Cities of Sigmar.pdf
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The Cities of Sigmar are flaming beacons of
hope amidst the darkness of the Mortal Realms,
bastions of civilisation built to safeguard
mortalkind from the many monstrous threats
that lurk beyond their sturdy walls.
In ages past, the realms were a place of glory
and wonder. By the guiding hand of God-
King Sigmar’s pantheon did the mortal races
thrive. Humans, duardin and aelves lived side
by side in peace and prosperity, constructing
vast kingdoms of culture and reason. Then
came the Age of Chaos, when the Dark Gods
tore open the veil between worlds and spilled
their daemonic legions into reality. Empires
fell. Repositories of priceless knowledge
were burned to ashes. Sigmar’s faithful were
slaughtered in droves.
Only Azyrheim endured – the Eternal City,
capital of the Realm of Heavens and greatest
stronghold of the God-King. Behind its gleaming
walls, the survivors of the Dark Gods’ invasion
found sanctuary. Keeping to their ancient
traditions, they awaited the day when the Gates
of Azyr would open once more and the armies
of the God-King would return to wreak their
vengeance upon the hated forces of Chaos.
Sigmar’s Tempest heralded the dawn of this
bold new age. Led by the Stormcast Eternals,
champions of the heavens, the free peoples rose
up to overthrow their persecutors and forge a
new empire upon the ashes of the past. The
clash of steel and the crack of blackpowder
now echo across the realms as great hosts
of soldiery march to war under the fluttering
heraldry of their homeland. Though they may be
mere mortals in a world dominated by gods and
monsters, these brave souls stand defiant, ready
to give their lives in service of the God-King’s
grand vision.
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CONTENTS
CONTENTS
BASTIONS OF HOPE
..........4
ANCIENT GRANDEUR
...............8
HONOUR AND GLORY
..............10
Hammerhal.....................................12
The Living City...............................16
Greywater Fastness........................20
The Phoenicium
.............................22
Anvilgard
........................................24
Hallowheart....................................26
Tempest’s Eye..................................30
The Collegiate Arcane...................32
The Freeguilds
................................34
The Dispossessed
...........................36
The Ironweld Arsenal....................37
Darkling Covens
............................38
Scourge Privateers
.........................40
Shadowblades
.................................41
The Phoenix Temple
......................42
The Wanderers
...............................43
The Order Serpentis
......................44
THE FREE PEOPLES..........48
PRIDE OF HAMMERHAL.........56
PAINTING YOUR
CITIES OF SIGMAR ARMY.......58
CITIES OF SIGMAR
..........62
ALLEGIANCE ABILITIES
..........63
Free Cities Battle Traits.................63
Hammerhal
Allegiance Abilities
.......................64
The Living City
Allegiance Abilities
.......................66
Greywater Fastness
Allegiance Abilities
.......................68
The Phoenicium
Allegiance Abilities
.......................70
Anvilgard
Allegiance Abilities
.......................72
Hallowheart
Allegiance Abilities
.......................74
Tempest’s Eye
Allegiance Abilities
.......................76
Battleplan: A Call for Aid.............78
PATH TO GLORY........................80
Cities of Sigmar
Warband Tables
.............................82
WARSCROLLS.............................86
Hammerhalian Lancers................86
Viridian Pathfinders
.....................87
Greywater Artillery Company
....87
Whitefire Retinue
..........................87
Aetherguard Windrunners..........88
Charrwind Beasthunters..............88
Phoenix Flight
................................88
Freeguild General on Griffon
......89
Freeguild General
..........................90
Demigryph Knights
......................90
Freeguild Greatswords..................91
Freeguild Guard.............................91
Freeguild Outriders.......................92
Freeguild Pistoliers........................93
Freeguild Handgunners
...............94
Freeguild Crossbowmen...............95
Flagellants
.......................................95
Battlemage.......................................96
Battlemage on Griffon...................97
Luminark of Hysh..........................98
Celestial Hurricanum
...................99
Sorceress on Black Dragon.........100
Sorceress........................................101
Black Guard
..................................101
Executioners
.................................102
Bleakswords..................................102
Dreadspears
..................................103
Darkshards....................................103
Warden King
................................104
Runelord........................................104
Longbeards
...................................105
Irondrakes.....................................106
Ironbreakers..................................107
Hammerers
...................................108
Cogsmith.......................................108
Gyrocopters
..................................109
Gyrobombers................................109
Steam Tank
...................................110
Helblaster Volley Gun.................111
Helstorm Rocket Battery
............112
Anointed........................................113
Phoenix Guard
.............................113
Frostheart Phoenix......................114
Flamespyre Phoenix....................115
Dreadlord on Black Dragon.......116
War Hydra.....................................117
Drakespawn Chariots
.................118
Drakespawn Knights...................118
Assassin
.........................................119
Shadow Warriors
.........................119
Dark Riders...................................120
Kharibdyss....................................121
Black Ark Fleetmaster.................122
Black Ark Corsairs.......................122
Scourgerunner Chariots.............123
Nomad Prince...............................123
Eternal Guard...............................124
Wildwood Rangers
......................124
Wild Riders...................................125
Sisters of the Watch
.....................125
Sisters of the Thorn......................126
PITCHED BATTLE
PROFILES
..................................127
DESIGNED BY GAMES WORKSHOP IN NOTTINGHAM
With thanks to The Faithful for their additional playtesting services.
Against the Green Hordes (pg 14), Nature’s Wrath (pg 18), Rain of Fire (pg 21), Flames of the Phoenix (pg 23),
Blood in the Water (pg 25), Magic Unbound (pg 28) and Cold Steel on Cold Wind (pg 31) written by Josh Reynolds.
Order Battletome: Cities of Sigmar © Copyright Games Workshop Limited 2019. Order Battletome: Cities of Sigmar, GW, Games Workshop, Warhammer, Stormcast
Eternals, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are
either
®
or TM, and/or © Games Workshop Limited, variably registered around the world. All Rights Reserved.
No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying,
recording or otherwise, without the prior permission of the publishers.
This is a work of fiction. All the characters and events portrayed in this book are fictional, and any resemblance to real people or incidents is purely coincidental.
British Cataloguing-in-Publication Data. A catalogue record for this book is available from the British Library. Pictures used for illustrative purposes only.
ISBN: 978-1-78826-931-5
Certain Citadel products may be dangerous if used incorrectly and Games Workshop does not recommend them for use by children under the age of 16 without
adult supervision. Whatever your age, be careful when using glues, bladed equipment and sprays and make sure that you read and follow the instructions on
the packaging.
Games Workshop Ltd., Willow Road, Lenton, Nottingham, NG7 2WS, United Kingdom
games-workshop.com
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No matter their race or background, the people of Hammerhal unite to defend their beloved city,
meeting the raw ferocity of Chaos with bravery, zeal and indefatigable resolve.
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BASTIONS OF HOPE
4
BASTIONS OF HOPE
The Cities of Sigmar are visions of civilisation and hope made manifest. Gleaming metropolises built around
the towering bastion of a Stormkeep, they are heavily fortified against the armies of darkness. Within their high
walls, aelf, duardin and human thrive in peaceful coexistence.
When the free cities of the God-
King make war upon the enemies
of Order, their martial might is
awesome to behold. Great blocks
of uniformed infantry march in
tight formation, bearing aloft
the colourful heraldry of their
homeland. Rippling volleys of
musketry and blistering artillery
bombardments cut scores of foes
apart as grim-faced swordsmen
and ironclad duardin hold the line
with shields locked together. As the
enemy tide breaks upon this great
wall of soldiery, cavalry riders strike
hard into its unprotected flanks.
Smoke-belching war machines and
airborne squadrons of cogwork
bombers sweep forth to deal the
final, killing blow, pummelling the
faltering foe with cannonballs and
high-explosive shells. So are those
who would spread fear and anarchy
utterly destroyed and the Cities of
Sigmar kept safe.
The Mortal Realms are home to
dangers beyond imagination. Vast
expanses of territory are dominated
by the malign influence of the
Dark Gods, and to stray within the
borders of these damned regions is
to risk a fate far worse than death.
Greenskin hordes and legions of
the risen dead rampage across the
land, subjugating civilised folk and
spreading fear and bloodshed as
they go. Primal storms of magic
haunt the wilds, while beneath the
earth stir ancient, long-forgotten
things, entities of great malice and
limitless destructive power. Yet there
are bastions of hope that rise from
amidst these deadly wilds, gleaming
metropolises protected by high
walls and regiments of hard-bitten
warriors. These are the free cities,
and they stand proud and defiant
against the barbarous masses. At the
centre of each looms a Stormkeep.
This cloud-scraping citadel of stone
and precious metal houses an army
of Stormcast Eternals, the heavenly
champions of Azyr. Spreading
out beneath the Stormkeep’s gaze
are bustling avenues and vibrant
bazaars, imposing noble districts
and vermin-infested shanties. Here,
the many and varied cultures and
races of the free peoples exist side
by side.
a founding site is chosen, the
Stormcast Eternals strike from the
heavens, obliterating every hostile
being within a dozen leagues.
Warlike gatherings of orruks are put
to the sword, Chaos Dreadholds torn
down stone by stone and infestations
of skaven and grots cleansed with
holy flames. These campaigns can
last for many years before victory
is won. Famously, the founding of
Hammerhal required the combined
efforts of the Hammers of Sigmar,
the Hallowed Knights and the Anvils
of the Heldenhammer in order to
defeat the teeming orruk warclans of
the Stormrift Realmgate.
With the location made safe, Lord-
Ordinators and Lord-Castellants
identify patterns of power – ancient
ley lines and fonts of magical
energy upon which the city’s central
Stormkeep will be laid. Depending
on the size and importance of the
settlement, multiple strongholds
from several different Stormhosts
may be raised. The grand Twin-
tailed City of Hammerhal, for
instance, has no fewer than six
great Stormkeeps to protect its
ever-expanding borders. These
structures can take many forms. The
Consecralium, stronghold of the
Knights Excelsior, is a stark fortress
of black iron that looms over the city
of Excelsis like a headsman’s axe. By
contrast, the Celestrine Cathedral
of Hallowheart is a wondrous
monument of devotion constructed
by the Hallowed Knights to inspire
their flock. No matter the form
they take, all are nigh on
impregnable, studded
with watchtowers,
arcane
Each of the free cities safeguards a
vital strategic location. The majority
are built around a Realmgate, one
of the arcane pathways that connect
the realms; others protect deposits
of invaluable resources, such as
gleaming seams of realmstone,
priceless invictunite or monoliths
imbued with the stuff of raw
prophecy. These strongholds form
beachheads for Sigmar’s crusades,
centres of strength from which
the God-King’s armies can launch
assaults upon his many foes. When
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