2 | 3 | |||
Passive |
Passive |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |
KEYWORDS | HERO, MONSTER, FLY |
| ORDER, CITIES OF SIGMAR, AELF |
12" 15 4+ 5 A Freeguild Marshal mounted upon a noble griffon surveys the battlefield from on high. Identifying where their presence is most required, they descend like a speeding comet to lay waste to their enemies, inspiring their comrades with word and deed. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Marshal’s Armaments [Charge (+1 Damage)] | |||||||
| Marshal’s Armaments Charge (+1 Damage) | 5 | 3+ | 4+ | 1 | 2 | ||
Griffon’s Razor Claws and Deadly Beak [Companion] | |||||||
Griffon’s Razor Claws and Deadly BeakCompanion | 6 | 4+ | 2+ | 2 | 3 | ||
Passive |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |
Reaction: You declared the ‘Redeploy’ command for a friendly CITIES OF SIGMAR HUMAN unit wholly within 12" of this unit |
KEYWORDS | HERO, MONSTER, FLY |
| ORDER, CITIES OF SIGMAR, HUMAN |
12" 14 4+ 5 Many Sorceresses go to war upon fearsome Black Dragons, delighting in the terror in the eyes of their enemies as the scaled beasts spit clouds of choking fumes and rip their prey apart with sword-sized talons. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Black Dragon’s Noxious Breath [Shoot in Combat, Companion] | ||||||||
| Black Dragon’s Noxious Breath Shoot in Combat, Companion | 10" | 2D6 | 2+ | 4+ | 1 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Cruel Weapons | ||||||||
| Cruel Weapons | 3 | 3+ | 4+ | 1 | D3 | |||
Black Dragon’s Claws [Companion] | ||||||||
Black Dragon’s ClawsCompanion | 7 | 4+ | 2+ | 1 | 2 | |||
| Black Dragon’s Jaws [Companion] | ||||||||
| Black Dragon’s Jaws Companion | 3 | 4+ | 2+ | 2 | 3 | |||
Passive |
Passive |
Once Per Turn (Army), End of Any Turn |
| KEYWORDS | RAMPAGE |
Once Per Turn (Army), Your Hero Phase |
KEYWORDS | HERO, MONSTER, WIZARD (1), FLY |
| ORDER, CITIES OF SIGMAR, AELF |
6" 25 3+ 10 Built for total battlefield domination, the Cannonade Cogfort towers above the fray like a god of war, grinding enemies to paste beneath its stone and iron feet. When its main godbreaker cannon fires, the report can be heard for miles around – and whatever is unfortunate enough to lie in the Cogfort’s path is reduced to splintered fragments and ash. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Godbreaker Cannon | ||||||||
| Godbreaker Cannon | 24" | 4 | 4+ | 2+ | 2 | 4 | ||
| Breacher Cannon [Anti-INFANTRY (+1 Rend)] | ||||||||
| Breacher Cannon Anti-INFANTRY (+1 Rend) | 12" | 6 | 3+ | 3+ | 1 | 2 | ||
| Crew’s Leadshotters [Shoot in Combat] | ||||||||
| Crew’s Leadshotters Shoot in Combat | 12" | 6 | 4+ | 3+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Crushing Iron Feet [Companion] | ||||||||
Crushing Iron FeetCompanion | 4 | 4+ | 2+ | 2 | 4 | |||
Passive |
Once Per Turn (Army), Any Hero Phase |
Passive |
Once Per Turn (Army), Reaction: You declared a SHOOT ability for this unit |
KEYWORDS | HERO, WAR MACHINE |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
6" 25 3+ 10 The Conqueror Cogfort exchanges a conventional main gun for a realmscorcher flame cannon: a truly terrifying weapon that swathes the battlefield in sheets of flesh- melting fire. Outfitted with an underbelly transport cage, the Conqueror is typically used in an assault role, delivering troops right into the heart of the enemy’s battleline. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Realmscorcher Flame Cannon [Anti-INFANTRY (+1 Rend)] | ||||||||
| Realmscorcher Flame Cannon Anti-INFANTRY (+1 Rend) | 18" | 6D6 | 2+ | 4+ | 1 | 1 | ||
| Crew’s Leadshotters [Shoot in Combat] | ||||||||
| Crew’s Leadshotters Shoot in Combat | 12" | 6 | 4+ | 3+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Crushing Iron Feet [Companion] | ||||||||
Crushing Iron FeetCompanion | 4 | 4+ | 2+ | 2 | 4 | |||
Passive |
Deployment Phase |
| KEYWORDS | DEPLOY |
Passive |
Once Per Turn (Army), Any Hero Phase |
Once Per Battle, Any Charge Phase |
KEYWORDS | HERO, WAR MACHINE |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
6" 25 3+ 10 The Immolator Cogfort eschews a transport galley in favour of a breacher cannon and more ammunition for its terrifying realmscorcher flame cannon. Its experimental dual capacity arco-combustor allows for brief periods of increased firepower and speed, although careless use of this design feature can lead to a truly catastrophic explosion. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Realmscorcher Flame Cannon [Anti-INFANTRY (+1 Rend)] | ||||||||
| Realmscorcher Flame Cannon Anti-INFANTRY (+1 Rend) | 18" | 6D6 | 2+ | 4+ | 1 | 1 | ||
| Breacher Cannon [Anti-INFANTRY (+1 Rend)] | ||||||||
| Breacher Cannon Anti-INFANTRY (+1 Rend) | 12" | 6 | 3+ | 3+ | 1 | 2 | ||
| Crew’s Leadshotters [Shoot in Combat] | ||||||||
| Crew’s Leadshotters Shoot in Combat | 12" | 6 | 4+ | 3+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Crushing Iron Feet [Companion] | ||||||||
Crushing Iron FeetCompanion | 4 | 4+ | 2+ | 2 | 4 | |||
Passive |
Once Per Turn (Army), Any Hero Phase |
Passive |
KEYWORDS | HERO, WAR MACHINE, IRON MARCH |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
6" 25 3+ 10 The Linebreaker Cogfort is a hybrid assault and bombardment design that is intended to provide adaptability on the battlefield. The sheer recoil of a godbreaker cannon makes for an uncomfortable experience for the Freeguilders riding in the Linebreaker’s belly. It does at least assure that when they pour out of the hold to engage with the foe, most of their opposition has already been reduced to smoke and ashes. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Godbreaker Cannon | ||||||||
| Godbreaker Cannon | 24" | 4 | 4+ | 2+ | 2 | 4 | ||
| Crew’s Leadshotters [Shoot in Combat] | ||||||||
| Crew’s Leadshotters Shoot in Combat | 12" | 6 | 4+ | 3+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Crushing Iron Feet [Companion] | ||||||||
Crushing Iron FeetCompanion | 4 | 4+ | 2+ | 2 | 4 | |||
Passive |
Deployment Phase |
| KEYWORDS | DEPLOY |
Once Per Battle, Any Charge Phase |
Once Per Turn (Army), Any Hero Phase |
Passive |
KEYWORDS | HERO, WAR MACHINE, IRON MARCH |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
8" 12 4+ 5 Celestial Battlemages harness the cosmic power of High Azyr to bring down storms and send arcs of lightning cascading through the ranks of the enemy, unleashing raw elemental power that is terrible to witness. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Wizard’s Staff | |||||||
| Wizard’s Staff | 3 | 4+ | 4+ | 1 | D3 | ||
| Warhorses’ Steel‑shod Hooves [Companion] | |||||||
| Warhorses’ Steel‑shod Hooves Companion | 4 | 5+ | 3+ | - | 1 | ||
Once Per Turn (Army), Your Hero Phase |
Once Per Turn (Army), Your Shooting Phase |
KEYWORDS | HERO, WAR MACHINE, WIZARD (1) |
| ORDER, CITIES OF SIGMAR, HUMAN |
8" 12 4+ 5 Powerful Light Wizards from the upper echelons of the Collegiate Arcane sometimes ride to war upon a Luminark of Hysh, directing its searing beam of light to vaporise the direst threats of the enemy whilst deftly casting scouring sorceries of their own. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Searing Beam of Light | ||||||||
| Searing Beam of Light | 24" | 1 | 2+ | 3# | ||||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Wizard’s Staff | ||||||||
| Wizard’s Staff | 3 | 4+ | 4+ | 1 | D3 | |||
| Warhorses’ Steel‑shod Hooves [Companion] | ||||||||
| Warhorses’ Steel‑shod Hooves Companion | 4 | 5+ | 3+ | - | 1 | |||
Once Per Turn (Army), Your Hero Phase |
Passive |
KEYWORDS | HERO, WAR MACHINE, WIZARD (1) |
| ORDER, CITIES OF SIGMAR, HUMAN |
8" 12 2+ 5 At the forefront of larger Steam Tank formations ride the Steam Tank Commanders, veterans of countless battles who are deft at coordinating shock assaults that leave the enemy shattered and reeling. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Steam Cannon | ||||||||
| Steam Cannon | 18" | 1 | 4+ | 2+ | 1 | D3+2 | ||
| Steam Gun | ||||||||
| Steam Gun | 12" | 2D6 | 2+ | 4+ | - | 1 | ||
| Commander’s Rifle | ||||||||
| Commander’s Rifle | 18" | 3 | 3+ | 3+ | 1 | 2 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Commander’s Sword | ||||||||
| Commander’s Sword | 3 | 3+ | 4+ | 1 | 2 | |||
| Crushing Wheels [Companion] | ||||||||
| Crushing Wheels Companion | 6 | 4+ | 2+ | 1 | 2 | |||
Once Per Battle, Your Shooting Phase |
Once Per Turn (Army), Your Hero Phase |
KEYWORDS | HERO, WAR MACHINE |
| ORDER, CITIES OF SIGMAR, HUMAN |
10" 3 3+ 1 The battlefield shakes as the heavy cavalry of the Sigmarite cities make their charge. No idle jousters these: theirs is a war of grinding, brutal attrition where man and steed alike are expected to fight for hours at a time without rest. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Cavalier Weapon [Charge (+1 Damage)] | |||||||
| Cavalier Weapon Charge (+1 Damage) | 3 | 3+ | 4+ | 1 | 1 | ||
| Warhorse’s Steel‑shod Hooves [Companion] | |||||||
| Warhorse’s Steel‑shod Hooves Companion | 2 | 5+ | 3+ | - | 1 | ||
Any Charge Phase |
KEYWORDS | CAVALRY, CHAMPION, STANDARD BEARER (1/5) |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
12" 3 4+ 1 For those marked by the Dark Riders, there is nowhere to flee. These cloaked killers gallop forth upon red-eyed shadowmares, levelling spears and repeater crossbows to deal a fatal blow to their quarry. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Repeater Crossbow [Crit (2 Hits)] | ||||||||
| Repeater Crossbow Crit (2 Hits) | 12" | 2 | 4+ | 4+ | - | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Barbed Spear [Anti-INFANTRY (+1 Rend)] | ||||||||
| Barbed Spear Anti-INFANTRY (+1 Rend) | 2 | 3+ | 4+ | 1 | 1 | |||
| Dark Steed’s Vicious Bite [Companion] | ||||||||
| Dark Steed’s Vicious Bite Companion | 2 | 5+ | 3+ | - | 1 | |||
Once Per Turn (Army), End of Any Turn |
KEYWORDS | CAVALRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5) |
| ORDER, CITIES OF SIGMAR, AELF |
10" 3 3+ 1 Cold-blooded Drakespawn make formidable mounts, for not only do they carry their lance-bearing riders towards the enemy with sure-footed speed, their fangs and claws are sharp enough to tear through metal and bone with ease. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Barbed Lance [Charge (+1 Damage)] | |||||||
| Barbed Lance Charge (+1 Damage) | 2 | 3+ | 4+ | 1 | 1 | ||
| Drakespawn’s Ferocious Jaws [Companion] | |||||||
| Drakespawn’s Ferocious Jaws Companion | 3 | 4+ | 3+ | 1 | 1 | ||
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | CAVALRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5) |
| ORDER, CITIES OF SIGMAR, AELF |
10" 3 3+ 1 Equipped with heavy maces and longswords and riding horses clad from haunch to nose in metal barding, Freeguild Cavaliers are more than capable of taking enemies on amidst the tangled confines of the Ghyranite jungle. From their saddles they hack and swing at the foe, ignoring the blows that ring across their heraldic war-plate. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Cavalier Weapon [Charge (+1 Damage)] | |||||||
| Cavalier Weapon Charge (+1 Damage) | 2 | 3+ | 4+ | 1 | 1 | ||
| Warhorse’s Steel‑shod Hooves [Companion] | |||||||
| Warhorse’s Steel‑shod Hooves Companion | 2 | 5+ | 3+ | - | 1 | ||
Any Charge Phase |
KEYWORDS | CAVALRY, CHAMPION, STANDARD BEARER (1/5) |
| ORDER, CITIES OF SIGMAR, HUMAN |
4" 2 6+ 1 Auric Hearthguard are the trusted custodians of a Fyreslayer lodge’s magma-vaults. Armed with lava-spewing pikes, they have been known to fight alongside humans of Sigmar’s cities, reasoning that offensive action with allied support is the best way to safeguard their lodge’s precious ur-gold. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Magmapike [Crit (2 Hits), Shoot in Combat] | ||||||||
| Magmapike Crit (2 Hits), Shoot in Combat | 12" | 2 | 4+ | 3+ | 1 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Magmapike [Crit (2 Hits)] | ||||||||
| Magmapike Crit (2 Hits) | 1 | 3+ | 3+ | 1 | 1 | |||
Passive |
KEYWORDS | INFANTRY, CHAMPION, WARD (6+), ALLIES OF THE FREE CITIES |
| ORDER, CITIES OF SIGMAR, DUARDIN |
6" 1 5+ 1 Auralan Sentinels are supreme marksman with their mighty longbows, capable of sending an arrow through an enemy’s eye at a hundred paces. Their arched trajectories perfectly supplement the headlong firepower of a Castelite formation, raining down death amongst the foe. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Vulkyn Weapons [Crit (Auto-wound)] | ||||||||
| Vulkyn Weapons Crit (Auto-wound) | 18" | 2 | 3+ | 4+ | 1 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Kyndledroth's Fangs | ||||||||
| Kyndledroth's Fangs | 1 | 3+ | 4+ | - | 1 | |||
Your Shooting Phase |
KEYWORDS | INFANTRY, CHAMPION, ALLIES OF THE FREE CITIES |
| ORDER, CITIES OF SIGMAR, AELF |
6" 1 4+ 1 Auralan Sentinels are supreme marksman with their mighty longbows, capable of sending an arrow through an enemy’s eye at a hundred paces. Their arched trajectories perfectly supplement the headlong firepower of a Castelite formation, raining down death amongst the foe. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Warden Pike and Blade [Anti-charge (+1 Rend), Crit (Mortal)] | |||||||
| Warden Pike and Blade Anti-charge (+1 Rend), Crit (Mortal) | 2 | 3+ | 4+ | - | 1 | ||
Passive |
KEYWORDS | INFANTRY, CHAMPION, ALLIES OF THE FREE CITIES |
| CITIES OF SIGMAR, AELF |
4" 2 5+ 1 Auric Hearthguard are the trusted custodians of a Fyreslayer lodge’s magma-vaults. Armed with lava-spewing pikes, they have been known to fight alongside humans of Sigmar’s cities, reasoning that offensive action with allied support is the best way to safeguard their lodge’s precious ur-gold. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Vulkyn Weapons [Anti-MONSTER (+1 Rend)] | |||||||
| Vulkyn Weapons Anti-MONSTER (+1 Rend) | 3 | 3+ | 3+ | 1 | 1 | ||
| Kyndledroth's Fangs [Crit (Mortal), Companion] | |||||||
| Kyndledroth's Fangs Crit (Mortal), Companion | 1 | 3+ | 3+ | - | 2 | ||
| MODEL | BASE SIZE |
| Kyndledroth, Drothmaster, Drothblood Thane and Vulkyn Runefather | 32mm |
| 5 x Scalebreakers | 28.5mm |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | INFANTRY, CHAMPION (1/9), WARD (6+), ALLIES OF THE FREE CITIES |
| ORDER, CITIES OF SIGMAR, DUARDIN |
5" 3 4+ 1 A Freeguild officer's adjutants stand ready to assist them in their martial duties. Arch-Knights employ years of hard-won experience and ruthless skill to ensure that no foe gets within a dozen yards of their superior, while Great Heralds and Mascot Gargoylians embody the fighting spirit of the regiment, encouraging the rank and file to victory in Sigmar's name. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Adjutant Weapons | |||||||
| Adjutant Weapons | 3 | 4+ | 4+ | 1 | 2 | ||
| MODEL | BASE SIZE |
| Arch-Knight | 32mm |
| 1 Great Herald and 1 Mascot Gargoylian | 28.5mm |
Once Per Turn (Army), Your Hero Phase |
KEYWORDS | INFANTRY |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
5" 3 6+ 2 Each Command Corps is assisted by auxiliary specialists trained in medicine and other, more sinister arts. War Surgeons patch up grievous wounds with startling efficiency, while the unsettling Soul Shepherds bind enemy souls in place, preventing necromancers and other nefarious types from bringing the dead back to life. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Assortment of Weapons | |||||||
| Assortment of Weapons | 2 | 4+ | 4+ | - | 1 | ||
| MODEL | BASE SIZE |
| Soul Shepherd | 40mm |
| War Surgeon | 28.5mm |
Once Per Turn (Army), Your Hero Phase |
Once Per Turn (Army), End of Any Turn |
KEYWORDS | INFANTRY, MUSICIAN (1/2) |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
5" 3 6+ 2 It is the duty of the Whisperblades to oversee the internal security of a Freeguild army on the march, ensuring that malevolent entities are excised with ruthless precision. In battle, they often lurk unnoticed amidst friendly formations, emerging only when they see a chance to deliver a killing strike against an enemy leader or champion. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Enchanted Rapier [Crit (Mortal)] | |||||||
| Enchanted Rapier Crit (Mortal) | 4 | 3+ | 4+ | 2 | 2 | ||
Passive |
KEYWORDS | INFANTRY |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
5" 1 4+ 1 Planting their pavises in the ground, Freeguild Fusiliers form up into a defensive line that is effectively a fortress battlement brought to the field. From this defensive position, they unleash continuous volleys of fire from their sturdy fusil-cannons amidst drifting clouds of blackpowder smoke. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Fusil-cannon | ||||||||
| Fusil-cannon | 18" | 1 | 4+ | 2+ | 2 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Bayonet | ||||||||
| Bayonet | 1 | 4+ | 4+ | - | 1 | |||
Passive |
Once Per Battle, Reaction: You declared a SHOOT ability for this unit and this unit is in combat |
KEYWORDS | INFANTRY, CHAMPION, STANDARD BEARER (1/10) |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
5" 2 3+ 1 Freeguild Gallants are knightly champions who prefer to fight on foot. They favour one-handed weapons and broad shields, intercepting enemy charges with stoic resolve and then slowly driving the foe back with their superior bladecraft. Their skill and dash is an example to all nearby Sigmarite troops. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Weapons of Gallantry | |||||||
| Weapons of Gallantry | 2 | 3+ | 4+ | 1 | 1 | ||
Passive |
Passive |
KEYWORDS | INFANTRY, CHAMPION, STANDARD BEARER (1/5) |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
5" 1 4+ 1 Experts in close-quarters combat, the Freeguild Grenadiers are always the first into the breach. Outfitted with the finest blackpowder weapons, flame-hurlers and deadly polearms, they rely on overwhelming force to reduce their enemies to charred corpses and smouldering piles of ash. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Ruin-sweeper Arsenal | ||||||||
| Ruin-sweeper Arsenal | 10" | 1 | 4+ | 2+ | 2 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Grenadier Bardiche | ||||||||
| Grenadier Bardiche | 2 | 4+ | 4+ | 1 | 2 | |||
Once Per Turn (Army), End of Any Turn |
KEYWORDS | INFANTRY, CHAMPION |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
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. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Freeguild Weapons | |||||||
| Freeguild Weapons | 2 | 4+ | 4+ | - | 1 | ||
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10) |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
5" 3 4+ 1 Hanniver Toll has assembled a rogue’s gallery to aid him in his quest to purify the God-King’s cities. The master thief Lyssa Revenya and the information broker Mistress Verentia are as cunning as they are deadly, while Valius, Keeper Aqshian of Hammerhal, brings his celestial strength to the cause. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Exotic Assortment of Weapons [Anti-WIZARD (+1 Rend)] | |||||||
| Exotic Assortment of Weapons Anti-WIZARD (+1 Rend) | 4 | 3+ | 4+ | 1 | 1 | ||
| MODEL | BASE SIZE |
| Valius, the Keeper Aqshian | 40mm |
| Mistress Verentia and Lyssa Revenya | 32mm |
Deployment Phase |
| KEYWORDS | DEPLOY |
Your Movement Phase |
Passive |
KEYWORDS | UNIQUE, INFANTRY |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
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. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Hunting Crossbow | ||||||||
| Hunting Crossbow | 15" | 2 | 4+ | 4+ | 1 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Wildercorps Hunting Weapons | ||||||||
| Wildercorps Hunting Weapons | 2 | 4+ | 4+ | - | 1 | |||
| Trailhound’s Ferocious Bite [Companion] | ||||||||
| Trailhound’s Ferocious Bite Companion | 2 | 4+ | 4+ | - | 1 | |||
| MODEL | BASE SIZE |
| Wildercorps Warden, Arbalest | 40mm |
| 2 x Leatherhides and Trailblazer | 28.5mm |
| 2 x Scouts and 4 x Trailhounds | 25mm |
Once Per Turn (Army), Deployment Phase |
| KEYWORDS | DEPLOY |
Once Per Turn (Army), Your Movement Phase |
KEYWORDS | INFANTRY, CHAMPION (1/11) |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
6" 1 5+ 1 Cruel-hearted and avaricious, Black Ark Corsairs are the footsoldiers of the Scourge Privateers. Wielding a variety of lethal weapons, they thrive in the chaos of a swirling melee, where their superior swordsmanship can be put to deadly use. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Repeater Handbow [Shoot in Combat] | ||||||||
| Repeater Handbow Shoot in Combat | 10" | 2 | 4+ | 4+ | - | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Vicious Blades | ||||||||
| Vicious Blades | 2 | 3+ | 4+ | - | 1 | |||
Once Per Turn (Army), Any Charge Phase |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10) |
| ORDER, CITIES OF SIGMAR, AELF |
6" 1 4+ 1 These fanatical warriors guard the rulers of the Darkling Covens. Armed with ebon halberds and clad in ensorcelled plate, they present an impassable and deadly obstacle to any who threaten their wards. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Ebon Halberd | |||||||
| Ebon Halberd | 2 | 3+ | 4+ | 1 | 1 | ||
Passive |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10) |
| ORDER, CITIES OF SIGMAR, AELF |
6" 1 4+ 1 Bleakswords leap into the fray in a blur of flashing steel. Wielding their duelling swords with unnatural grace, they slice their foes to ribbons with an unstoppable flurry of strikes. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Darkling Sword [Crit (2 Hits)] | |||||||
| Darkling Sword Crit (2 Hits) | 2 | 3+ | 4+ | - | 1 | ||
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10) |
| ORDER, CITIES OF SIGMAR, AELF |
6" 1 5+ 1 Armed with fast-firing repeater crossbows, formations of Darkshards unleash a withering hail of iron-tipped bolts into their enemies, each volley piercing eyes and puncturing hearts. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Master-crafted Repeater Crossbow [Anti-INFANTRY (+1 Rend)] | ||||||||
| Master-crafted Repeater Crossbow Anti-INFANTRY (+1 Rend) | 15" | 2 | 3+ | 4+ | - | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Cruel Dagger | ||||||||
| Cruel Dagger | 1 | 3+ | 4+ | - | 1 | |||
Once Per Turn (Army), Your Shooting Phase |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10) |
| ORDER, CITIES OF SIGMAR, AELF |
6" 1 4+ 1 Dreadspear shieldwalls form the armoured core of the Darkling Covens’ armies. Fully enthralled to the service of their masters, these cruel warriors fight and slay with unnerving focus. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Darkling Spear [Anti-charge (+1 Rend)] | |||||||
| Darkling Spear Anti-charge (+1 Rend) | 2 | 3+ | 4+ | - | 1 | ||
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10) |
| ORDER, CITIES OF SIGMAR, AELF |
6" 1 4+ 1 T hese skull-masked killers are the most feared warriors of the Darkling Covens. True virtuosos of slaughter, they have mastered the art of severing heads with every swing of their curved Executioner’s draichs. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Executioner’s Draich | |||||||
| Executioner’s Draich | 2 | 3+ | 4+ | 1 | 1 | ||
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10) |
| ORDER, CITIES OF SIGMAR, AELF |
6" 1 6+ 1 Entirely consumed by their zealous faith in the God-King, these holy warriors long for nothing more than to martyr themselves in battle. Armed with little more than clubs and flails, they leap upon their foes in a frenzied mob. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Castigating Flails and Clubs | |||||||
| Castigating Flails and Clubs | 2 | 4+ | 4+ | - | 1 | ||
Passive |
KEYWORDS | INFANTRY, CHAMPION |
| ORDER, CITIES OF SIGMAR, HUMAN |
4" 1 3+ 1 Hammerers are traditionally tasked with guarding the Warden Kings in battle. The rhythmic rise and fall of their gromril mauls instils fear in their enemies just as it lifts the spirits of their fellow duardin. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Gromril Great Hammer [Charge (+1 Damage)] | |||||||
| Gromril Great Hammer Charge (+1 Damage) | 2 | 3+ | 3+ | 1 | 1 | ||
Passive |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10) |
| ORDER, CITIES OF SIGMAR, DUARDIN |
4" 1 3+ 1 Ironbreakers are the elite guardians of the Dispossessed’s underground fortresses. Clad from head to toe in impervious gromril and wielding masterwork axes and hammers, they form a formidable wall against which the enemy is soon shattered. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Ironbreaker Weapon | |||||||
| Ironbreaker Weapon | 2 | 3+ | 4+ | 1 | 1 | ||
Passive |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10) |
| ORDER, CITIES OF SIGMAR, DUARDIN |
4" 1 3+ 1 Armed with a terrifying array of heavy weaponry, Irondrakes overwhelm their foes with torrents of f lesh-melting flame and volleys of high-explosive missiles, relying upon master-crafted gromril armour to fend off all retaliation. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Drakegun [Anti-INFANTRY (+1 Rend)] | ||||||||
| Drakegun Anti-INFANTRY (+1 Rend) | 18" | 1 | 3+ | 3+ | 1 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Plated Fists | ||||||||
| Plated Fists | 1 | 3+ | 4+ | - | 1 | |||
Once Per Turn (Army), Your Shooting Phase |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10) |
| ORDER, CITIES OF SIGMAR, DUARDIN |
4" 1 3+ 1 Longbeards are the oldest and most experienced duardin warriors, as evidenced by their great, f lowing beards and tendency to grumble on relentlessly about their enemies and allies alike – even in the thick of battle. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Venerable Weapons | |||||||
| Venerable Weapons | 2 | 3+ | 4+ | 1 | 1 | ||
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10) |
| ORDER, CITIES OF SIGMAR, DUARDIN |
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. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Brethren Weapons [Crit (Mortal)] | |||||||
| Brethren Weapons Crit (Mortal) | 3 | 4+ | 4+ | - | 1 | ||
| MODEL | BASE SIZE |
| Friar Galvic | 32mm |
| Soror Tazat, Acolyte Arcus and Scorched Yakob | 25mm |
Passive |
Passive |
Your Hero Phase | 5 |
| KEYWORDS | PRAYER |
KEYWORDS | UNIQUE, INFANTRY, CHAMPION |
| ORDER, CITIES OF SIGMAR, HUMAN |
5" 2 5+ 1 5+ A witch hunter of the Order of Azyr, Haskel Hexbane is ruthless in his quest to purge the more insidious threats to Sigmar’s people. In battle he pursues his quarry with absolute conviction, utilising his pistols, brand and stakes of Aqshian flamewood to bring about their demise. Though mere mortals in a world filled with walking nightmares, Hexbane’s Hunters burn with conviction and bring with them the full might of humanity’s determination and resourcefulness – let the enemies of Sigmar beware! | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Blackpowder Pistols [Anti-WIZARD (+1 Rend), Shoot in Combat] | ||||||||
| Blackpowder Pistols Anti-WIZARD (+1 Rend), Shoot in Combat | 8" | 3 | 3+ | 4+ | - | 1 | ||
| Crossbow Launcher [Anti-WIZARD (+1 Rend)] | ||||||||
| Crossbow Launcher Anti-WIZARD (+1 Rend) | 15" | 2 | 4+ | 3+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Witch Hunter Weapons [Anti-WIZARD (+1 Rend)] | ||||||||
| Witch Hunter Weapons Anti-WIZARD (+1 Rend) | 2 | 4+ | 4+ | - | 1 | |||
| MODEL | BASE SIZE |
| Aemos Duncarrow, Quiet Pock | 32mm |
| Brydget Axwold | 28mm |
| Ratspike, Grotbiter | 25mm |
Start of First Battle Round |
End of Any Turn |
KEYWORDS | UNIQUE, INFANTRY, CHAMPION, WARD (5+) |
| ORDER, CITIES OF SIGMAR, HUMAN |
8" 10 3+ 5 6+ Stationed as the forbidding core of a Castelite formation, the massive brutes known as Gate Gargants function as a living gatehouse, rebuffing enemy charges with bone-smashing sweeps of their warmauls whilst their tower-mounted handlers open up with multi-barrelled cannons. When the decision is made for the Sigmarites to go on the offensive, the Gate Gargants part their massive shields signalling an all-out assault. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Scattershot Cannon | ||||||||
| Scattershot Cannon | 10" | 5 | 4+ | 3+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Massive Warmaul | ||||||||
| Massive Warmaul | 5 | 4+ | 2+ | 2 | 3 | |||
Once Per Turn (Army), Your Movement Phase |
Once Per Turn (Army), Any Charge Phase |
| KEYWORDS | RAMPAGE |
KEYWORDS | MONSTER, WARD (6+) |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
8" 12 5+ 5 The Kharibdyss is a deep-sea abomination that inspires primal terror in its prey. These beasts are employed by the Scourge Privateers to shatter enemy formations, whereupon the scattered and broken survivors are picked off by the cruel Corsairs. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Fanged Tentacles and Spiked Tail [Companion] | |||||||
| Fanged Tentacles and Spiked Tail Companion | 5 | 4+ | 2+ | 1 | 2 | ||
Once Per Turn (Army), Any Combat Phase |
Once Per Turn (Army), End of Any Turn |
| KEYWORDS | RAMPAGE |
KEYWORDS | MONSTER |
| ORDER, CITIES OF SIGMAR, AELF |
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. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Fiery Breath [Shoot in Combat, Companion] | ||||||||
| Fiery Breath Shoot in Combat, Companion | 10" | 6 | 4+ | 3+ | - | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Razor-sharp Fangs [Anti-INFANTRY (+1 Rend), Companion] | ||||||||
| Razor-sharp Fangs Anti-INFANTRY (+1 Rend), Companion | 6 | 4+ | 2+ | 1 | 2 | |||
Passive |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |
KEYWORDS | MONSTER |
| ORDER, CITIES OF SIGMAR, AELF |
3" 6 4+ 2 The massive artillery piece known as the Ironweld Great Cannon is painstakingly engineered to strike a balance between speed of loading and raw firepower. Breech-loaded, the cannon is a hive of activity when battle is joined, its winch arm swinging to and fro as each new cannonball or shell clunks into place and its elevation adjusted by lever-and-cogtooth to optimise range and impact. No few of these munitions are inscribed with litanies to banish the gheist and the daemon. Those cannons likely to face a massed attack are loaded with loose cylinders of grapeshot that come apart on firing to send a roaring, shredding storm of firepower into the enemy.
When the cannons are wheeled into place, they are stabilised by stout harnesses of leather and iron that pin them down into the earth. Hinged shields are unfolded to bracket the cannon’s chassis – if all else fails, it can be used as a battering ram. When several of these cannons are placed together, wing-shields abutted and crews working in coordination, the storm of firepower they can lay down is enough to fell a stampede of megafauna or a charging wave of orruks with each ear-splitting, tooth-rattling volley. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Great Cannon | ||||||||
| Great Cannon | 24" | 3 | 4+ | 2+ | 2 | D3+2 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Crew’s Tools and Sidearms | ||||||||
| Crew’s Tools and Sidearms | 2 | 4+ | 4+ | - | 1 | |||
Once Per Turn (Army), Any Shooting Phase |
KEYWORDS | WAR MACHINE |
| ORDER, CITIES OF SIGMAR, SIGMARITE |
8" 10 4+ 5 One of the most complex and deadly creations of the Collegiate, the Celestial Hurricanum is a gigantic arcane orrery that can summon a furious magical storm to lay waste to enemy warriors. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Warhorses’ Steel‑shod Hooves [Companion] | |||||||
| Warhorses’ Steel‑shod Hooves Companion | 4 | 5+ | 3+ | - | 1 | ||
Once Per Turn (Army), Your Hero Phase |
Once Per Turn (Army), Your Shooting Phase |
KEYWORDS | WAR MACHINE |
| ORDER, CITIES OF SIGMAR, HUMAN |
10" 8 4+ 2 Drakespawn Chariots are elegant yet cruel war machines that are highly manoeuvrable thanks to their single-wheel design. Fitted with an array of scything blades and crewed by skilled Order Serpentis knights, they cause dreadful carnage as they plough into the enemy lines. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Barbed Spear [Charge (+1 Damage)] | |||||||
| Barbed Spear Charge (+1 Damage) | 2 | 3+ | 4+ | 1 | 1 | ||
| Drakespawn’s Ferocious Jaws [Companion] | |||||||
| Drakespawn’s Ferocious Jaws Companion | 6 | 4+ | 3+ | 1 | 1 | ||
Once Per Turn (Army), Any Charge Phase |
KEYWORDS | WAR MACHINE |
| ORDER, CITIES OF SIGMAR, AELF |
12" 6 3+ 2 Gyrobombers are heavy assault aircraft equipped with racks of devastating bombs that they rain on the heads of their targets, enveloping them in a deadly storm of explosions and f lying shrapnel. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Clattergun | ||||||||
| Clattergun | 12" | 3 | 4+ | 3+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Rotor Blades | ||||||||
| Rotor Blades | 3 | 4+ | 4+ | 1 | D3 | |||
Once Per Turn (Army), Your Movement Phase |
KEYWORDS | WAR MACHINE, FLY |
| ORDER, CITIES OF SIGMAR, DUARDIN |
12" 5 3+ 2 Small and nimble single-duardin fighter craft, Gyrocopters roar over the heads of their targets in tight formation, strafing them with flames or scalding steam before wheeling away to begin another attack run. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Gyrocopter Guns | ||||||||
| Gyrocopter Guns | 12" | 5 | 4+ | 3+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Rotor Blades | ||||||||
| Rotor Blades | 3 | 4+ | 4+ | 1 | D3 | |||
Once Per Battle (Army), Your Movement Phase |
KEYWORDS | WAR MACHINE, FLY |
| ORDER, CITIES OF SIGMAR, DUARDIN |
8" 10 4+ 5 The Luminark of Hysh is a devastating arcane war machine, capable of focusing light through its aetherquartz optics in order to unleash a beam of soulfire that vaporises everything in its path. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Searing Beam of Light | ||||||||
| Searing Beam of Light | 24" | 1 | 2+ | 3# | ||||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Warhorses’ Steel‑shod Hooves [Companion] | ||||||||
| Warhorses’ Steel‑shod Hooves Companion | 4 | 5+ | 3+ | - | 1 | |||
Once Per Turn (Army), Your Hero Phase |
Passive |
KEYWORDS | WAR MACHINE |
| ORDER, CITIES OF SIGMAR, HUMAN |
10" 8 5+ 2 Employed to chase down fast-moving prey, Scourgerunner Chariots are swift and deadly war machines armed with a harpoon launcher that can cripple even the most fearsome monster. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Ravager Harpoon [Anti-MONSTER (+1 Rend)] | ||||||||
| Ravager Harpoon Anti-MONSTER (+1 Rend) | 16" | 2 | 3+ | 3+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Hook Spear [Anti-MONSTER (+1 Rend)] | ||||||||
| Hook Spear Anti-MONSTER (+1 Rend) | 2 | 3+ | 4+ | 2 | 1 | |||
| Dark Steeds’ Vicious Bites [Companion] | ||||||||
| Dark Steeds’ Vicious Bites Companion | 4 | 5+ | 3+ | - | 1 | |||
Once Per Turn (Army), Your Shooting Phase |
KEYWORDS | WAR MACHINE |
| ORDER, CITIES OF SIGMAR, AELF |
8" 12 2+ 5 Clanking monstrosities of steel and iron, Steam Tanks rattle across the battlefield, blasting away at targets with their cannons and steam-spewing guns while grinding yet more to paste beneath their metal-clad wheels. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Steam Cannon | ||||||||
| Steam Cannon | 18" | 1 | 4+ | 2+ | 1 | D3+2 | ||
| Steam Gun | ||||||||
| Steam Gun | 12" | 2D6 | 2+ | 4+ | - | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Crushing Wheels [Companion] | ||||||||
| Crushing Wheels Companion | 6 | 4+ | 2+ | 1 | 2 | |||
Once Per Turn (Army), Your Hero Phase |
KEYWORDS | WAR MACHINE |
| ORDER, CITIES OF SIGMAR, HUMAN |
- 8 4+ - 6+ The monument known as a Dawner’s Triumph is both a memorial and a dedication, a testament to the bold Freeguilders that have laid down their lives in pursuit of Sigmar’s glorious future. Bedecked with regimental honours, memoriam scrolls and offerings to the fallen, it radiates an aura of duty and glory that inspires nearby troops to fight and never give up. They will fight and die to safeguard the Triumph from desecration. | ||
Once Per Turn (Army), Reaction: You declared the ‘Normal Move’ ability for a CITIES OF SIGMAR INFANTRY unit within 3" of this terrain feature |
Any Combat Phase |
KEYWORDS | FACTION TERRAIN, WARD (6+) |
| ORDER, CITIES OF SIGMAR |
12" 1 6+ 7+ 6+ A connection to the primal essence of Aquia, the vulpine forest spirit Wisper is a swift and sharp‑fanged creature through which Jacobus Vyne can channel his most powerful incantations. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Vulpine Fangs | |||||||
| Vulpine Fangs | 2 | 4+ | 5+ | - | 1 | ||
Passive |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
| ORDER, CITIES OF SIGMAR |


Renowned for defeating the plague daemon Gelgus Pust, thwarting his plans to befoul the life-giving waters of the Everspring and ultimately banishing evil from the Jade Abbey, these legendary heroes are welcomed with open arms into the forces of Order. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION
This Regiment of Renown is built during army composition. You must include at least 1 of the units opposite in this regiment and can include 1 of each of them. Add together the points values of each unit you include in this regiment to determine its points cost.
| |||||||||||||||||||
Passive |
End of Any Turn |


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


INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
Your Hero Phase |


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


INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |
Passive |


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


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Turn (Army), Any Charge Phase |
Passive |


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


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Deployment Phase |
| KEYWORDS | DEPLOY |
Passive |
Your Movement Phase |
Passive |


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


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


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


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Your Shooting Phase |
Once Per Turn (Army), Your Shooting Phase |


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


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Turn (Army), Any Combat Phase |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Movement Phase |


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


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Deployment Phase |
| KEYWORDS | DEPLOY |
Your Movement Phase |
Once Per Turn (Army), Your Combat Phase |


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


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


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


INCLUSION This Regiment of Renown can be included in armies from the following factions:
ORGANISATION
| ||
5" 6 5+ 2 5+ The Changeling adopts one of its manifold masks to infiltrate the enemy ranks, spreading confusion and dismay whilst ensuring that the Change God’s schemes come to pass. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| The Trickster’s Staff | |||||||
| The Trickster’s Staff | 3 | 3+ | 3+ | 1 | D3 | ||
Deployment Phase |
| KEYWORDS | DEPLOY |
Any Hero Phase |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
KEYWORDS | UNIQUE, HERO, WIZARD (2), INFANTRY, WARD (5+) |
| CHAOS, DISCIPLES OF TZEENTCH, DAEMON |


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


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Deployment Phase |
| KEYWORDS | DEPLOY |
Your Movement Phase |


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


INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION Designer’s Note: Including this Regiment of Renown in your army does not stop you from being able to pick a manifestation lore for your army | ||
Your Hero Phase | 6 |
| KEYWORDS | SUMMON, SPELL |
Reaction: Opponent declared a SPELL ability |
Once Per Turn, Your Movement Phase |


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


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Your Hero Phase | 1 |
Your Movement Phase | 1 |
Your Shooting Phase | 1 |


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


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Battle (Army), Deployment Phase |
Passive |


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. | ||


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


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


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


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


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Deployment Phase |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |


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. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Battle (Army), Your Hero Phase |


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


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


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


INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION
| ||
4" 8 5+ 2 3+ Gotrek Gurnisson hails from a world lost to legend. After a great shame befell him, he swore an oath to meet an honourable death in battle – but with his warrior skill and the unwelcome favour of the fallen god Grimnir, no foe has yet proven equal to the task. Cantankerous, surly and stubborn to a fault, Gotrek is ever travelling across the realms in search of battle. For a worthy cause, he might lend his axe for a time; still, allies are wise to keep out of the Slayer’s business, if they know what’s good for them. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Zangrom-az [Crit (Mortal)] | |||||||
| Zangrom-az Crit (Mortal) | 8 | 2+ | 2+ | 2 | 3 | ||
Any Combat Phase | 1 |
Passive |
KEYWORDS | UNIQUE, INFANTRY, HERO, WARD (3+) |
| ORDER, DUARDIN |


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


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Deployment Phase |
| KEYWORDS | DEPLOY |
Passive |


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


INCLUSION This Regiment of Renown can be included in armies from the following factions:
| ||
Your Charge Phase |
Passive |


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


Once Per Turn (Army), Your Shooting Phase |
| KEYWORDS | RAMPAGE |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |
Once Per Turn (Army), Any Charge Phase |
| KEYWORDS | RAMPAGE |


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. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Battle (Army), Any Combat Phase |
The SIGMARITE keyword is used in the following Cities of Sigmar warscrolls:
| ||
| In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes. | ||
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
| ||
Your Shooting Phase |
| KEYWORDS | CORE, ATTACK, SHOOT |
Any Combat Phase |
| KEYWORDS | CORE, ATTACK, FIGHT |
|
|
|
Your Hero Phase |
| KEYWORDS | BANISH |
Passive |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
The UNIQUE keyword is used in the following Cities of Sigmar warscrolls:
The HERO keyword is used in the following Cities of Sigmar warscrolls:
The WIZARD keyword is used in the following Cities of Sigmar warscrolls:
The CAVALRY keyword is used in the following Cities of Sigmar warscrolls:
Passive |
| 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:
The ORDER keyword is used in the following Cities of Sigmar warscrolls:
The CITIES OF SIGMAR keyword is used in the following Cities of Sigmar warscrolls:
The SIGMARITE keyword is used in the following Cities of Sigmar warscrolls:
The ALLIES OF THE FREE CITIES keyword is used in the following Cities of Sigmar warscrolls:
Enemy Charge Phase | 2 |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
| ||
The CITIES OF SIGMAR, SIGMARITE and WAR MACHINE keywords are used in the following Cities of Sigmar warscrolls:
The CITIES OF SIGMAR, SIGMARITE and INFANTRY keywords are used in the following Cities of Sigmar warscrolls:
The INFANTRY keyword is used in the following Cities of Sigmar warscrolls:
| ||
The CITIES OF SIGMAR, SIGMARITE and MONSTER keywords are used in the following Cities of Sigmar warscrolls:
| There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase. Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST. | ||
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
The non-HERO SIGMARITE and INFANTRY keywords are used in the following Cities of Sigmar warscrolls:
The non-WAR MACHINE CITIES OF SIGMAR and SIGMARITE keywords are used in the following Cities of Sigmar warscrolls:
The PRIEST keyword is used in the following Cities of Sigmar warscrolls:
Your Hero Phase |
| KEYWORDS | PRAYER, UNLIMITED |
Once Per Battle, Your Hero Phase | 7 |
| KEYWORDS | PRAYER |
The WARD keyword is used in the following Cities of Sigmar warscrolls:
The warscrolls using ORDER and DUARDIN keywords can be found in the following Factions:
Order: Cities of Sigmar, Fyreslayers, Kharadron Overlords.The ORDER and DUARDIN keywords are used in the following warscrolls:
The CITIES OF SIGMAR, DUARDIN, INFANTRY and HERO keywords are used in the following Cities of Sigmar warscrolls:
| Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control. | ||
The DUARDIN keyword is used in the following Cities of Sigmar warscrolls:
The AELF and INFANTRY keywords are used in the following Cities of Sigmar warscrolls:
The INFANTRY and CITIES OF SIGMAR keywords are used in the following Cities of Sigmar warscrolls:
The AELF keyword is used in the following Cities of Sigmar warscrolls:
The HUMAN keyword is used in the following Cities of Sigmar warscrolls:
The HERO and INFANTRY keywords are used in the following Cities of Sigmar warscrolls:
The CAVALRY and CITIES OF SIGMAR keywords are used in the following Cities of Sigmar warscrolls:
Reaction: Opponent declared a SPELL ability |
| KEYWORDS | UNBIND |
The CITIES OF SIGMAR and DUARDIN keywords are used in the following Cities of Sigmar warscrolls:
Your Movement Phase |
| KEYWORDS | CORE, MOVE |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RUN |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
The CITIES OF SIGMAR and HUMAN keywords are used in the following Cities of Sigmar warscrolls:
The CITIES OF SIGMAR and AELF keywords are used in the following Cities of Sigmar warscrolls:
The non-HERO CITIES OF SIGMAR and DUARDIN keywords are used in the following Cities of Sigmar warscrolls:
The MONSTER keyword is used in the following Cities of Sigmar warscrolls:
The CITIES OF SIGMAR, SIGMARITE and CAVALRY keywords are used in the following Cities of Sigmar warscrolls:
The CITIES OF SIGMAR, AELF and CAVALRY keywords are used in the following Cities of Sigmar warscrolls:
Enemy Movement Phase | 1 |
| KEYWORDS | MOVE, RUN |
The CITIES OF SIGMAR, AELF and INFANTRY keywords are used in the following Cities of Sigmar warscrolls:
The WAR MACHINE keyword is used in the following Cities of Sigmar warscrolls:
The CITIES OF SIGMAR, SIGMARITE and HERO keywords are used in the following Cities of Sigmar warscrolls:
The IRON MARCH keyword is used in the following Cities of Sigmar warscrolls:
Passive |
The CHAMPION keyword is used in the following Cities of Sigmar warscrolls:
Passive |
The STANDARD BEARER keyword is used in the following Cities of Sigmar warscrolls:
Any Hero Phase | 1 |
Passive |
The MUSICIAN keyword is used in the following Cities of Sigmar warscrolls:
The WARD (6+) keyword is used in the following Cities of Sigmar warscrolls:
The ALLIES OF THE FREE CITIES keyword is used in the following Cities of Sigmar warscrolls:
Start of Battle Round |
The CITIES OF SIGMAR, AELF, INFANTRY and HERO keywords are used in the following Cities of Sigmar warscrolls:
The non-WAR MACHINE CITIES OF SIGMAR keyword is used in the following Cities of Sigmar warscrolls:
Passive |
The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:
The HUMAN and INFANTRY keywords are used in the following Cities of Sigmar warscrolls:
The CHAOS keyword is used in the following Disciples of Tzeentch warscrolls:
The DISCIPLES OF TZEENTCH keyword is used in the following Disciples of Tzeentch warscrolls:
The DAEMON keyword is used in the following Disciples of Tzeentch warscrolls:
The VANGUARD-PALLADORS keyword is used in the following Stormcast Eternals warscrolls:
Once Per Turn (Army), Start of Any Turn |