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oo, ee 6 =~ VW Ta AGE or SIGMAR oo i aa ae) va b = = < i-3 3 ca a is a je) From the maelstrom ofa sundered world, the Eight Realms were born. The formless and the divine exploded into life. Strang orlds appeared in the firmament, each one gilded with spirits, gods and men. Noblest of the gods was rond reckoning he illuminated the realms, wreathed in light and majesty as he carved out his, 4 reign. His strength was the power of thunder. His wisdom. 2 was infinite. Mortal and immortal alike kneeled before his lofty throne. Great empires rose and, for a while, treachery was banished. Sigmar claimed the land and sky as his own * Sigmar. For years and ruled over a glorious age of myth. alliance of gods and men tore itself apart. Myth and legend is fate. He fixed his gaze instead on the remains of the world he had lost long ago, brooding over its cha endlessly for a sign of hope, And then, his rage, he caught a glimpse of somethi pictured a weapon born of the heavens. enough to pierce the endless night. A: everything he had lost. Sigmar set his ai for long ages they -d core, searching the dark heat of magnificent. He beacon powerful my hewn from isans to work and ving to harness the power of the neared completion, he turned back to the realms and saw that the dominion of almost complete. The hour for vengeance had come. Finally, with lightning blazing across his brow, he stepped forth to unleash his cr The Age of Sigmar had begun. Bloodclaw Stathost. Heavenswatch Starhost Slann Starmaster Lord Kroak Saurus Oldblood, Ssurus Sunblood Saurus Oldblood on Carnosau Saurus Eterity Warden Saurus Guard . Saurus Scar Veteran fon Carnosaur e Saurus Scar-Veteran on Cold One. WARSCROLL BATTALIONS...» Saurus Warriors Saurus Astrolith Bearer. Saurus Knights ‘Skink Starseer ‘Skink Stapriest Troglodon ‘Skink Priest skinks. = Chameleon Skinks. Salamanders. Protectors .... 29 | _Ratordons an 2 | Soottandi cae EXTuEMIs CHAMBERS. fae Lord-Celestant on Stardrake .. ape ais Teed Bea “ Ripe Ra —— Ee Engine ofthe Gods, a7 48 50 52 53 SH 56 37 SYLVANETH. en 3 ‘Wargrove of the Salish Woad. .. 86 | Forest Spirit Wargrove = ‘Treelord Ancient a Treelord a Branchwraith a Dryads — FYRESLAYERS. Lords of the Lodge Forge Brethren ‘Auric Runefather ‘on Magmadroth. 98 Auric Runesmiter ‘on Magmadroth 100 Auric Runeson | on Magmadroth 102 ‘Auric Runefather 104 Auric Runesmiter. 105 ‘Aurie Runeson. 2106 Grimwrath Berzerker 107 Auric Runemaster se 108 Battlesmith cee 109 Vulkite Berzerkers = 110 ‘Auric Hearthguard ... uz Hearthguard Berzerkers......-.113 ‘THE GLORY OF AZYRHEIM.. 114 ‘The Wings of Azyr <8 120 122 124 Stonebreaker Battalion Azyrheim Lancehost Legions of Reconquest. | | ake pnts a ee etc att Gas Wty i. Wow Rud, Lentn, Notingham Nr: ted by Belmont nthe UK. ames-workshop.com eye stent te nin spy 25, United Kingdom DEVOTED OF SIGMAR Pilgrimage of Wrath War Altar of Sigmar. Warrior Priest Witch Hunter Flagellants.. FREE PEOPLES . Freeguild Regiment Freeguild General on Griffon. Freeguild General Demigryph Knights... Freeguild Greatswords Freeguild Crossbowmen. Freeguild Handgunners Freeguild Archers... Freeguild Pistoliers Freeguild Outriders... Freeguild Guard ‘COLLEGIATE ARCANE. ‘War Council Battlemage Battlemage on Griffon Luminark of Hysh Celestial Hurricanum IRONWELD ARSENAL .. ‘Artillery Detachment Gunmaster. . 3 Cogsmith....+.1..+- Helblaster Volley Gun Helstorm Rocket Battery. Cannon, Organ Gun ..... Steam Tank, Gyrocopters Gyrobombers DISPOSSESSED «.... Grudgebound War Throng. Warden King... Runelord ....... Unforged sceseseseeseess Warriors... Irondrakes. . Longbeards - Ironbreakers Hammerers| ‘Thunderers Quarrelers sm 177 126 | ELDRITCH COUNCIL. ce 125 | — Arcage on Dragon to) Dales 131 | Loremaner 32 | Sword 14 | PHOENIX TEMPLE 135 | | Spychen Wath 136 | HlamespyrePhoene tas | Froteart Phoenix. tsp | Amine... Mo | Phoenix Gard 141 | LION RANGERS 462 White Lions. oe White Lion Chariots ‘Ms {is | ORDER DRACONIS. Tresor M6 good --14s | DragonNoic -149 | Dragon Blades. 150 {2 | SWIFTHAWR AGENTS. ts | sen os ee ‘Chariots. cere as eens 1 | Seam Rewer tet | pla ark Recta 16 | packark Comin fe a 166 | scourgerine: Chari Wo | DAUGHTERS OF KHAINE Bloodwrack Ssterhod ip | Caldeone Blood Desh Bags Bee tates 175 | ploodwrnck Sine Bloodwrack Medusae. . og | _ Sisters of Slaughter. 178 | Denne Warlocks 180 iat “4 192 194 2196 197 198 199 200 202 204 205 206 208 209 -210 2u1 212 24 215 216 218 219 221 222 223 225 226 28 230 231 2232 2235 236 238 239 240 DARKLING COVENS.... ‘Thrall Warhost. Sorceress on Black Dragon. Sorceress... Black Guard... Executioners Dreadspears. Bleakswords . Darkshards | | SHADOWBLADES . Assassin Dark Riders ‘ORDER SERPENTIS Ebondrake Warhost,...22..« Dreadlord on Black Dragon... Drakespawn Knights... Drakespawn Chariots... War Hydra WANDERERS... Waystone Pathfinders ... Nomad Prince...... Spellweaver Waystrider. Waywatcher. Wayfinder... Glade Guard. Wildwood Rangers. Eternal Guard......+.e0+2 Sisters of the Thorn . Sisters of the Watch . Wild Riders... ‘THERULES. 27 272 7 HOW TO USE THIS BOOK 1 Realms, and beneath its boiling clouds the armies of Order Sigmar’ Storm rolls out across he Hi God have ravaged the lands, and at last, the vast celestial hosts Se reand thats ace aces the realms are ready to unleash thei retribution. of Azyrand their allies across the real eralsandwheretheystand | of the armies of Order atthe dawn of This book det ‘ewarto recaim the Mortal | the Age of Sigmar. You will also find. anumber of example armies showing you how the various factions of Order gather for war, such as the Stonebreaker Realms. You can use the information provided in this tome to provide you with an in-world context for your tres andit_ Battalions mustered to bring down enemy fortresses or the Wargrove ofthe Salish Woad that follows the Treelord Ancient Cuthrucu into battle, So sound. on of Citadel Mi coll vill show you how to create an army to crush all who stand against them. Within the pagesofthisbook you will | the war horns of Azytheim, rouse the find an extensiverange of warscrlls | children of Grimnir and call down coveringallofthe individual units | the lightning upon which ride the motives | andcharactersavallableto collectors | legendary Stormeast Eternals! WARSCROLL BATTALIONS The warriors ofthe Mortal Realms often fightin battalions. Each of these deadly fighting formations consists of several units that are organised and trained to fight alongside each other. The units in warseroll battalions can employ special tactics on the battlefield, making them truly deadly foes, Ifyou wish, you can organise the When you are seting up, you can ‘On the following pages you will fnd | selection of warscroll battalions. ‘Usually, a unit can only belong to ‘units in your army into a warscroll battalion. Doing so wil give you battalion instead of setting up a single access to additional abilities that can | unit. Alternatively, you can set up one batalion, and so can only benefit beused by the units in the battalion. | some ofthe units from a warscroll The information needed to use these | bataion, and setup any remaining ‘powerful formations can be found on the warscroll battalion sheets that we from a single set of battalion abilities. However, some very large battalions Units individually later on, or you can | include other, smaller battalions, and Set up all ofthe units individually. For _| inthis case its possible for a unit to benefit from the abilities of two different battalions at the same time Publish for Warhammer Age of Sigmar. | example, in abatle where each player Each warscroll battalion sheet its the | takes iin turns to setup one unt, you units that make it up, and the rules for could set up one, some or all ofthe Units belonging to a warscroll battalion | in your army. any additional abilities that units from the warscroll battalion can use TTT 1, Title: The name ofthe warscroll battalion end a short ‘overview of the background for it and how it fights. 2, Organisation: This section lists the units that make up the \arseroll battalion and any restrictions that may apply to the models that you can include. 3. Abilities: Every warscrll battalion includes one or more abilities that some or all of the units from the battalion can’ use. The abilities listed for a warscroll battalion only apply to the units that make it up (even if there are other units of the same type in your army), These abilities are in addition to the abilities listed on the units|warscrols, aOR T TE: WARSCROLLS © e, each one fight yattle in the Mortal Realm: acl ightin, Be onde tee abilities. To represent this, every model has a warscrol® ies that apply to the model. are incredibly divers ‘The warriors and with their own unique weapons and combat ait that lists the characteristics, weapons and abilitis lc, simply refer The key below explains what you will find on a warscroll, and the Warhammer Age of Sigmar ules shet explains how this information is used in a game. The warscroll also includes picture ofa unit ofthe models thatthe warscroll describes, and a short piece of text explaining the background for the models and how they fight G nes Workshop. just visit our website .s-workshop.com for more on on how to obtain them. |. Title: The name of the model that the warscroll describes, + Characteristics: This set of characteristics tells you how fast, powerful and brave the model is, and how effective its weapons are - Descriptios he description tells you what weapons th can bearmed with, and what upgrades (if any) it can be given. The description wil also tell you ifthe model is fielded on its own asa Single model, or as part of unit. Ifthe model is fielded as part of a unit, then the description will say how many models the unit should fave (ifyou dost have enough models to field a unit, you can sil field one unit with as many models as you have available). model Abilities: Abilities are things that the model can do during a game ‘hat are not covered by the standard game rules. * Keywords: All models have alist of keywords, Sometimes a rule will ‘3y thatit only applies to models that havea specific keyword "Damage Table: Some models have a damage table that is used 10 termine one or more ofthe models characteristics Lookup the Paneer of wounds the model has suffered to find the value ofthe characteristic in question, » HINTS & TIPS Modifiers: Many warscrolls include modi Roll once and apply the result to all that can affect characteristics. | such weapons being used in the attack. For example, a rule might add I to The result applies for the rest of that the Move characteristic ofa model, or | phase. For Damage, generate a value for subtract 1 from the result of ait roll, | each weapon that inflicts damage Modifiers are cumulative When to Use Abilities: Abilities that Random Values: Sometimes, the are used at the start ofa phase must be Move orweapon characteristicsona | carried out before any other actions. warscroll will have random values. For | By the same token, abilities used at the end of the phase are carried out afterall normal activities ‘example, the Move characteristic for ‘a model might be 2D6 (two dice rolls added together), whereas the Attacks characteristic of a weapon might be D6. | the phase are complete, Ifyou can use several abilities at the When a unit with a random Move same time, you can decide in which order they are used, Ifboth players can carry out abilities atthe same time, the characteristic is selected to move in. | the movement phase, roll the indicated ‘number of dice, The total ofthe dice rolled is the Move characteristic for all player whose turn is taking place uses their abilities frst, ‘models in the unit for the duration of that movement phase. | Save of“: Some models have a Save of “This means that they automatically Generate any random values for a fail all save rolls (do not make the rol weapon (except Damage) each time it fa if modifiers appl), 3 is chosen as the weapon for an attack. Keywords: Keywords are sometimes linked to (or tagged) by a rale. For ‘example, a rule might say thet it applies to ‘all Sronscast Ereawars? ‘This means that it would apply to ‘models that have the Stormeast Eternal keyword on their warscrol Keywords can also be a useful way to decide which models to include in an army. For example, if you want to ficld a Stormeast Eternals army, just use models that have the Stormeast Eternal keyword. ‘Minimum Range: Some weapons have ‘a minimum range. For example 6”-48". ‘The weapon cannot shoot at an enemy ‘unit that is within the minimum range ‘Weapons: Some models can be armed with two identical weapons. When the model attacks with these weapons, do not double the number of attacks that the weapons make; usually, the model gets an additional ability instead. whee STORMCAST ETERN NAL emerge the Stormeast Eternals. Heroic art of Sigmar’s Tempest ae ‘own into the Mortal Realms, reclaiming tormhosts sweep d mn the armies of the Dark Gods. From the lightning-wre warriors of the heavens, their shining Realmgates, kingdoms and continents fron ss foreven should Stormeast_ |The forces of Chaos first encountered alin batle, they are called 10 he he Azyr remade, and returned tothe fay the Stormeasts in the Igneous Delta cof Aqshy. It was there, against the Bloodbound, and their cruel master hos Khul, that the initial blows cof Sigma’s Realmgate Wars ~ the campaign to recapture the portals between worlds ~ were struck, Since ised into Stormhosts and their hers, the Stormecast B the races ofthe realms have ever tial force ike nothing that auspicious day of blood and fame, ‘wrought by the Hammers of Sigmar, | the Stormhosts ofthe Stormeas inder the command of Lord: each chamber isan army in ight, able to wage war bereft ofits brothers and crush foes that ‘outnumber it many times over Eternals have made their presence felt in each of the Mortal Realms. a (a STORMCAST ETERNAL STORMHOST erred Rod romeo eee Chambers es Chambers Decimators, Protectors and Retributors stride toward their victims, bringing CClad in gleaming armour and armed | Supporting the Liberators in each ‘with weapons cast from the forges of | Warrior Chamber are a host of Sigmaron, each Stormeast Eternal and | additional troops. judicators scythe ‘great hammers, glaives and axes to bear. Able to weather the most determined of attacks and dish out punishing blows the Stormhosts they serve have their | down enemies from afar with deadly role to playin the grand war forthe Mortal Realms. The foundations of cach host are is Wartior Chamber, formidable forces led by Lord Celestants and filled with able warriors Liberator, the fot soldier ofthe Stormeast Eternals fil out the ranks to smash them apart. These ying weapons, each of their crackling lightning shafts and bolts punching in return, they shatter shield walls and deadly rain of missiles falls upon the | theirknees. Stormeasts’ adversaries, Prosecutors heavens | ‘These warriors are forged together by the leadership ofthe Lord-Celestant, of these chambers, their sturdy shields, | heroes hurl down hammers or javelins guided by the chamber’ of sparking light from their gauntleted | Lord-Relictor, Knights-Azyros and Lord-Castellants, The results a tight-knit fighting force without peer are swooping down from ‘who is in turn. Liberator towers aver most mortal foes. fists, Each weapon whirls into the fray, (Countless chambers in hundreds of ‘Stormhosts have shattered the lei ‘of Chaos, halted rampaging orruk armies, and sent skeletal hordes back to the grave. They are the will of the God: the winged warrior’ hand above, called “Their armour makes them larger still, | from the storm, Where resistance shining pauldrons, thick breastplates | remains, and the fire of Judicators and expressionless war masks all adding to the effect ‘comme to life upon the battlefield g loosed upon the realms, and the alds ofthe Age of Sigmar, Liberators have not broken the enemy, | Ki igmarite statues | or the hammers and swords of the heavier troops move into the fray h a ‘WARSCRO BATTALION WARSCROLL BATTALION | STORMCAST ETERNALS STORMCAST ETERNALS j WARRIOR BROTHERHOOD THE SKYBORNE SLAYERS | A potent measure of a full chamber, the Warrior Brotherhood enters battle to the sound of ‘booming. Crashing from the sky in a meteoric blaze of force, the Skyborne Slayers strike at the enemy’s heart, | thunder and flashing lighting, its Stormcast Eternals made stronger by the presence of their brothers. slaying their generals and leaving the leaderless masses of their foe ripe for destruction. [ORANEATIOND EE) apuires | [orGANIsATION a ABILITIES Brothersin Arms: Add tothe Bravery of any unit fom this battalion that ‘The Skyborne Slayers consist ofthe | Hurled by Sigmar’s Hand: Instead of setting up a unit from the Skyborne ‘tin of one or more other units rom this attaon 7 | following units: Slayers on the battlefield, you can place it to one side and say that it is set up in the Celestial Realm. In any of your movement phases, you can transport all of Ushtning Strike: Insicad of setting up a unit rom this battalion onthe + 1Lord-Celestant the units from the Skyborne Slayers that you have placed to one sie onto the Youcan placeit to one side and say that itis set up in the Celestial “ny of Your movement phases, you can transport the unit to the °s do so, seit up on the battlefield more than 9" from any Is. This sits move for tha its for that movement phase. | + 2units of Liberators battlefield. When you do so, pick a point anywhere on the battlefield then set up. + 2units of Judicators all of the units within 12" ofthat point and more than 5” from any enemy models, + Lunit ofDecimators This is their move for that movement phase. + Lunit ofProtectors Honour of the God-King: Such is their dedication to the duty that Sigmar given them, units from the Skyborne SI never need to take Warriors of Thu himself has Brotherhood an re-roll wound rolls of 1 for units from the Warriot that are within 8 of atleast a the wound rls are made atleast two other units from the battalion whi battleshock pe id ! oe eee oul Rysch WARSCROLL aeaeee CELESTANT-PRIME HAMMER OF SIGMAR a “MISSILE WEAPONS Range Attacks Toit To Wound Rend Damage The Cometstrike Sceptre ut See below — = MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage Ghal Maraz,the Hammer ofSigmar 2" 2 dis 3 3 ABILITIES When the Celestant-Prime strikes from Hammer of Sigmar, a Cometstrike Sceptre Il models in any enemy unit within 12° of him: FY The Celestant-Prime can fly many inches ofthat point sufers D3 Orrery of Celestial Fates A storm of ‘mortal wounds, celestial energy swiss a Retribution from On High ested of and say that he is set Realm. In each of yo Realm imbuing Ghal Maraz with additional energies. For each bate round that he remains in the Celestial Realm, add 2 to the Attacks characteristic of Ghal Maraz unt the end of the batle WARSCROLL WARSCROLL — LORD-CELESTANT ON DRACOTH Range” Attacks ToHit To Wound Rend Y 3 34 3 1 3 3 1 Dracoth’s ¢ gs Y 3 3+ 3 1 DESCRIPTION COMMAND ABILITY Alor ingl F I 7 BE oe. cerestias, oman, stonoicasr erexwat, HERO, LORD-CELESTANT a Ie aamregyte i te PRDER, CELESTIA TORM te! HUMAN, To} N STORMCAST ETERNAL, 154 c WARSCROLL MELEE WEAPONS" Range Attacks To Hit To Wound Rend Damage SigmariteRunebade 3+ 1 1 Warhammer Es : ill a ee AbILiTiEs TnecapbleVngace: his od ;made a charge move this turn, it : sera and sesh bly hen sal Your next hero phase you can ad 10 reulof any hile inthe combat pas forthis model and iiendly SroxMcAST Sigmarte Warcoak: In yours phase, you can un EreRNAL units within 9 of him. i } YoU can pick th iguana unk moe DESCRIPTION A.Lord-Caselant isa single model. He isarmed witha Castellants Halberd and ‘arriesa Warding Lantern j EMI orn. cetsstra nos (Castellant’s Halberd WARSCROLL ~ LORD-CASTELLANT [MELEE WEAPONS Attacks To Hit To Wound Rend ABILITIES does so, pick ether nite StonMcAst ETERNAL unit thats within 12" ofthe Lord-Castellant. cach ti forthat uni a wound fa Cataos units chosen itis struck by the searing light ofthe Celestial Realm and sulfers mortal wound, Citaos Dazsow ‘units cannot abide the toch of thislight and suffer D3 mortal wounds instead, ‘ORMCAST ETERNAL, HERO, LORD-CASTELLANT Ee In addition, until your next hero phase, ea save roll of 7 or more ne model the onitheals Damage WARSCROLL WARSCROLL LORD-RELICTOR KNIGHT-AZYROS E | | | | | Range Attacks ToHit To Wound Rend “MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage | i be ut ae “Ta Bt | | DESCRIPTION ABILITIES : DESCRIPTION ABILITIES Eclgagarte ri” Sedat tleetl spammer Saadeearet se ereey Ma eeiepns ee eno sstnladeeOnvralttsoracine Peay mde with heSroneage | I yy Riptigerccriteesié san corag era ae me suffers D3 mortal Uh Rerword thit aaa cnight-Azyros can fl that they are within 9" of the enemy. lowevs ch enemy unit within 8” of pan wounds, this model and roll a dice, Ona roll of30ngge * Knight-A fy aa ty Heese bender Phase.A Lord-Relicor cannot pray for n have beet suffered by the model that you phase, you can terol hitrolls ofl for as they ae blinded and driven fom ightning storm and ashealn ey %E* picked, A Lord-Relictor cannot pray fora attacks made against enemy units thatare the battlefield. The lights anathema to { ioeairs ingstorm inthe healing storm anda lightning storm in i Se hocuniin es he a Dee — es gy Bos ‘A RNAL, HERO, PRIEST, 1 r 7 a 7 NIGHT-VEXILLOR } i | ‘MISSILE WEAPONS Range Atlacks To Hit’ To Wound Rend Damage | RE Meseoneamnt faa ates! Tonierancislisa’ Sill PO ilk | | Talons ili Matias 4 | ft i a i pace cpa ; asiumies B escriprion Apiuimies eta this model wilones stortated Arsoye p07 Meteorie Standard, while others army thatae within 1 as they are Pennant the Stormbringer can sunmoa When you do so, he makes 1 attack with his Realmhunter’s Bow rather than 3, ; renters hae Datitenses D313 Danage Theta ns F : | mighty hurricane in your her phase To dos, picka SronMCAST ETERNAY unit in your army and remove from play, then setitup anywhere more than 3" from the ‘emg. It cannot move in the following ‘movement phase. ARer setting up the ni heto phase Todo so, pcka point on the Duet witinae cherocicand oll diese ere oe faltwo die adding heremsfogether, nares of 4s bated by the gale chunittbaiswibinihatmanpioches _andaufrsD3 mortal wot | of the point that you picked suffers D3 ORDER, CELESTIAL, HUMAN, StoRMc IAL, HUMAN, STORMCAST ETERNAL, HERO, TOTEM, KNIGHT-VEXILLOR ‘AST ETERNAL, HERO, KNI IT-VENATOR WARSCROLL WARSCROLL s | a THELEEWEAPONS "TS Range Alda Tole Towed) Raha Toamage? | | MELEE WEAPONS Range” Avocs To Hit” To Wout ROD” bog ees ——. = ae eek A a { NE inh Aitieadi Sieg! foamed us Sa + ft j DESCRIPTION i pe ASILIES, DESCRIPTION ABILITIES ‘and ‘Glory: In your hero phase, “Thunderblast: In your shooting phasea |p AunitofLiberators has 5 or more models. Paired Weapons: Anextrawespon allows Lay Low the Tyrant: IFany model from model's Battle-horn. To do so, pick. Knight Heraldor can ‘with a Warhammer in each hand, while ‘openings in their Stonscast Erewwat unit thats with with his Batte-hora, shaking PUL I Cehers wed paired Warblades Ot You oll of | for models he ChaBthistum evenifit topple. The does 0 ick 17 en his oS a rement phase, within 15" and roll a dice, Each unit Wi id others still pair a Sigmarite Shield that many inches of the terrain eaftPe TW Vi.4 Warblade In anycase | in every Sigmarite Shields: You can resoll ave Grandhammer, or a Grandblade. ‘the unit are carrying Sigmarite Shields, LIBERATOR-PRIME ; : her than 2. . : AN, STORMCAST g a — — — ETERNAL, HERO, KNIGHT-HERALDOR WARSCROLL JUDICATORS | Missile WEAPONS” SY Rangel” Atacks Toit” To Wound’ Reka Damage Skybolt Bow 24 1 a 3+ 1 1 | Boltstorm Crossbow 2 a 3 “a 1 | Shockbolt Bow ae 1 3 3+ 1 1 | Thunderbolt Crossbow 18 See below jp. | (MELEE WEAPONS Range Attacks To Hit To Wound) Rend Dam: pac Sioem dt lie ABILITIES Rapid Fire If unit offudicat ovein theme cts doesnot Thunderbolt Crsshow: When a mode ee se,then you can attacks witha Thunderbolt Crossbow the Attacks s characteristic of any Bolstorm Crossbows the unit uses inthe shooting phase ofthe same ture targetis struck by a mighty blast of Celestial ‘nergy; pick an enemy unit within 18° and roll dice. Subtract 1 from the roll ithe target is a Monsen. If the result is equal toorless than the number of models inthe Unit, the unit suffers D3 mortal wounds Chained Lightning: 1 a Judicator attack witha Shoekbolt ow so : the bolt explodes into a story oflighining Instead of olla dice wound olsequal single ‘and makea number the number scored, ‘making el | kerwoxos fl ORDER, CELESTIAL, Hy, athe shoot hocting phase ‘AN, STORMCAsT ETERNAL JUSTICAR, JUDICATORS PROSECUTORS WITH CELESTIAL HAMMERS. MISSILE WEAPONS: x Range Attacks To Hit To Wound Rend “Damage INELEE WEAPONS ange Attacks” o inlabesDGS ecidese gabe 2 ne Grandblade aa caipncsti 1 ai nasal Senne a DESCRIPTION PROSECUTOR-PRIME Prime. Trained for brutal melee he makes attacks rather than 2in the combat phase models. Some units are armed with Celestial Hammer in each hand, while thers goto battle armed with a single Celestial Hammer and carrying a Sigmarite Shield. lin every 3 models may instead be armed with a Grandaxe, Grandblade or Grandhammer ABILITIES Heralds of Righteousness: Roll 3 dice instead of dice when determining the charge move for this unit. In addition, you can declare a charge with this unit iftis Within 18” of the enemy rather than 12 FLY Prosecutors can fy ‘the unit are carrying Sigmar HUMAN, STORMCAST ETE PROSECUTORS witha Grandaxe, select target unit and make one attack against it for each model it bas within range Paired Celestial Hammers: You cane roll hit rolls ofl for models armed with ‘more than one Celestial Hammer, Sigmarite Shields: You can reroll sve rolls of for this unit ifany models fom Shields WARSCROLL PROSECUTORS WITH STORMCALL JAVELINS a ts al wae bescriPrion satus lls down aol of igh k oflghtning; that has Damage? instead of | Hels ogee la = ined de whence - : charge move for this tons nit. Inaddition, you ththisunitifitis ther than 12 candeclarea charg a charge PROSECUTOR PRIME within 16 ofthe enemy ra Theleades =a ORDER, CELESTIAL, HUMAN, StORyc ‘AST ETERNAL, ANGEL ee 3 DISSE WEAPONS WE hangs ROLE Se woud Strmel lin rs 1 a MELEE WEAPONS Range Atacks To Hit To Wound Stn jrn eS 4, ee ———sysiirmapne the unit are carrying 05, PROS} Rend g 1 1 Rend Dams elds: You can re-roll ave his unit ifany models fom Sigmarit Shiels + me RETRIBUTORS “MELEE WEAPONS Range Attacks ToHit To Wound Rend Damage Lightning Hammer v 2 3 3 4 A Sta ——————— Seebelow ——————>y, DESCRIPTION ABILITIES A unit of Retributors has 3 or more model, “They are armed with Lightning Hammers. Zin every 5 models may instead be armed with a Starsoul Mace RETRIBUTOR-PRIME ‘he leader ofthis units the Retributor: rime, A Retributor-Prime makes 3 attacks rather than 2 with Lightning Hammer ELESTIAL, HUMAN, STORMCAST ET Blast to Ashes: the hit roll fora model attacking with a Lightning Hammer is 6 or ‘ore, that blow strikes wth a thunderous bastthat inflicts 2 mortal wounds instead ofits normal damage. Do not make a ‘wound or save rll forthe attack. SE |AL, PALADIN, RETRIBUTORS Starsoul Mace: A model armed with Starsoul Mace can make a starblast attack in each combat phase. Piekan enemy ‘uit tat within ofthe model with the Starsoul Mace. That unit sufers D3 mortal wounds MELEE WEAPONS ‘Range Thunderaxe 2 See Starsoul Mace ABILITIES (Geaving Blow: A single swing ofa ‘Thunderaxe can carve through sever lacks witha Thunderaes, Tanda foreach model (Grim Harvesters: Fear surrounds they set about thir lad for enemy units th ofsny Decimatons, ORDER, CELEStIA se CELESTIAL, HUMAN, 5 = AN STORMCASr p: CAST ETERN, Attacks get unitand make To Hit To Wound below 34 3+ Starsoul Mace: A model armed witha al Starsoul Mace can make a starblastatadh unit that is w mortal wounds. tofbatteshock ‘AL, PALADIN, DECIMATORS in each combat phase, Pick an enemy. in 1" of the model with ‘thas the Starsoul Mace, That unit suffers D3 Damage! Geir A DESCRIPTION A unit of Protectors has 5 or mor ‘hey are armed with Stormst 2in every 5 models may in with a Starsoul Mace PROTECTOR-PRIME The leader ofthis unit is Prime, A Protector Prime Stormstrike ) than 3, WARSCROLL "MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage Stormstrike Glaive 3 3 Es 3 1 1 Starsoul Mace 1 Seebelow _———___=4 ABILITIES Deathstrike: A Stormstrike Glaive can slay ‘monstrous foes with a single blow. Ifthe Stormstrike Glaiveis 6 or tis a MONSTER, it does make Pick an enemy the model with e. That unit sufers D3 Storm-shield: Ars Protectors’ weaving Gla from the hit rolls on arget a unit of Pr beyond them. Soe el ~ GRYPH-HOUNDS MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage ms y 2 3 4 L } DESCRIPTION ABILITIES | RYPH- HOUNDS > x = XTREMIS CHAN RS chambers are unleashed upon th ts) . Stazhost consists GR « Bloodclaw Starhost make one additional attack with their Powerful Jaws and Stardrake Shields in the combat phase. following units: + 1 Skink Starseer + 2 Heroes chosen in any the following list: Skink Starpriest, Skink Priest, Troglodon + 3-6 units chosen in any combination from ‘ombination from Strategic Mastery: When an Oldblood is attended by capable eee itforms the warriors under its command into a eal nee capable of incredible feats of strategy. ‘The Saurus Hood, and any other Henors from its starhost that are wil 20" in the hero phase, can use the command abilities on their Warscrolls even if they are not your general, of Razordons or Salamanders) gly ye the following list: Skinks, Terradon Riders, Ripperdactyl Riders, Bastiladon, Stegadon, Engine of the Gods, Kroxigor, Hunting Pack (each Hunting Pack consists of 1 unit of Skink Handlers and 1 unit | ABILITIES ‘The Trap is Sprung: In your hero phase, pick an enemy unit that is visible to the Heavenswatch’s Skink Starseer. Until your next, hero phase, you can re-roll hit and wound rolls of 1 for units from: this battalion that attack the unit you picked Celestial Surge: The great beasts ofthe seraphon are almost invincible when they march forth ina pack. In your hero phase, each Moxsten from this battalion heals a wound. WARSCROLL DESCRIPTION ‘ASlann Starmasteris a single mode! that sts atop a floating palanquin graven ‘with strange symbols and humming with arcane power, Any enemies who come too close are immolated by crackling bolts of ‘Azure Lightning that leap forth from the hovering throne, FLY A Slann Starmaster can fl ABILITIES Celestial Configuration: If your army includes any Slann Starmasters, roll a dice after set-up is complete and consult table below to see which constellation is in the ascendant, and how it affects your army. This effect lasts as long as you have a Slann Starmaster on the battlefield, or until ‘ new constellation comes into effect. Roll Ascendant Constellation 12 The Hunter’ Steed: The image of a galloping war-beast blazes bright in the sky. Add 1 to run and charge rolls for SERAPHON units in your army while this constellation is ascendant. 3-4 The Sage’ Staff This constellation is held as a mythical portent of wisdom and magic - while itis ascendant, add I to casting rolls. when SERAPHON Wizanps in your army attempt to cast spell. 5-6 The Great Drake: The vast form of Dracothion himself writhes in the firmament, You can re-roll hit rolls of | for SERAPHON units in your army while this constellation is ascendant. — ~~ WARSCROLL = SLANN STARMASTER TE WiarONS Toned TS sn fi ee At the start of your hero phase, one Slann. Starmasterin your army can attempt to turn the constellations to its advan instead of casting one ofits spells. Ifit does so, roll a dice. Ifthe result is 1, the Slann is distracted by its exertions and cannot. cast any spells this phase. Ifthe result is 4 or higher, you can pick a new ascendant constellation from the table. Otherwise, there is no effect. Arcane Vassal: Before a Slann Starmaster attempts to cast a spell, you can pick a ssal to channel it this can be a SKINK Heo or Troglodon from your army that is within 15° Ifthe spell is successfully cast, ‘measure the range and visibility from the vvassal rather than the Slann Starmaster. MAGIC A Slann Starmaster is a wizard. Itcan attempt to cast thtee different spells in cach of your own hero phases, and attempt to unbind three spells in each enemy hero phase. A Slann Starmaster knows the Arcane Bolt, Mystic Shield and Light ofthe why LIGHT OF THE HEAVENS The Starmaster blinks slowly and raises its hands, bathing the battlefield in purest starlight, Light of the Heavens has casting Value of 6. If successfully cast, then ‘until your next hero phase any battleshock ests for CELESTIAL DAEMON or CHAOS DAEMON tnits are made by rolling two dice rather than one. For CELESTIALunits discard the highest ofthe two dice; for CizA0s units, discard the lowest. COMMAND ABILITY Gift from the Heavens: Ifa Slann Starmaster uses this ability, SERAPHON, units from your army that are within 10" of him are wrapped ina mantle of Azyrite energy, allowing them to disregard the natural laws that govern the Mortal Realms. Until your nexthero phase, those units can fy and you can re-rol failed save rolls for them in the shooting phase DESCRIPTION Lord Kroak isa single model, a long-dead and mummified slann seated upon a ‘mystical stone palanquin, Any foes who are approach are swarmed by the ancient Spirits that surround him and torn asunder by their Spectral Claws. FLY Lord Kroak can fy ABILITIES Dead for Innumerable Ages: Lord Kroak’s physical form is ancient, withered and preserved only by his indomitable spirit. As such, he is immune toll bt the most devastating attacks ~ those which can temporarily divorce his consciousness from his corpse, In the battleshock phase of each turn, roll fa dice and add the number of wounds that Lord Kroak suffered during the turn. If the result is higher than his Bravery, he is slain’ Otherwise, any wounds he has suffered are immediately healed. Ifan ability or rule would cause him to be slain Cutright, he is not; instead, he suffers D6 ‘mortal wounds. ; LORD KROAK MELEE WEAPONS Ancient Spirits’ Spectral Claws WARSCROLL = — Range Attacks To Hit, To Wound Rend Damage Spe 263+ 3 1 MAGIC Lord Kroak isa wieard. He can attempt to cast four spells in each of your own nd attempt to unbind four h enemy hero phase. He knows Bolt, Mystic Shield, Celestial Deliverance and Comet’ Call spells. CELESTIAL DELIVERANCE “The spirits surrounding Kroak’s palanquin guiver with unfettered force before ‘exploding outwards to bring ruin to the ‘enemies of the seraphon, Lord Kroak can cast Celestial Deliverance ‘up to three times in the hero phase. Ithas ‘casting value of7 the first time it iseast, 8 the second time and9 the third time. Ifitis successfully ast, roll three dice to determine the spirits’ reach in inches. Each enemy unit within range sufers D3 mortal ‘wounds, The vengeful spirits reserve a special hatred for CHAOS DAEMON, and tear into them with something akin to slee; as such, these units sufer Dé mortal wounds instead of D3. TAL, SERAPHON, SLANN, HERO, WIZARD, LORD KROAK wolts ai COMETS CALL His consciousness soaring up to the heavens, Lord Kroak summons a cluster ‘of comeis before sending them into the enemy's ranks, Comet’s Call hasa casting value of 7. If suecessfully cast, pick up to D3 enemy units, or D6 ifthe result ofthe casting roll was 10 or more. Each of these units is struck by a comet and suffers D3 mortal wounds, COMMAND ABILITY Impeccable Foresight: Lord Kroak casts his consciousness ahead, reading the threads of destiny as easily asa mortal would read 2 map. IfLord Kroak uses this ability, roll three dice. For each one that scores 4.or more, Lord Kroak gains an ‘insight into the future. Fach insight can be used to reroll any single dice belore your next hero phase, WARSCROLL WARSCROLL “ SAURUS OLDBLOOD ~ SAURUS SUNBLOOD MiELEEWEAPONS Range” Attacks To Hit. To Wound Rend Sentoth Maa Tot aa (NY, TiELEE WEAPONS Range” Atacka Tot YoWound) Rend” Damage Caste Watlde ’ sy peg k. Celestite War-mace 5 3+ 3+ a Fearsome Jaws and Acon Shield ae pedenygand soon Shige 4 é Celestite Greatblade 1 FearsomeJawsandStardrakeShield 1" aromele mngpsearcake Shield ai 4 3 aay) 4 Celestite War-spear A 4 4 ae 2 1 DESC! DESCRIPTION ‘ ee teeedina ‘Wrath ofthe Seraphon: In the heat of ‘more than 9" from any enemy models. Nae eee tiCatthctauru® martial battlerageisthe true embodiment ofthe more than$ from any enemy mndels Tis ee os cob fury Fala rmodel is added to your army but cannot i gpight, crushing armour with its Celestite __seraphon’s savage fury. Ifthe hitol for Inoel sad o your armybuteannot outwardand vests leer Kin into movelnthe following movement pRateMMEWE wcceandterring through fechwih one ofthis mode satacsisGorhighe, movin the following movment Pats ‘age oftheir own. You can re-oll wound Fearsome jaws and drakescale Aeon make D3 wound rll rather than I. Ifthe ete cuxcemiodeis within of Feld. Aswellasbeing deadly weapon, wound roll for one of this mode’ atacks an Oldblood. COMMAND ABILITY the Sunblood’s massive Acon Shield is ir or higher, i causes D3 Damagerather_ COMMAND. A ars Sunlood Paragon of Order: The Saurus Oldblo0d |B almost impervious to damage. thant) Somtef Weal ae MAGIC Lckarwnnr sec. a ee esa ekes ea Stax WrzaRDs know the Summon ESiurus Oldblood uss this ability, each ABILITIES MNGIS s sae thin 15 unt your nest ero iloospl.n addon oanyoies Saeannonuahiromyonesray anil AeanShlel When youre sera SLANSIZARDS ETE SSS ha eal tos rats isd seen cary hey know Wo can immediatly rom aroundone ie frtivodel gore ihecnemyRenl Sanh Imesh omit pa agint htui ‘of celestial dtakescale that ae almost SUMMON OLDBLOOD ofits models. That model must stay whefegjy eharactersticuntess SS byesy of po Sie ee Reeves to hare. When you make sare itis but each other model in the wit ee ernrooD : “tals for this model, igsore the enemy's move up to 3" so long as it does not end ‘Summon Sunblood has a casting value ofS COMMAND ABILITY Summon Oldblood has a casting value o Peano ORDER, DAEMON, CELES ESTIAL, SERAPHON, SAURUS, HERO, SAURUS OLDBLOOD WARSCROLE WARSCROLL — DAMAGE TABLE Wounds Suffered | Move 02 10 a4 0 57 s | 89 8 Laas ° DESCRIPTION A Saurus Oldblood on Carnosauris a single model, Flashes of celestial fice leap forth from the Oldblood!’s Sunbelt ABILITIES Pinned Down: Carnosaurs tackle larg prey by pinning them in place befo tearing into them with their massive jaws. Gauntlet while enemies areimpaled on the Tan enemy MosreR is hit twice with the shimmering blade ofits Sunstone Spear. Its Carnosaur's Clawed Forelimbs, youcan Carnosaur mount isa terrifying predator add 2to the esult when rolling to it that that grips enemies in its powerful Clawed Forelimbs before rending them with its Massive Jaws arget with the Carnosaur's Massive Jaws in the same turn Blood Frenzy: A Carnosaur that taste flesh of the enemy becomes ar force of destruction, On the i this model has slain an enemy with its Massive Jaws, it can run and charge inthe same turn for the rest ofthe battle Bloodroar: The roar ofa Carnosaur can ‘cause even the most daring warrior fo turn and fle, I'your opponent takes a battleshock test for aunit within &° of any Carnosaurs, rolla dice. Ifthe results higher than the result on your opponent's dice, D3 models flee from the unit (as well ‘as any that lee because ofthe test) Blazing Sunbolts: Ifthe Saurus Oldblood atop the Carnosaur targets a Citaos DAEMON unit with its Sunbolt Gauntlet, you can add 2 tothe result of the wound rolls, ORDER, DAEMON, CELES SAURUS OLDBLOOD Tonos SAURUS OLDBLOOD ON CARNOSAUR- Clawed Forelimbs |AL, SERAPHON, CARNOSAUR, SAURI Missile WEAPONS Range” Attacks Toit To'Wound Rend Damage Sunbolt Gauntlet 17 Dol ay a 1 MELEE WEAPONS Range Attacks To Hit To Wolind Rend Damage Sunstone Spear 2 3 34 as Ff Ds (Camnosaur’s Clawed Forelimbs 2 2 . s+ 2 Carnosaurs MassveJaws "eae sails 30 Massive Jaws rm 3 “ 4 a 3 3 2 4 L MAGIC SLANS WizaKbs know the Sammon Saurus Warlord spel, in addition to any others they know SUMMON SAURUS WARLORD. Summon Saurus Warlord has a casting value of 1, If successfully cast, you can set up Saurus Oldblood on Carnosaur within 5° ofthe caster and more than 9" rom any enemy models. The model is added to your army but cannot move in the following movement phase COMMAND ABILITY Ancient Warlord: A Saurus Oldblood is a veteran of battles without number — an ‘experienced leader who is as inspirational toits kin sits terrifying to the enemy Ifthe Saurus Oldblood uses this ability, hen until your next hero phase, whenever ‘a SAURUs HERo from your army within 20" attacks in the combat phase, pick one ‘ofits weapons and add 2 to its Attacks characteristic until the end ofthe phase. MONSTER, HERO, WARSCROLL MELEE WEAPONS Star-stone Mace Y 3 Fearsome Jans 1 rl ae _ ABILITIES mores. ; Alpha Warden: Saurus Guard mak ens from ORDER, DA. EMON, CELESTIAL, SER ole Range Attacks To Hit To Wound Rend 3 4 4 — MAGIC. SLANN Wizarps know the Summon Eternity Warden spel, in addition to any others they know, SUMMON ETERNITY WARDEN Summon Eternity Warden has a casting Value of. If successfully cast, you cam set up an Eternity Warden within 15" of the casterand more than 9" from any «enemy models. The model is added to army but cannot move in the following movement phase APHON, SA\ URUS, HERO, SAURUS ETERNITY WARDEN ee MELEE WEAPONS P SAURUS GUARD Gelestite Polearm r 2 Powerful jaws and Stardrake Shield r 1 drake Shi ey Soe es DESCRIPTION ‘A unit of Saurus Guard has 5 or more models. They wield heavy Celestte Polearms, and savage their foes with their Powerful Jaws and Stardrake Shields. ALPHA GUARDIAN “The leader ofthis unitis the Alpha Gvardian, An Alpha Guardian imakes 3 attacks rather than 2 with its Celestite Polearm. STARDRAKE ICON ‘Models inthis unit may carry stardrake ‘cons that pulse with the terrifying essence ‘ofa celestial predator. Ifa battleshock test is made for an enemy unit within 5" of any stardrake icons, add 1 to the result. WARDRUM ‘Models in this unit may carry wardrums, ‘Auunit that includes any wardrums can ‘march inits movement phase. When it ddoes so it doubles its Move characteristic, pat cannot run or charge in the same turn. ABILITIES Stardrake Shields: When you make save rolls for this unit, ignore the enemy's Rend Characteristic unless itis 2 or better: ‘Sworn Guardians: Saurus Guard were created to protect their masters. If this unit is within 8" of ny SERAPHON HEROES, add 2to its Bravery and 1 to the result of any save rolls fort Range Attacks ToHit To Wound Rend Damage * 3 i 4 = MAGIC SLANN Wizarps know the Summon’ Saurus Guard spell, in addition to any others they know SUMMON SAURUS GUARD. Summon Saurus Guard has a casting value of 6, Ifsuccessfully cast, you can set ‘unit of up to 5 Saurus Guard within 15 of the caster and more than 9” from any enemy models, The unit isadded to your farmy but cannot move inthe following movement phase. Ifthe result of the casting roll was 11 or more, set up a unitof ‘upto 10 Saurus Guard instead. ‘ORDER, DAEMON, CELESTIAL, SERAPHON, SAURUS, SAURUS G WARSCROLL = ~ WARSCROLL ore SAURUS SCAR-VETERAN ON CARNOSA' MELEE WEAPONS: Range” Attacks To Hit. To Wound Read Damage Celestite Warblade r 6 34 Be 1 Gelestite War-spear cy 6 4 a 1 1 Celestite Greatblade fi 3 4 ae “ a Fearsome Jaws and Stardrake Shield i 1 4 3+ 1 ‘Carnosaut’s Clawed Forelimbs x 2 . 3+ 2 Carngsaur’s Massive Jaws a : 3 3s 1 bs _ DESCRIPTION ‘A Saurus Scar-Veteran on Carmosau is single model. It isa warrior as much as a leader, frighteningly adept with its Celestite Warblade, War-spear or Greatblade, Its almost as deadly with. its Fearsome Jaws and toothed Stardrake Shield, Its Carmosaur mount is terrifying predator that swipes at enemies with its powerful Clawed Forelimbs and tears at them with its Massive Jaws. ‘ORDER, DAEMON. SAURUSSCAR-VETERAN Tea aetay ee | "DAMAGE TABLE | Move Clawed Forelimbs Massive Jaws 10 Es 5 10" ae 4 a 3 Be 5+ 2 ABILITIES MAGIC Pinned Down: Carnosaurs tackle large prey by pinning them in place before tearing into them with their massive jaws Ifan enemy Monster is hit twice with the Carnosaut's Clawed Forelimbs, you can add 2 to the result when rolling to hit that target with the Carnosaur’s Massive Jaws in the same turn. Blood Frenzy: A Carnosaur that tastes the flesh of the enemy becomes a rampaging force of destruction. Once this model has slain an enemy with its Massive Jaws, itean run and charge in the same turn forthe rest of the battle. Bloodroar: The roar of a Carmosaur can cause even the most daring warrior to turn and flee Ifyour opponent takes 2 battleshock test for a unit within 8” of any Carnosaurs roll a dice. Ifthe results higher than the result on your opponent's dice, D3 models lee from the unit (as well as any that flee because ofthe test) Stardrake Shield: Saurus carry shields of celestial drakescal that are almost {impervious to harm, When you make save rolls fr this model, ignore the enemy's Rend characteristic unless it is -2or better. ESTIAL, SERAPHON, CARNOSAUR, SAURt StaNN Wizarps know the Summon CCarnosaur spell, in addition to any others they know SUMMON CARNOSAUR Summon Carnosaur hasa casting vale fof 10. Ifsuccessfully cast, you can set a Scar-Veteran on Carnosaur within 15 ofthe caster and more than 9” from any fenemy models. The model is added to your army but cannot move in the following ‘movement phase COMMAND ABILITY Saurian Savagery: The Scar-Veteran looses ‘an ear-splitting roar that drives nearby Saurus into a frenzy. Ifthe Saurus Scar Veteran on Carnosaur uses this ability, pick a Saugus unit within 15", Until your next hero phase, whenever you roll a hit, roll of 6 or more for a model in that unit, that model can immediately make one ‘additional attack using the same weapon, S, MONSTER, HERO, » DESCRIPTION DA Saurus Scar-Veteran on Cold single model. Th | many weapons 3t ick, its Fearsome Jaws a ‘edge ofits Stardrake Shield - ‘mount is almost as deadly with its Bite thas made all its Celeste War-pick wt Dieta dice 6 he resets sor higher nose attack again with ts Celestine War pick afer those attacks: ifthe result i6itean attack ora thied sed nal time MELEE WEAPONS Celeste War-pick Fearsome jaws and Stardrake Shield Cold One's Vicious Bite ORDER, DAEMON, CELEST Stardrake Shield: When you make save rolls for this model, ignore the enemy's Rend characteristic unless it is -2 or better, MAGIC SLANN Wizaxps know the Summon Keight Veteran spel in adition to any SUMMON KNIGHT VETERAN Summon Knight Veteran has casting Tale of scent cst you ca et pa Scar-Veteranon Cold One win of the caster and more than 9" fre oe enemy models, The model is. ation Imovement phase, following TAL, SERAPHON — N, SAURUS, HERO, SAURUS SCAR-VETERAN ON COLD ONG COMMAND ABILITY Savage Charge: The Scar-Veteran spurs its Cold One towards the enemy and uf its kin to follow. Ifa Scar-Veteran on Gt One uses this ability, then you can re-t0ll charge rolls and hit rolls of 1 for SAURUS units within 8", In addition, until your next hero phase this model and any Saul Knights within 8" make an additional attack with their Cold Ones’ Vicious Bit A unit of Saurus Warriors has 10 or more ‘models. Some units of Saurus Warriors Wield Celestite Clubs, while others are ‘armed with Celestite Spears. In either tase, they also maul the enemy with their Powerful Jaws and Stardrake Shiels. ALPHA TALON The leader ofthis unitis the Alpha Talon. {An Alpha Talon makes 2 attacks rather than 1 with its Celestite Club or Spear STARDRAKE ICON Models in this unit may carry stardrake cons that pulse with the terrifying essence of a celestial predator. Ifa battleshock test is made for an enemy unit within 5’ of any stardrake icons, add 1 to the result. ‘ORDER, DAEMON, CELESTIAL, SERAPH Models inthis unit may carry wardrums. A unit that includes any wardrums can ‘march in its mavement phase, When it does 50, it doubles its Move characteristic but cannot run or charge in the same turn. ABILITIES Stardrake Shields: When you make save rolls for this unit, ignore the enemy's Rend characteristic unless itis -2 or better Ordered Cohort: Saurus are even deadlier ‘when fighting in organised ranks. Add 1 to this unit’ hit rolls if it has at least 20 ‘models, and 1 to the number of attacks each model makes with its Celestte ‘weapon if it has at least 30 models. coll iz |ON, SAURUS, SAURU os im deere - = Range Attacks To Hit To Wound MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage 3 3+ 3+ Celestite Club we 1 4 3+ : 1 1 4s 3 Celestite Spear Es 1 4 4 1 sey ae Rass Vicious Bits 2 3 4 Powerful Jaws and Stardrake Shield i 1 5+ 4 _ se . c el 5 " 1 + Sy lib Naas oc NR DESCRIPTION WARDRUM. MAGIC. SLANN WizARps know the Sammon. Saurus spell, in addition to any others they know. SUMMON SAURUS Summon Saurus hasa casting value of6. IF successfully cast, you can set up a unitof. upto 10 Saurus Warriors within 15" of the caster and more than ” from any enemy models. The unit is added to your army but cannot move in the following movement phase. Ifthe result of the casting roll was Lor more, set up a unit of up to 20 Saurus ‘Warriors instead ‘5 WARRIORS WARSCROLL WARSCROLL MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage MELEE WEAPONS Range Attacks To Hit. To Wound Rend Celestte Blade 1 1 3 3% 1 Celestte War-pick 1 a 34 3+ 1 Celestite Lance v 1 4s Pe ‘ 1 Fearsome Jaws r 1 4 4 Powerful Jaws and Stardrake Shield r 1 1 ae ' F = ra Cold One's Vicious Bite y 2 Lg DESCRIPTION WARDRUM MAGIC A unit of Saurus Knights has 5 or more Models in this unit may carry wardrums, _ SLANN Wizanps know the Summon _ DESCRIPTION ABILITIES MAGIC Sodel wilds 5 Gekestial Conduit tnyourherophase, _StANN Wizanns know the Sumo ods Some units wld Celeste Mads, Avrittht clue anywardrumscan auras Kighsspelnadion any iene tiamulin phn grat Atolinand _Axvlth Reaer spl scditon oa whine ces CeeicLanes All” mcinismenctefaw Wha they ko Seco eee . phase, you may not move this mode, but e inthe same turn Hpeaincate thew ofccexislmagic youmayaddltothereulofthe casing SUMMON ASTROLITH BEARER - ; rallwiena Senaruos WizaxD inyour Summon Astelith Bearer has casi army atlempsto cast ny spel the Value of 5. If successfully cast, you ean the caster and more than 9” from any enemy models, The model is added 10 army but cannot move in the follawing movement phase. fand Powerful Jaws, while their Cold One __but cannot run or charg, mounts give a Vicious Bite. Summon Saurus Knights has casting value of 6H suecesfully cast, you can set ALPHA KNIGHT ABILITIES ‘upa unit of up to 5 Saurus Knights within ‘The leader ofthis unitisthe Alpha Knight. Stardrake Shields: When you make save 15° ofthe caster and more than 9" from any ‘An Alpha Knight makes attacks rather rolls or this unit, ignore the enemy's Rend enemy models, The units added to your than I with its Celestite Blade or Lance. characteristic unless it is-2 or better. army but cannot move in the following. ‘movement phase. IFthe result ofthe oll as 11 or more, set up aunit of Saurus Knights instead Proud Defiance: While the Astrolith is Planted, you can re-roll any failed hit rolls made for this model and any SERAPHON. units from your army within 10 STARDRAKE ICON Blazing Lances: As Saurus Knights charge, cast Modelsin this unit may carry terrifying their ances burst into flame, Ifthe wound up stardrake icons, Ifa battleshock testis roll for a Celestite Lance is 6 or higher and Tnade for an enemy unit within S* ofany _the model charged inthe same turn, the stardrake icons, add 1 to the result. attack inflicts an additional mortal wound. FLESTIAL, SERAPHON, SAURUS, SAURUS KNIGHTS, ORDER, DAEMON, CELESTIAL, SER. sae) ORDER, DAEMON, C SAURUS ASTROLITH BEARER DRDER ‘APHON, SAURUS, HERO, TOTEM, DESCRIPTION fas Astromancer’sStaff and seated upon snquin of Constellations - a floating [throne of carved stone that incorporates and seeing stones for discerning foture from the movement ofthe star. Starseer can Fly IES, Herald In your hero phase, a an attempt to cry the sBath you and your opponent iplace a dice to show any number, them. You gain 26 many. jas the number on your dice - MELEE WEAPONS ORDER, DAEMON, CELESTI WARSCROLL Bs 1 ae however, if your opponent's dice shows the same number, the Starseer misreads the portents that are revealed and your opponent gains the insights instead! Each insight can be used to re-roll any single dice before your next hero phase MAGIC A Skink Starseer isa wizard. can atts tocastaspllineachof your hewphase and unbindaspellincacheneny foe phase. It knows the Arcane Bolt, Curse of Fates and Mystic Shield spells, ‘ CURSE OF FATES Curse of Fates has a casting value of 4. If successfully cast, pick a unit within 20 Range Attacks To Hit To Wound 4 4 IAL, SERAPHON, SKINK, HERO, W1 Rend Dama D3 Once per phase until your next hero ph you can increase or decrease the result: single dice roll for that unit by one. SLANN Wrzarps know the Summon Starseer spell, in addition to any others they know. SUMMON STARSEER Summon Starseer has a casting value of 5. If successfully cast, you can set up @ Starseer within 15" of the caster and md than 9” from any enemy models. The model is added to your army but cannot ‘move in the following movement phase 'IZARD, SKINK STARSEER DESCRIPTION [A Skink Starpriest isa single model. It wields a Star-stone Dagger and carries a mystical Serpent Staff. ABILITIES Serpent Staff: In your hero phase, a Skink Starpriest can level its staat a ‘SeRAPHON unit in your army that is ‘within 8, granting them the venom of the two-headed celestial serpent, Until your next hero phase, whenever models from that unit attack with their bite or jaws, a wound roll of6 oF more causes twice the normal amount of Damage. MELEE WEAPONS — Range Attacks Star-stone Dagger " 3 im ee eer EE MAGIC A Skink Starpriest isa wizard. It can attempt to casta spell in each of your own hero phases, and attempt to unbind spell in each enemy hero phase. A Skink. Starpriest knows the Arcane Bolt, Mystic Shield and Summon Starlight spells. SUMMON STARLIGHT The Starpriest gestures with an open hand and calls the light ofa distant star to the battlefield, Summon Starlight has a casting value of 6. Ifitis successfully cast, pick a ‘unit within 20° to be bathed in starlight. If the unit is SERAPHON, subtract I from the hit rolls ofany attacks that target ituntil your next hero phase. Otherwise, subtract, {from the hit rolls of any attacks that it makes until your next hero phase. Ifa unit TAL, To Hit To Wound SS ERAPHON, SKINK, HERO, PRI Rend Damage 4 of CHAOS DaEMoNS is bathed in starlight, italso suffers D3 mortal wounds, SLANN WizaRDs know the Summon Starpriest spell in addition to any others they know. ‘SUMMON STARPRIEST Sammon Starpriest has a casting value of 5, Ifsuccessfully cast, you can set up a Starpriest within 15” ofthe caster and. more than 9" from any enemy models, The model is added to your army but cannot ‘move in the following movement phase. WARSCROT® WARSCROLL TROGLODON — DAMAGE TABLE Wounds Suffered | Move 02 10" 34 o 57 es 8 x dO s DESCRIPTION ABILITIES A Troglodon isa single model. It sprays Divining Rod:'The Skink Oracle can use Noxious Spitt! before its Divining Rod to attempt to unbinda fenomous Bite _ spell in each enemy hero phase in the same pouncing on them ‘and Clawed Forelimbs. Itis ridden by a ‘Skink Oracle who wields a Divining Rod. manneras a wizard. Primeval Roar: Enemy units within &° of any Troglodons in the batleshock phase ‘must subtract I from their Bravery. Drawn to the Screams: Ifa unit suffers any wounds from this model's Noxious Spittle in the shooting phase, the sound ‘of screams and the smell of sizing flesh will help the Troglodon locate its prey. If the Troglodon charges inthe subsequent charge phase, you can add 3"to its charge itance as lng as it ends ts charge within ofa screaming unit ‘ORDER, DAEMON, CELESTIAL Peau MISSILE WEAPONS Attacks To Hit. To Wound Rend Noxious Spittle . Dames + 25 MELEE WEAPONS Range Attacks To Hit, To Wotind Rend Damage Venomous Bite 2 6 t+ . 2 Troglodon’s Clawed Forelimbs 2 2 4 4 5 2 Skink Oracle's Diyining Rod rv 1 4 5 Noxious Spittle Venomous Bite 18 2 15" a+ 1 3+ rs MAGIC SLANN Wrzarps know the Summon Troglodon spell, in addition to any others they know ‘SUMMON TROGLODON Summon Troglodon hasa casting value of 10, If successfully cast, you ean set up fa Troglodon within 15" ofthe caster and more than 9” from any enemy models. The ‘model is added to yourarmy but cannot move inthe following movement phase. WARSCROLL eel Sere . erence ‘Missive WEAPONS Range” Attacks To Hit” To Wound Rend Damage ——~ + * — Meteoric Javelin i ad ce MISSILE WEAPONS Range Attacks ToHit To Wound Rend = i = 4 i i - i oltsptter 5 5 é Starbolt Paes i F 8 iu ss eS z MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage MELEE WEAPONS Range Attacks ToHit To Wound Rend MeteoricJavelin it 1 6+ 5 1 Star-stone Staff T° as 4+ St it — _ _ + citi Boltsptter Y 1 st 6 2 3 Moonstone Club r 1 se 4 a Se ee a DESCRIPTION DESCRIPTION MINE A Skink Priest isa single model wieldin; Celestial Rites: In your hi Mei ‘A unit of Skinks has 10 or more models. becoming deadlier as celestial energy SLANN Wizarps know the Summon Star-stone Staff Each h ee ee phates a SLANN Wizarps know the Summon Some units wield Meteoric Javelins and coruscates between them. Add Ito hitrolls _ Skinks spell in addition to any others ress ink Priestcan perform aritetoharness Skink Priest spell, in addition to any OS). Carry Star-buckless. Others lose crackling for thisunitin the shooting phaseifithas they Know. the power of the cosmos. IF it does 50, roll : a dice. Ifthe result is 4 or more, pick a that StRaPHON unit within 8” You can re-roll__ SUMMON SKINK PRIEST projectiles from Boltspitters and either at least 20 models, or add 2ifit has atleast ‘wield Moonstone Clubs or carry Star 30 models. they know war ina colourful Cloak of Feathers and cap their staff with an Azyri ‘SUMMON SKINKS Summon Skinks has casting value of aay Shekel, hate chess cier Peper icc eiacht onteaeatit hasac Weary a vata of Praca eet prefer ran roll, charge rolls and save rolls for Ean Skink obs tea ene Cats ood Searucklen Star-buckler: Some Skinks carry bucklers 5 sucessfully cast, you can setup ial igpiestones wo the Vance hat unit until your next hero phase. of 5 Ifsuccessfully cast, you can Sel ups as resilient asthe scales of stardrakes. tif po 10 kinks within oth of their foes Cloak of Feath. Skink Priest within 15” of the casterand) J ALPHA Whenjoumakesveralsfraunit ctr andmere thang fom an a Gloak of Feathers‘The colourfulcloaks more than from any enemy modes TM Theleaderofthisunitisthe Alpha. An carrying tar-buclers eno never a ein the lowing vee ec enya Skink Priests are woven model is added to your army but canoe Alpha makes 2 attacks rather han inthe Rend characteristic unless its 2 coer iettrsag cece a Save of $+ rather than 5+, Move of it ee ereicinand attack itcan withdraw Skinksinstead gs acts a rather than Cae ead. Mave each modelin the unit upto meri aecteal——rterthan and can fy - ABILITIES Stead Move each model in he uta © 8°, so that each one ends up Gelestial Cohort: A large group ofskinks 830 hak fighting in unison isa terrifying foe, it performs a celestial rite, rather unit. ORDER, DAEMON, CELESTIAL, SERAPHON, SKINK SKINK CELESTIAL, SEI N, SKINK, HERO, PRIEST, SKI » HERO, ', SKINK PRIEST DESCRIPTION ABILITIES Chameleon Ambush: Instead. this unit on the battlefield, yo ‘up anywhere on the battlefield ORDER, DAEMON » CELESTIAL, SERAPHON, SKINK, CH, WEAPONS Range Attacks Dartpipe ich amen |) MELEE WEAPONS Range Attacks Enyenomed Dart r 1 Deere raognt ape rien pias thisunitcan Blend with its surroundings fromthe ble. You an evel iss Perfect Mimicry: Ifall odels in this unit a ona terrain feature, their Save characteristics 3+ rather than 64. This includes the bonus for being in cover, Starenom:f the hit ls 6 or higher heads atk with Dace than 1, or 3 rather than 1 if Pr Ci1A05 Dazmow. pretateer hy To Hit |AMELEON SKINKS To Wound Rend Daal 3 4 a 1 To Wound Rend Dam 5+ 5s c pei yea MAGIC SLANN Wizarps know the Summon Chameleon Skinks spell, in others they know, SUMMON CHAMELEON SKINKS | Summon Chameleon Skinks has 2 #505 value of 6. If successfully cast, you @289 up a unit of up to 5 Chameleon SKINS within 8 ofthe caster and ‘more than) om any enemy models. The unit 6 to your army but cannot move int. following movement phase. If the res 7p ofthe casting roll was 11 or more So Unit of up to 10 Chameleon Skinks i989 | keyworps WARSCROLL hj TSS WEAPONS 77S ange SAREE Ho nto Woual and Dama Es Stream of Fire s aia 3 2) fae ons "MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage NG ___ Corrosive Bite | na3ias 2 ea DESCRIPTION ABILITIES MAGIC ‘AunitofSalamanders has any number Goaded to Fury: The range ofa Sawn Wizanbs know the Summon (of models. The Salamander spits a caustic addition OM Stream of Fie at its prey and attacks with « Corrosive Bite ‘ORDER, DAEMON, CELESTIAL, ‘Salamanders Stream of Fire attack is increased to 12" while its unit is within 3 of any Skink Handlers from your army, It Burns!: Roll dice at the end ofthe shooting phase for each unit that sufered ‘any wounds from a Salamander's Stream ‘of Fire in that phase. Ifthe resultis 4 or higher, the unit suffers DS mortal wounds as the corrosive liquid eats through Aarmous, flesh and bone ‘SERAPHON, SALAMANDERS Salamanders spell, in addition to any others they know ‘SUMMON SALAMANDERS. Summon Salamanders has acasting value (of 6 I successfully cast, you can setup, 2 unit of up to 3 Salamanders within 15" of the caster and more than 9” from any ‘enemy models. The unit isadded to your army but cannot move in the following, movement phase. q ~ Missile WEAPONS Range Attacks | Volley of Spikes 2" 2D6 MELEE WEAPONS Range Attacks Fierce Bite and Spiked Tail r 3 Co DESCRIPTION ABILITIES fe Aunit of Razordons has any number of | models. A Razordon can unleash a deadly | Wolley of Spikes and attack with its Fierce Bite and Spiked Tail Peony ORDER, DAEMON, Piercing Barbs: Ifa Razordon shoots a Volley of Spikes ata target within 6, it has 4 Rend characteristic of -1 rather than Instinctive Defer Once per turn, ifan y unit ends a charge move within 3" of this unit, roll a dice. Ifthe result is 4 or higher, the Razordons immediately attack the charging unit with their Volleys of Spikes. Goaded to Anger: You can re-roll all hit rolls of | fora Razordon in the shooting phase while its unit is within 3° of any Skink Handlers from your army, CELESTIAL, SERAPHON, RAZORDONS a To Hit To Hit ama _ seh Tg ng . . . 2 : ? . oad-spears z eS ae To Wound Rend Dani Geaicspeas ie 4 3 = 1 WARSCROLL MAGIC SLaNN Wizamps know the Summon Skink Handlers spell, in addition to any others they know. ABILITIES aie ‘Aim for their Eyes: Ifyou roll hit rol of {6 or more fora Goad-spear, that attack has struck the target in the eyes and wounds ‘automatically ~ there isno need to make a ‘wound roll for that attack. DESCRIPTION ‘A unit of Skink Handlers can have any numberof models. Each Skink Handlers equipped with a Goad-spear, which they tee t encourage seraphon war beast (0 advance on the foe, or to jab at enemies who get to0 close, MAGIC SLANN Wizarps know the Suma Razordons spell, in addition 1 ayo ion Lie ‘Summon Skink Handlers has a casting ‘inca aaccsuly en you uae Upani¢ofupfo3 Skink Hales wii Te afthccaer and more than: oman oh taoel The unis aed your Sti btcannet move nthe allowing movement phat, SUMMON RAZORDONS ‘Summon Razordons has a casting vall 0f6, Ifsuccessfully cast, you can sett unit of up to 3 Razordons within 18 of the caster and more than 9° from: ‘enemy models, The unit is added to army but cannot move in the follow" movement phase. WARSCROLL WARSCROLL a KROXIGOR BASTILADON Moon Hammer Seebelow 4+ + -] 2° a a a ileal ‘ah Bludgeoning Tai ieniaih 3 Es 3 picks cieaib3 2 MAG _ DESCRIPTION MAGIC SsSermoremccck. Speeping Blows When aKrotgy stack Ic BA Bastladon is asingle model, attacks __Lightof the Heavens: Thelight ofaSolar__ Stax Wrzanns know the Summon igity Drakcbite wh Moon hare Ktoxigorattacks Suan WizaRDs know the Summa with its Bludgeoning Tail, while the skinks Engine is iter lethal othe minions Basiladon spell in addition to any others reds may instead ea oeirins Kroxigor spell, in addition to any olf) riding atop ithurl Meteoric Javelins. Some __of Chaos, Ifthis model's Searing Beam they know. ified Wideare that hitsa number of foes Selecta they know Bastiladons carry a mysterious Ark of targets unit of Caos DAEMONS, its Rered, Kru ee ae fare unitand make oe atack agains it Sotek on their backs, which unleashes Damage characteristic is3 rather than 2, SUMMON BASTILADON Aerrifying bite ice-like jaws, ‘each of its models within r: SUMMON KROXIGOR a tide of snakes to overwhelm the foe ‘Summon Bastiladon has a casting value kes: At the start ofeach combat of 8 'successfully cast, you can set up Summon Kroxigor has casting valle Me others bear a devastating Solar Engine, Tide of Jawslike a Stel Trap: fhe wound f Bastiladon within 1" ofthe caster and ap: Ifthe wound rollfor of 6. Ifsuccessfully cast, you can sett Capable of emitting a Searing Beam of phase,a Bastladon carryingan Arkof _Bastiladon within 15 ofthe casteran ABILITIES jaatackmade witha made Vice unitofuptoa Reosons thin 1 MMe ceestialenery. Sotek can unleash a tide of venomous tore than 9” from any enemy models. the Parner Whenstinksare "P'S orhigherthe Kroxigorclampsits Senne tHy'03 Kroxigor within Wey Serpents, Pickup to sixenemy units within model isaddedto your army but cannat eiccectine | teeth around tavictinandchanes “attr mdmore than 9 foinanl Sad mark each one witha dice showing moveia te following movement phase Bimbusoflight that plays around the itback and forth, Both you and your cavern ABILITIES 4 different number. Then roll twelve dice cannot move inthe following move=™ higher, phase. Ifthe result of the casting a save roll was 11 or more, set up a unit of up! suffers a number of ounds equal to the difference ae the two dice rolls. Otherwise the Viti dips fre and the at oe suffers one mortal wound for each roll that ado notrl'amathingsumberbave tas opponent rola dice. Ifyou score et YoUr opponent does not make eer instead, the target between Impervious Defe: rolls for a Bastiladon, ignore the attacker's Rend characteristic, In addition, roll a dice ‘whenever it suffers a mortal wound, On a Fesult of or higher, the wound isignored. the vi ack causes rIAL, SER. APHON, SKINK, MONSTER, BASTILADON, ORDER, DAEMON, SE ORDER, DAEMON, CELESTIAL, szpapjio WARSCROLL DESCRIPTION ‘Aunit of Terradon Riders has 3 or more ‘models. Some units of Terradon Riders throw Starstrike Javelins, while others ‘wield Sunleech Bolas. Their Terradon mounts make low dives to attack with their Razor-sharp Beaks. UNIT LEADER ‘The leader ofthis unit is either an Alpha or a Master of the Skies. An Alpha's missile weapon has a To Hit characteristic of 3+ rather than 4+, while a Master ofthe Skies isarmed with a Skyblade instead of its missile weapon FY ‘Terradon Riders can fly. TERRADON RIDERS MISSILE WEAPONS Starstrike Javelin Range” Atiacks Sunleech Bolas 5 MELEE WEAPONS Terradon's Razor-sharp Beak Lu Slyblade Yr 5 1 Range Attacks 4 ABILITIES Deadly Cargo: Terradons carry heav boulders hewn fe rom meteoric rock and d with sigil of destruction, ready tobe dropped ata command from their riders. Once per game, the unit can drop its boulders onto an enemy unit it moves over during the movement phase. Rolla dice for each Terradon inthis unit; for ceach result of 4 or more, the enemy unitis struck by an exploding boulder and suffers D3 mortal wounds Sunleech Bolas: Ifan attack made with a Sunleech Bolas scores a hit the projectile bursts and spreads flames among the foe. Rolla dice and make that many ‘wound rolls Swooping Dive: At the end of your ‘movement phase, you can declare that this unit will swoop down to attack the foe at close quarters. Ifyou do so, then in the following combat phase you can re-roll failed hit and wound rolisfr this unit as the enemy reels from the sudden assault. Until your next hero phase, measure range and visibility for models in this unit as though they were on the ground, Skyblade: Ifthe target ofan attack made with a Skyblade ean fy, you can re-roll, failed hit rll. WARSCROLL = ——_ Toit To Wound Rend Damage 4+ 3 1 4+ 1 ToHit To Wound Rend Damage’ 4+ 4+ 1 < RS n ‘Oia MAGIC SLANN Wizaxps know the Summon Terradons spell in addition to any others they know, SUMMON TERRADONS Summon Terradons has a casting value 0f6. Ifsuccessfully cast, you can set up a unit of up to 3 Terradon Riders within I ofthe caster and more than 9" from any enemy models, The unit is added to your army but cannot move in the following movement phase. Ifthe result of the casting roll was 11 or more, setup a unit of up to6 Terradon Riders instead Bago AD IDERS ORDER, DAEMO 1, SERAPHON, SKINK, TERRADON RI ee RIPPERDACTYL RIDERS MELEE WEAPONS Range” Attacks Tole” To Wound” Roh Moonstone War-spear 2 Damage 2 1 ts : F 1 Ripperdactyls Slashing Claws 1 3. aee x 1 Ripperdacty’s Vicious Beak 1 1 4s a : L DESCRIPTION ABILITIES Aunit of Ripperdactyl Ridershas 3 or Swooping Dive: At the end of your MAGIC Stas Wizaxps know the Summon More models, Theskink riders arearmed movement phat, you can declare that this, _Rippedaryl spall ined agp with Moonstone Wat-spears and carry unit will swoop down to attackthefoeat others they knew Star-bucklers, while their mounts attack lose quarters. Ifyou do so, then inthe With Slashing Claws and Vicious Beaks. following combat phase you can reroll SUMMON RIPPERDACTYLS failed hitand wound rolisforthisunitas Summon Ripperdactyls hasa casting value ALPHA the enemy reels from the sudden assault. _of 6. I successfully cast, ou can set up a ‘The leader of this units the Alpha. An Until your next hero phase, measure range unit of up to 3 Ripperdactyl Riders within Alpha makes 2 attacks rather than 1 with and visibility for models in this unit as 5" ofthe caster and more than 9" from any its Moonstone War-speat: though they were on the ground. enemy models. The unit isadded to your ny but cannot move inthe following. FLY Star-bucklers: Ripperdactyl Riders ‘movement phase. Ifthe result of the Ripperdactyl Riders can fly carry bucklers as resilient asthe scale casting roll was I] or more, set up a unitof ‘ofstardrakes. When you make save rolls up (0 6 Ripperdactyl Riders instead, for this unit, ignore the enemy’s Rend characteristic unless it s-2 or better: Voracious Appetite: Each time a model from this unt attacks with its Vicious Beak and scores hit, immediately make another bit roll against the same tag Carry on until ait rll does not score a hit, then make any wound rolls, Toad Rage: Ripperds frenzied wheneve ofa Blot Toad, and it is no coincidence that these diminutive creatures seem to ‘materialise amid the enemy whe: the winged beasts are near. In your ist hero phase, placea Blot Toad anywhere on the battlefield for each of your units cof Ripperdactyl Riders. In each of your ‘movement phases, roll a dice and move the Blot Toad up to that many inches. Blot Toads do not count as enemy models to either side, Ifa Ripperdacty attacks an enemy unit thats within 2 of any Blot Toad, it makes 3 attacks with its Vicious Beak instead of yls become utterly hey catch the scen ee +L SERAPHON, SKINK, RIPPERDACTYL RIDERS yo Load ORDER, DAEMON, CELESTIAL, SERAPHON, SKINK, RIEPERDA mie x ich ss. WARSCROLL ee 02 34 5-6 78 ot DESCRIPTION A Stegadon is a single model. It impales {enemies upon its Massive Horns and pounds them with its Crushing Stomps. From its howdah, the Stegadon's skink ‘crew hurl Meteoric Javelins that streak ‘outwards in the form of shooting stars. The howdah also supports either a mighty treak Bow ora set of Sunfire Throwers, some Stegadons bear a Skink Alpha to battle, who directs nearby units from his lofty perch Esa aoa MISSILE WEAPONS Wounds Suffered | ORDER, DAEMON, CELESTIAL, SERAPH os WARSCROLL STEGADON Skystreak Bow 5" é Massive Horns: x 3 3. ~ shing Stomps 1 * 4+ 34 i ids Move Massive Horns Crushing Stomps 8 3 3D6 | a 2 206 o 2 206 sk D6 4 4 = i a D6 ABILITIES Unstoppable Stampede: When a Stegadon attacks with its Crushing Stomps, add 1 to any wound rolls ifit charged in the Steadfast Majesty: Stegadons are fearless beasts, and their stubborn refusal to back down when faced by even the most fearsome foes inspires great courage in the lesser seraphon that swarm around them, You can re-roll battleshock tess for units of Skunks within 5’ ofany SrEGADONS, Gout of Sunfire: The Sunfire Throwers ‘mounted on some hovdahs unleash ‘great rolling cloud of cosmic flame, ‘When a Stegadon attacks with its Sunfire Throwers select a target unit and make ‘one attack against it for each ofits models within range, Skink Alpha: Ifa Stegadon i ridden by 8 Skink Alpha, then in your hero phase the Alpha can give orders toa SKINK unit within 8” Ifthat unit isnot within 3° of an enemy unit, you can immediately roll a dice and move each ofits models up to that ‘many inches, In addition, until your next hero phase, you can re-rol hit ols of I for that unit, 10) DAMAGE TABLE MAGIC SLANN Wizaps know the Summon Stegadon spell, in addition to any others they know SUMMON STEGADON Summon Stegadon has a casting value of 10. If successfully cast, you can set up idon within 15" of the casterand ‘more than "from any enemy models. The model is added to your army but cannot ‘move inthe following movement phase. i DESCRIPTION [An Engine of the Gods isa single model crewed by a Skink Priest and a number of skinks, The Stegadon bearing the engine attacks with its Sharpened Horns and flattens the foe with its Crushing Stomps, while the skinks riding in its howdah hurl Meteoric Javelins ~ enchanted projectiles that transmute into meteors as they soar towards the enemy. ABILITIES Unstoppable Stampede: When an Engine ofthe Gods attacks with its Crushing Stomps, add 1 to any wound rol ifit charged in the same turn. Cosmic Engine: ‘The Engine of the Gods isan ancient device, so powerful that it is capable of disrupting the natural laws ofthe universe. In your hero phase, rolla number of dice as shown on the Cosmic Engine column of the damage table above and consult the following table. Ifthere isa SLANN within 10’, it can flex its will tobetter control the engine; roll one additional dice, then discard one of your choice before adding them together. KEYWorDs BD su MISSItE WEAPONS ORDER, DAEMON, CEL SKINK PRIEST, ENG WARSCROLL ENGINE OF THE GODS ' Range Attacks Toit fo ms Meteoric Javelins 8 4 Se 4 5+ 4 MELEE WEAPONS Ri ‘ange Attacks To Hit To Wound Rend Damage Sharpened Horns x 4 Es 3+ 4 a _-Grashing Stomps v . 4¢ 4 gf , ye alt | ayia petal PRREREIRs—r ee DAMAGE TABLE se. Wounds Suffered | Move Crushing Stomps Cosmic Engine 02 8 306 3dice 34 | ai 206 3dice 4 = 7 6 206 2dice {3 78 Es D6 2dice q x os DS... oii dices Total Effect 12 The Engine of the Gods shakes violently as the universe resists its pull. This model suffers D3 mortal wounds. 3-5. The great dial thrums furiously and brilliant white light shines forth ‘The Engine of the Gods and any SeRAPHON units within 3” each heal D3 wounds. 6-9 Anenemy unit within 25” is hit with a bolt of azure energy that shoots from the engine, suffering D6 mortal wounds. 10-13 A whirlpool of starfire engulfs the enemy, Roll dice for each enemy unit within 10°, If the result is 4 or higher, the unit suffers D3 mortal wounds. A SERAPHON unit is called forth from Azyr to join your army. Set up ll ofits models within 8° of this model, atleast 9" away from the enemy, 18+ Time crawls toa halt around your army. After this turn, you can immediately take another. you roll this result a second time in the same turn, you count as having rolled 14-17 instead. 7 is te Steadfast Majesty: Stegadons are fearless beasts, and their stubborn refusal to back down when faced by even the most fearsome foes inspires great courage in the lesser seraphon that swarm around them, You can re-rollbattleshock tests for units of SKINKS Within 5' of any STEGADONS. MAGIC, SLANN Wizarbs know the Summon Engine ofthe Gods spel, in addition to any others they know. SUMMON ENGINE OF THE GODS ‘Sammon Engine of the Gods has a casting value of 10, If successfully cast, you can set up an Engine of the Gods within 15° of the caster and more than 9" from any enemy models. The model is added to your army but cannot move in the following. movement phase. ee whe, SYLVANETH “The magical woodlands of the realms branch. Fickle and deadly, their armies skinned warriors ripping, tearing and crushin, eefolk stir within ated forests and glades, taking up inst those s once more who have invaded their lands. Ait a Alarelle passes through her varied seasons, her realms burge fall upon any that w nts rally to protect her. From n vales, where the goddess ady themselves for rest and arboreal generals and vengeful spirits march forth. Mighty Treelords crash across the land, their huge legs driving enemy warriors into the ground under tons of stone-hard wood and snaking roots. From their Jong arms reach out living blades and branch-like talons, impaling enemies on their oaken points in sprays of crimson gore. Around the lumbering stride of the Treelords scuttle stealthy throngs of Dryads, seldom seen until their gnarled talons are around the on with forest spirits and ancient creatures of bough ang ‘ould trespass upon their domains, bark. g invaders under root and claw. necks oftheir foes. As they fight thy sing the fey songs of their queen, the haunting melody cutting through yg, minds and making their prey easier drag down, until the enemies of Onis vanish completely under a moving thicket of writhing thorns. Among these teeming armies stand the Branchwraiths, sorcerers who cay rouse the woods themselves to fight alongside the sylvaneth. Enchanted oaks burst from the ground and vine move among the enemy like venoms snakes. To face the sylvaneth is to fed the wrath of nature set loose. In recent times the sylvaneth have joined the legions of Order the Dark Gods, Thoug in their war again: the forest queen and her minions have fought for centuries beyond count during the Age of Chaos theirs was always losing batle. So it has come to pass that they have entered into alliances with Stormcast Eternals and mortal heroes, lending their eternal strength to the rising star of Azyrheim and Sigmar’ legions of conquest. Creaking Treelords and rustling Branchwraiths stride to war alongside gleaming plate-clad Liberators, stout Dispossessed and noble Freeguild warriors alike Such alliances are far from unshakeable pacts, however. Despite their common foe, the sylvaneth remain distrustful of any not oftheir kind, Men and duardin are seen as destroyers and easily corrupted by Chaos, while aelves are seen as estranged cousins at best, in the case of the Wanderers, and as treacherous and bloodthirsty at worst. Even Stormcast Eternals are regarded with unease by the sylvaneth, for they are not of the natural cycle, their endless Reforging breaking the seasonal balance of the Mortal Realms. Only the commands of Alarielle compel the sylvaneth to stand beside such warriors in battle, but even then they rustle with discontent like a steady breeze ‘moving through a forest canopy. Itis not unheard of fora slight misunderstanding to cause the sylvaneth to depart from their erstwhile allies, or even to attack them should they appear to threaten lands the sylvaneth hold sacred THE LADY OF VINES Gnarled and weathered by centuries of war, the Lady of Vines is Alarielle’s Te backed away from the Bloodbound assault, stumbling and falling to the forest floor. Throughout the wood his brother Freeguilders were likewise breaking before the Chaos assault, men falling back between the trees as armoured shapes chased them down. Suddenly, @ Chaos Warrior loomed overhim, a crimson shape | blotting out the sky. He raised his shield, but his foe smashed it aside before raising an impossibly large Roots and vines shot out of the shadows like thorny serpents, enveloping his attacker. Elsewhere in the gloom Tarik heard the screams and curses of the (Chaos horde as new adversaries joined the fray. The Bloodbound lashed out at the branches as they struck, but it was as if the whole world had turned against them. Tarik watched, transfixed, as the vines tightened around the killer that moments ago had. been poised to end his life. Appearing as if out of nowhere, the Dryad embraced her victim, his bones snapping at her touch. As the broken Chaos Warrior fell to the ground, Tarik looked into the Dryad’s eyes and felt a cold chill run down his spine. seneschal, and one of her greatest generals. The Branchwraith is quite literally the right hand of her queen, cut from Alarielle’s wrist and nurtured into a courageous and skilled lieutenant. The Queen of the Radiant Wood sprouted a new hand Soon enough, for her veins sing with the magic of life, and the sacrifice was worth making in creating her favoured daughter from the stuff of her own body she ensured unquestioning loyalty. However, the Branchwraith was born while Alarielle Temained in her summer aspect, full of wrath and energy. Thus, as Ghyran’s queen faded into torpor over the course of the War of Life, the Lady of Vines remained as aggressive and certain of victory as ever. Just as summer waited for its tinte to come again, she felt convinced that her mother would one day rejoin the fight. Those ere swiftly burned doubts that Nurgle sent to worm their way into her heartwood were swiftly bu way by the radiant vigour and certainty that permeated her being, ig y WARSCROLL BATTALION SYLVANETH | FOREST SPIRIT WARGROVE . ' With a creaking crash the woods come alive. Treelords reach down from the canopy to scoop up screaming victims, while Dryads rise out of the undergrowth to tear apart their startled prey. [ORGANISATION a ABILITIES Hidden Sanctuaries: Instead of battlefield, you can place it to one side and say that itis set u sanctuaries, In any of your movement phases, you can transport the unit to the Ven you do so, stit up so that all models are within 3" ofa table edge + 1 Treelord Ancient | battlefield. W ora Srivanera Wrpwooo, and more than 9” from any enemy models, This is setting up a unit from this battalion on the pin the hidden ‘A Forest Spirit Wargrove consists | of the following units: | WARGROVE OF THE SALISH WOAD |. | + 2 Treelords + 1 Branchwraith | For many centuries the pestile . ence of Nurgle hi ; te ieee beset the Salish Woad. Once the woodland sea was rot and decay. He fai >ut now it has been almost e idol} However it till beats with life, defended to the irene ae ee move for that movement phase. 3 units of Dr | : in addition to any other spells they know. Alarielle’s Blessing haya casting value Tf successfully cast, pick a model from the battalion that is within 18" of the ‘model you pick heals D3 wounds. eee Wendie | ton, and witha des , arta and with a deafening bellow Cre atthe the Sash Wn Fromtheremaining | the Satish Woad itselfis hearkeni8™ eis vous he Salish Woad itself is hearkeni! Chaos oe — ests of the Woad, Dryads and their vine list Rgner ber rssca ‘in spill forth, falling upon the se ete the Dick Gods with daw and | —_—— oly | | talon, making the invaders pay £0" ty of 5 destruction they have wrought. caster. The Cuthrucu’s call, wyldwoods from the wasteland to wreak theif sh0s vengeance upon the forces of Chao WARSCRO™™ WARSCROLL TREELORD ANCIENT TiiSSTIR WEATONG li Range “Attacks . ae : g sero ee aks Toi Aad Sh wom se nny i a i - i DAMAGE TABLE” ae Wounds Suffered | oom Tendril 34 | coe = Poe J = z i Li ASS TW 1 ll DESCRIPTION ABILITIES MAGIC. [A Treclord Ancientis a single model. A ‘Treelord Ancient is armed with Massive Impaling Talons, and can also attack with hhuge Sweeping Blows, or from afar with its Doom Tendril Staff. ‘ORDER, SYLVANETH, MONSTER, Groundshaking Stomp: At the start of the ‘combat phase the Treelord Ancient stomps the ground: olla dice for each enemy unit within 3" of this model. On atoll of or ‘more that unit is knocked off their feet by the impact and must subtract 1 from all hit rolls in that combat phase as they regain. their footing Impale: Ifa Treclord Ancients Massive Impaling Talons inflicta wound onan enemy model, olla dice and subtract 1 from the rol. Ifthe result equals or exceeds the number of wounds the enemy model has remaining, itis slain, Spirit Paths: Ifa Treelord Ancientis within 3” of aSvLvanerH WxEDWOOD atthe start of your movement phase it can travel along the sprit paths. Ifit does So, remove the Treelord Ancient from the battlefield, and then setit up within 3° of different SvLvaNeTH WrLDwooD, more than” from any enemy models. Tisis its ‘move for the movement phase REELORD ANCIENT A Treelord Ancient isa wizard, Ttcan attempt to cast one spell in each of your ‘own hero phases, and attempt to unbind ‘one spell in each enemy hero phase. It knows the Arcane Bolt, Mystic Shield and ‘Awakening The Wood spells. AWAKENING THE WOOD Awakening the Wood has a casting value of 6 If successfully cast, pick a SvivaNern Wribwoop that is within 24" of the caster. Each enemy unit within. 3° ofthis SvivanerH Wyxpwoop suffers | 'D3 mortal wounds asthe tees come to Tifeand attack with twisted branches and thorny boughs. To ad WARSCROLL TREELORD MISSILE WEAPONS. Wounds Suffered Strangleroots 02 > 34 = 57 hi 89 5 10+ 6 DESCRIPTION ABILITIES Groundshaking Stomp: At the start of Treelord’s Mass inflict a wound on an enemy mode he roll. 1 the result equals or exceeds the nu wounds the enemy model has remaini tis slain, JTREELORD Bae DAMAGE TABLE Sweeping Blows, Range Attacks To Hit To Wound Rend” Damage Strangleroots se 1a MELEE WEAPONS Range Atacks To Hit To Wound! Rend Damage Sweeping Blows a 1 De Massive Impaling Talons V 1 3+ * i Es 3+ 4 Spirit Paths: fa Treelord is within 3 of a SyLVANETH Wripwoop at th ovement phase Massive Impaling Talons WrLpwoon, more than 9 from any enemy models. This sits move for the movement phase | | | ABILITIES Blessings ofthe Forest: 5. all hit rolls made agai Within of Srivaxern Wriowoog, MELEE WEAPONS — Piercing Talons apes Talons Range Attacks To Hit To Wound SS ROUSED TO WRATH hwraithisa wizard I'can attempt Roused to Wrath has a casting valueall ocastone spel in eachof your owner, nd attempt to unbind one spel Ineach enemy hero phase. It knows pe olt, Mystic Shield and Roused To Dryads more than 3” from the enemys fully within a SyvaNerH WyLDwo0?, that is within 12" of the caster. » BRANCHWRAITH WARSCROLL DRYADS ea - MELEE WEAPONS Range Attacks Wracking Talons gi aaa ee DESCRIPTION ABILITIES A unit of Dryads ha: models. ‘They are armed with vicious Wracking Talons. BRANCH NYMPH ‘The leader ofthis unit is a Branch Nymph. ABranch Nymph makes 3 attacks rather than, LVANETH, DRYADS Blessings of the Forest: Subtract 1 from all hitrolls made against this unit itis within 3° ofa SYLVANETH WrLDwooD. _Enrapturing Song: n your own combs ae ebge within ofthisunt Ad tathebitvlls fo atacks made bys against th enrptored uti that combat pase To Hit To Wound Rend Impenetrable Thicket: When Dryads at numbers their many bs and branches forman. interlocking shield of thorns that protects inst the enemy's blows. You can add | to the result of save roll fr this unit it includes at least 12 models. cw «(Yt a YRESLAYERS ni, the ers, they sell their ski 1d in their continuing quest to Possessed by the furious power of Grim smiths. Oath-makers and skull-breake the blood of their foes for a p rice in gol e from ur-gold, which believe that it is thelr ther up all these pieces of Grimnir, and so they hunt for ur- gold across the Mortal Realms. Mined th, taken, the depths of the: from the lars of legendary beasts or Byreslayers are fearsome du: {war acros din warriors and mag the Mortal Realms, tradj, restore their fallen god, a stolen from the ruins of broken cites this gold is gathered in great measure even when itis defended by vast atmig or watched over by great beasts, By fa though the greatest amount is won in battle, in payment for fighting along the races of the realms in their endles |. wars. Such is the reputation of the | that they need not look far Fyreslay for work — for what king would not want a great horde of flame-wreathed berzerkers and their magmadroth- | riding lords on his side? FYRESLAYER LODGE nd! | _AURIC RUNEFATHER | RUNE BLESSED AURIC SCIONS —_————__ el ZHARRGRIM | AURIC RUNES AURIC RUNEMASTER AURIC RUNESMITERS aT HEARTHGUARD | HEARTHGUARD BERZERKERS | | AURIC HEARTHGUARD LODGE KINSMEN (a | BATTLESMITHS | | VULKITE BERZERKERS GRAND FYRD OF THE LOFNIR LODGE Merce LORDS OF THE LODGE WARSCR BATTALION FYRESLAYERS Led by the will of the Runefather and guided by the wisdom of the Runemaster, the Lords of the Lodg are the white-hot core of a Fyreslayer army, their burning rage tempered by sacred oaths of war. [ORGANISATION a The Lords of the Lodge consists of J the following units: f+ 1 Auric Runefather or Auric | Runefather on Magmadroth + 1 Auric Runemaster | + 1 Battlesmith | + Tunit of Hearthguard | Berzerkers ABILITIES Hot-blooded Fury: The Fyreslayers’ impetuosity makes them unpredictable foes something that their leaders can turn to their advantage. Once per battle, bell rolling the dice to see who takes the first turn in a battle round, you can declaretil you will seize the initiative. Add 1 to the result of your dice roll for each Hino fit the Lords of the Lodge that is on the battlefield, Oathbound Guardians: Itis the duty of Hearthguard Berzerkers to defend thell lords on the field of battle, and they would rather die than be found wanting, Th® Hearthguard Berzerkers in the Lords of the Lodge can be selected to pile in and attack twice in the combat phase, but only if they are within 6" ofa Heno that is Part of the battalion the second time they are selected. FYRESLAYERS FORGE BRETHREN Shrouded in the shimmering heat of the forge-temple, the Forge Brethren blast enemies to ash and form bl [ORGANISATION The Forge Brethren consists of the following units: + [ Auric Runesmiter or Auric Runesmiter on Magmadroth | + 3units of Auric Hearthguard ing barricades of lava with sustained volleys of fire from their magmapikes. ABILITIES Master-forged Blades: ven amongst the finely wrought weapons ofthe Eyreslayers the masterfully worked blades caried by members ofthe Forge Brethren are breathtaking to behold ~ and equally deadly. Ifthe result ofa wound: roll in the combat phase for a model from the Forge Brethren is 6 or higher, subtract 1 from the result ofthe save rol for that attack. Bulwark of Molten Stone: In your hero phase, a unit of Auric Hearthguard i. is within 10” of the Runesmiter from their Forge Brethren can ioe defences with a sustained volley from their Magmapikes Pic a ea Hearthguard themselves or another unit within 15% Add i me ‘ols for that unit until your next hero phase or unit makes hatB® WARSCROLL DESCRIPTION gle model. He w isasingl Grandaxe, a 5 latel that unlocks the great v lodge'sforge-temple, an brace of F Glavis and Horns, ABILITIES Roaring Fyrestream: 1 head, a Magmadroth, laming bile that sears th and roll a number of die the damage table above. Isthesame as or less thay of D3 mortal wor the Magmadroth it sue Wounds instead. An Auric Runefather on esteel Throwing takes to battle seated atop a terrify madroth, a volcanic creature with its veins. It swipes at the foe with its as though it were wax. In your shooti phase, pick an enemy unit within 15) ields a mighty ymbol of office sults within his id xes. He ail or tears them apart with its hrowing back its spew a wave of ough armou e asshown on Ifthe result in the number models in the unit, the unit suffers uunds. IFitis within 5 of 15 D6 mortal ORDER, DUARDIN, MAGMADROTH, FYRES eel Throwing Axe MELEE WEAPONS - Magmadroth’s Claws, Latchkey Grandaxe Wounds Suffered 02 3i5 67 89 10+ MISSILE WEAPONS Range’ “Attacks and Horns " Y . = 3 3 DAMAGE TABLE Move 2 10° 8 7 6 Lashing Tail: Magmadroths use their tails to communicate with their kin, buralve ts slaughter Sf esser prey with a sing swipe. At the end of 1 combat phase, rl a dice for each enemy unit within 3 of Magmadroth, If he number of models in the unt, ‘mortal wounds, Volcanic Blood: the heat of the vole they make their homes. inwhich aM wounds, rola dice If the result is lower number of wounds the Magmadroth suffered d the phase, the unt ishit by ajet of fiery blood and suffers D3 mortal wounds FYRESLAYER unis, experienced at alongside these beasts, only su pha if the result ofthe rolls, Stare Down: In your hero phase, the Runefather can fix an enemy unit within 3" witha level stare, the sort that can bring doubt to the mind of even the mightiest warrior. Subtract D3 from that unit's Bravery until your next hero phase. Roaring Fyrestream ;, i UNE! AYERS, MONSTER, HERO, AURIC RUNEFATHER Claws and Horns 1 dice 7 1 dice - ait “ 2dice % Bice . Weapon-breaker: A Latchkey Grandanes ique design allows aRunefather to cael anenemty’s weapon between the teth and. give a sharp twist Ifthe Runefather¢ attacked he combat phase by a Heo ot Monsen, and the result of «save rol or higher, rll another dice. Ifthe tis 4or more, the attacking weapon forthe rest of the battle Your COMMAND ABILITY Steadfast Advance: Gazing sternly doven fom his thror mighty Magmadroth, a Runefather can compel his kin to march into battle against thousand ld. umber in search of ur Ifyou use ths bility, then until yo hero phase re-roll save rolls of and battleshock tests for FYRESLAYER ‘nits from your army whilst they are FATHER WARSCRYUE* MISSILE WEAPONS Fyresteel Throwing Axe oan eae MELEE WEAPONS Ran, . t+ Magmadroth’s Claws and Horns YN ane ‘ Lateh-axe red u 1 Runic trop - ai 23 DAWAGETABLE” => Move Wounds Suffered | Roaring Frese is ‘i wren Goad " c Ne ‘ s w ee 3 ° : ee 1 2ie 10+ i : : 5 so Bice 2 DESCRIPTION An Auric Runesmiter on Magmadroth Lashing Tail: isa ingle model. The Runesmiter is ‘o communicate with theickin,butalsoto seme MPOWETMED: In your hero phase Runesmiters also fight with ic ron, dice for each enemy unit within3' ofthe Fy intl pec PRE power, He rides a great Magmadroth, mortal wounds, next hero phase, you can re-rl faled which swipes at prey with a Lashing Tail wound rolls for that unit them with its many Claws ABILITIES. Roaring Fyrestream: Throwing back ts hada Magmadroth can spew a wave of flaming bile that sears through armour as though it were wax. In your shooting phase pickan enemy unit within 15 androlla number of dice as shown on the damage table above. lithe result Jsthesameas orless than the number Sf models in the uni, the unit suffers Ps mortal wounds. Ifitis within 5 of the Magmadroth it suffers D6 mortal Wounds instead. AURI ORDER, DUARDIN, M. RUNESMITER Volcanic Blood: Magmadroths pulse with ne heat of the voleanic caverns where they make their homes. At the end of each phase in which a M wounds, rll a dice for each unit within 3 Ifthe result is lower than the number of ‘wounds the Magmadroth suffered daring the phase, the unit shit by ajetoffiery blood and suffers D3 mortal wounds EYRESLAYER units, experienced at fighting alongside these beasts, only suffer wounds if the result of the roll is 1 adroth sufered any ADROTH, FYRI ESLAYERS, MONSTER, Grand Ritual of Awakening: Once per battle, the Runesmiter can consecratea somal nugget of ur gold over the runic altar, then consume it energy. Until your next hero phase, r-rll failed wound rolls for FYRESLAYER units from your army whilst they are within 10 HERO, PRIEST ake ‘| 02 35 67 89 lot DESCRIPTION An Auric Runeson on Magn Single model, Some Runesons wield an nestral War-axe, while others prefer PEGI Wyrmalayer evcling butinelther are armed with fine Fyresteel Axes. A Magmadroth is a great king both with its Lashing Tail and its many Claws and Horns. adroth isa ABILITIES. Roaring Fyrestream: Throwing back its head, a Magmadroth can spew a wave of flaming bile that sears through armour asthough it were wax. In y r shooting. Phase, pick an enemy unit within 15 and oll a number of dice as shown on th isthesame as or less than the number of models in the unit, the unit suffers PS mortal wounds. Ifit is within 5" of he Magmadroth it suffers D6 mortal wounds in damage table above. Ifthe result Lashing'r tOcommuni Slaughter s SMpe, Att Magmadroths use their tails late with their kin, but also to of lesser prey with a single end of the combat phase, rll Mast reach enemy unit within 3" of the na putoth. Ifthe result is less than the ore of Models in the unit, it suffers D3 Mortal wounds, YURICRUNESON (0, MONSTER, AURIC RU’ EI ORDER, DUARDIN, MAGMADROTH, FYRESLAYERS, HERO a | Wounds Suffered ARSCROLI NESON ON WEAPONS DAMAGE TABLE Move i Roaring Fyrestream i atte or I dice 5 3 6 “ss le Volcanic Blood he heat ofthe volcanic caverns hey make their homes. A phase in WyrmslayerJavelins: target isa MONSTER COMMAND ABILITY FYRESLAYER units, ¢ alongside these if the result of ther Explosive Rage: It tak draw the ire of a Rune from smouldering bi bea. In the hero FYRESLAYEW units fom your army phase, pick an enemy unit th the Run sib that ae within 10” ofthe Runeson when of I when In addition, if forthe unit before yourne add 1 to the result ofthe dice can delive (aimed at or furious put-down (a suitably ch DESCRIPTION (An Auric Runefat Bwields a Latchk Bet of model. He cy Gi steel Throwing Axe ABILITIES IStare Down: In your hero phase, the BRunefather can fx a Btwith a level star. doubt to the mind of Warrior. Subtract D3 Bravery until your next hero phase my unit within the sort th the mightiest m that unit's can bring ~ AURIC RUNEFATHER Fe chee Aside Chaoderes tnigue design allo a Ranefather a catch earn te ad Bea esc Mtnetunetinens tacked in the combat phase by a Hexo or Moxetzn and the :znlt of asverol SSGarighs lanes die te is damaged forthe rest ofthe bate, Your opponent must revel successful itrols fee damged wespons ISSILE WEAPONS Range” Attacks To Hit To Wound Rend Damage Fyrestel Throwing Axe 8 1 3 a e 1 MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage Latchkey Grandaxe Bs 3 3 2 nasal COMMAND ABILITY Lodge Leader: Marching at the head offi army, a Runefather inspires fierce pride the loyal warriors under his command: you use this ability, then until your next hero phase, Ftestavers within 8 f the Runefather can move up to 5 whem they pie in. In addition, each time the Runefather suffers a wound or mortal ‘wound, pick a Fyusnavex unit fom} fry within 3” and olla dice. thes is Or more, the Fyreslayer unit sues wound instead of the Runefather: 202, pests, rvnestavens, sexo, avricnuneravien J ~ AURIC RUNESMITER MISSILE WEAPONS Range” Atacke Toit To Wound Rend Damage Fyresteel Throwing Axe él 1 3 te 1 MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage Latch-axe - 1 a ES 2 Runic Iron r “igi accel pia pi pL TE ABILITIES Runic Empowerment: In your hero phase n raise his weapons and DESCRIPTION An Auric Runesmiter isa single model. All Tunneling: When Runes ron tone be can command ena sd scingupan Arc Runes ssid and dca Tey in merge Maga sefshis fet Runesmiters carry a Latch-axe, and many a Runesmitercan i intone a sonorous chant, infusing flesh of his Pick a unit of ‘or 20" ifthe Key. Until your re-rol failed ako keep Fyresteel Throwing Axes close hand, Some also beara Runic Iron, as mucha weapon as tis a tool of office. I pRanesmiter has proven himself worthy he might instead carry a Forge Key, an Srslact of pure ur-gold forged from the Fess ofa deceased Runefather, which tsboth symbolic and mystical power uur-gold runes set into th yreslayer kin with pow Fynestavers within 10 Runesmiter bears a Forge next hero phase, you cal wound rolls for that unit. and up toone ot fan set them 10 0 they are und movement pases; se up bol nthe batlefield, with ore than from the move or that cs any $e pfeach aber and yen Tis counts asthe movement Phas. TER. NESMI PRIEST, AURIC RUNES! , AURIC RUNESON CPHISSIE WEAPONS TE Range” Alicks To Hit ToWound Rend Damage MELEE WEAPONS Range Attacks To Hit To Wound Rend ‘Damage! Ancestral War-axe 2: 3 3+ 4+ - D3 es 1 a i is COMMAND ABILITY Dauntless Assault: Runesons are inte to the st; to them, even the mos fas sis simply a worthy challenge fo" rs: you use this ability Explosive Rage: In the hero phase, pick an my unit that is visible to the Runeson the subject of his atest outburst Until your nex: can ell hit rolls | whe vse youcanea ccs nat [sthatuniInaddion, faledeound ols the Runeson aa i atleshock testis made fortheunit_Fxagstavex units rom yourariny Withee rinse sult ofthe die Nejad tothe 15° the uit they are atacking ats eet se fatbottedkeralliteacan dave” Wouns character 00 not your opponent). ORDER, DUARDIN, FYRESLAYERS. HERO AUnic onc... DESCRIPTION AGrimwrath Berzerker isa single model also carry Fyresteel Throwing Ax ABILITIES, Unstoppable Berzerker: Each time a Wrath Berzerker suffers a wound or rea oud rola dice, adding 1 to the Feu oa enemy unit within 3% Ifthe ote fo Ore: he is too enraged to 'e wound and it has no effect. GRIMWRATH BERZERKER MISSILE WEAPONS ee Dead, But Not Defeated: Tales abound of ‘mortally wounded Grimwrath Berzerkers Stil fighting on, determined to wreak destruction upon whichever fools had the temerity to kill them. If Grimwrath Berzerker is slain in the combat phase, roll a dice. I the result is 2.or more, he isnot sualty until the end of the canstill pilein removed as phase, and in the meantime ‘and attack as normal. RO [Ht BERZERKER a Ezy ORDER, DUARDIN, FYRESLAYERS, HERO, GRIMWRATE ene Range” Attacks To Hit To Wound Rend Damage Fyresteel Throwing Axe 8 1 3 fe 1 MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage: Eyrestorm Greataxe if 4 " 3 1 D3. aya spe Battle Fury: Asa Grimwrath Berzerker hews left and right with his Greatax, fling scores of foes, he enters state of single-minded frenzy. Once per turn) after this model has made its attacks, you eam roll a dice. If the results less than the ‘number of wounds that the Grimoirath erverker has inflicted this phase and there atl enemy models within 3 he <8 diately pile in and attack agai SS WARSCROLE AURIC RUNEMASTER “MISSILE WEAPONS Range Attacks ToHit To Wound Rend — Damage Eyresteel Throwing Axe 8" 1 3+ 4 ; 1 ‘MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage Runic Iron 2 34 4 é 1 ingle model. He yrestee] ABILITIES Holy Seeker: Afier set-up is complete, your opponent must picka unit from their army to be the unwitting bearers of a small amount of ur-gold. Your opponent can re roll wound rolls of 1 for that unit, but if the Runemasteris within 10" of tat the end of any of your movement phases, he spots 2telale glint and gives romphare «ry. For the rest of the battle, add 1 to the Altacks characteristic of any weapons used by FYRESLAYERS to attack that unit. pple ts Volcano’s Call: In your hero phase, this model can hold aloft his staff and speak words of power, coaxinga stream of magma to bubble up from the ground. Pil a terrain feature within 20" and roll adit for each model within 1" oft, For each ofa 6, that model’s unit suffers a mort wound, In addition, until your next bets phase, roll a dice for any model that male aun or charge move across, or finishitg on, this terrain feature, On a roll of hf model is slain, | xerwonos fil CSDEE: DUARDIN, FYRESLAYERS, HERO, PRIEST, AURIC RUNEMASTER L DESCRIPTION A Batilesmith is a single model. He is armed with an Ancestral Battle-axe ad cartes Battlesmith Throwing an Icon of Grimnir, Some also carry a brace of Fyresteel "jal Staten Sa ABILITIES {rons (Grigni ys eee can declare that a Battlesmith will raise his icon of Grimnir and recount tales of ast lores, nspirngal FrasstaTeR nit from your army within to fghtto thebiter ed Unt your nether pase, those units (including the Battlesmith) Potoaeicmeialy ena AYERS, HERO, TOTEM, BATT MISSILE WEAPONS “Range” Atlacks Toit To Wouad’ ROM Damage” Fyrestecl Throwing Axe v1 1 ‘MELEE WEAPONS Range Attacks To Hit To Woiind | Rend Damage Ancestral Battle-axe Ta tuy | Stale pt nt tl ell ‘None Shall Defile the Icon: The holy icon of Grimnir is one ofthe strongest connections the Fyresayers have to their absent god, and they will not see itost If this model is slain, any FYRESLAYER units from your army within 5 can swearto ree fen on, The wniseanat et are tel hate tera en youn led oe ound elt WARSCROLL CRIPTION r Pg veitcderters has Sor mor ‘arearmee shields, sand cay sits Bight with a Fy r d. Some also carry waric wile of indaxe in each D steel Mada rete Tov Thats cARL ; MA erfthisunitisthe Kae. A Karl's ela andane or yretel War pick her than 1 HORN OF GRIMNIR, Models in this unit may carry a horn of Grimnir. After making a charge roll for a nit that contains any horns of Grimnir, youcan sound the advance and re-roll one ofthe dice, [ 3 ae Kee Fyresteel Handaxe Fyresteel War-pick WARSCROLL KITE BERZERKERS 4 ABILITIES Berserk Fury is hich ice foreach dl ein a Bladed Slingshield. For : Sheva wound. Vullite Beer Made combat ph not chat er the wound is ignored, Add 1 to result ifthe unit had 10 of more models at the start of the phase, or2ifit ‘more; afterall, no Vulkite Berzer easily accept death’s embrace wh are still fighting, hildshavea Soe of inthe tursin which they i Fyr with two Handaxes: Whe resteel Handa Berzerker can easily turn aside an ene defence before landit blows. Re-roll armed with two Fyresteel Handaxes, Bess iia HEARTHGUARD BERZERKERS - | ISSHE WEAPONS “Range” Attacks To Hit To Wound Rend Damage MISSILE WEAPONS “Range” Attacks To Hit To Wound) Rend Damage Fyrestee! Throwing Axe s" 1 4 4 1 Eyresteel Throwing Axe oe Molten Rockbolts ee oe 3 zy 1 MELEE WEAPONS Range Attacks To Hit’ ToWoind Rend Damage MELEE WEAPONS Range Attacks To Hit’ To Wound Rend Dama Berzerker Broadaxe Y 3 aa aa Magmapike V iss 3 5 9 eS Hlamestrike Poleaxe a L Fi a hn a yt pmsl Soules? a li DESCRIPTION : ABILITIES DESCRIPTION ABILITIES Molten Rockbolts: Magmapikes spt Sworn Protectors: Auric HearthguadafiMe Aunitofiiarthguard Berzerkers has S ‘uty Unto Deaths Heart = wolten rock that solidify around fiercely protective of those who rule the Reeaeciadels. Some units wield mighty __Berzerkers are sworn to prot y ly protective of those peer 's wield might erzerkers are P onal a i and Hearthguard often use lodges that they guard. Add 1 to theres | Nether Broadaxes, while others carry and its masters to their dying breath, Each ee - ild Magmadroths. Roll of any hitrolls far Auric Hearthguard tense Polesestrailingsmouldering time this unit suffersa wound ormortal__wlingin sake. achine sa ofthe shooting phase for _if their target unit is within 5" of mtg tsb engths of chain, Some units wound, roll a dice. Irthe result is 6 or sect ee at was wounded by a Fynestaver HeRo from your army ‘arty Fyresteel Throwing Axes, higher, the wound is ignored. Add to ota ee but was not slain. On a KARL the resultifthereisaPrnestaven Hero morethe artes DO more, i is encased in rapidly he end of its next and subtract 1 The eae from your army within 10" ofthis unt. Benen crtthis unit isthe Karl A Kar’ Taher ee OAdaxe inflicts 3 Damage Pole) 2Nd a Karl's Flamestrike licts2 Damage rather than 1 | : | oe a THE GLORY OF AZYRHEIM ind, Behind its high alabaster walls dwell men, ae, Far from a simple relic of a lost pag,” and a symbol of hope unwaning” ‘A city like no other, Azyrheim i in and more: the resolute survi r F ae ‘a validation of the power of unity Azyrheim is a bastion of Order, The city of Azytheim was fou ago, early in the time now known as the Age of Myth. It was t Sigmar who chose the g at the very heart of land, a locatic and of the sprawling realm of Azy directly below Sigendil, the High Star. He himself laid the city’s first stones, and the walls grew quickly, for there the divine and mortal kind laboured er - man and god alongside one anoth ‘working as one. All the members of Sigmar's pantheon lent their matchless powers and craft, so that out of nothing rose high-pillared halls and domed buildings. Spinning orreries captured the light ofthe heavens, and many of Azytheimis fountains splashed not with water, but with streams of celestial ; energy. Below ground the duardin carved out many kingdoms worth of holds and mines, grand passages that led to vast quarries and forgeworks. In Azytheim, as in the other great icities rising across the Mortal Realms, Order was made manifest. There (grew a place of culture, learning and ‘wonder. It was a city of harmony, as | many races worked together, sharing © their expertise so that within a few "generations Azyrheim had doubled in _ size, then doubled again. The varied tribes forsook their feral existences, ‘making their homes instead in this new “nation-city. Trade from distant lands into Azytheim, even materials the last of its | mankind, Aelves from the Phoenix ‘Temple formed silent phalanxes while ‘ors of the Age of Chaos. from the other realms, for the city stood near the Three Brethren ~ a trio ‘of Realmgates, each leading to different | lands, Soon, the city walls encompassed the Three Brethren, stretching past the horizon. Each new day brought greater prosperity and still greater possibilities. | And then Chaos came. From out of the Realm of Chaos, the daemons brought hellfire and contamination, bloodshed and disease. Foul forces and horrific monsters marched to war, swift and terrible. ‘Multiple incursions burst across the realms of Ghyran, Ghur, Aqshy, Hysh, Ulgu, Shyish, and Chamon. Azyr alone ‘as spared the worst of the invasions, or so it seemed. Many believed the favoured lands of Sigmar would remain safe from the corruptions of the Dark Gods, but they were wrong. Aware of only a few beasts that stalked his realm, Sigmar worried more about the daemon legions assailing the other realms. In haste, the God- King gathered the citizen warhosts of Azyrheim. Out marched duardin from their underground districts - the Dispossessed, the bitter remnants of the Khazalid empires, and the Ironweld Arsenal alliances they formed with ‘great horns called the Lion Rangers out of the wilds. The nations of mankind united beneath proud city banners, marching out with theralig to do battle. Alongside them came armies of older, stranger heritage ‘As Azyrheim had been built to lat forever, some called it the Eternal Ci However, there was another reason for the moniker. In several quarters of Azyrheim time travelled slowly, or perhaps not at all, There, the folk spoke the common tongue with accens that came not from the vastness of the Mortal Realms, but from a time older still. Few recognized such elder signs and only Sigmar and the Eldritch ‘Council knew the truth, but there cil eno doubt those armies were eager to sate long-held vendettas against the Dark Gods. Even as Sigmar and the armies of Azytheim fought great battles in the other realms, corrupting forces worms! their way into Azyr. The valiant Freeguild Guard of Azyrheim rallied tokeep their grand city safe, a refbst where thi open to those kingdoms els were overwhelmed, In the other realm’ Sigmar and his pantheon initially offthe invaders. Yet such victories 8" more dificult and more costly, and before long the fighting bogged 40” into arduous campaigns that stus8" to tae of disasters across the Mot Realms. The Chaos threat only 8° oo increasing across thousands of dif fronts, One by one the allian Order were splintered by the pressure, and many defeats followed. For the first | time, the call of betrayal was heard, as former brothers in arms turned upon one another in anger. After the ‘Meat loss at the Battle of the Burning Skies and the ensuing Nexus Wars, Sigmar had seen enough, ‘The God- King retreated with his remaining armies, returning to Azyr. He ordered | «llRealmgates leading to that realm locked behind him. ear ethren were the last of the thelast hee to be locked, and thus it hathen Hooded directly Cet Angra N° further foes could “eansing Ti Sigmar decreed that the root out . . ~a systematic search 205 then estoy all influences of | *ughout his realm. Yet even King did so, trouble erupted | Sthe God. in Azytheim itself. The varied races of the city had always coexisted, ifnot in complete agreement, then at least peaceably. This swifily came to an end ima terrible civil war. Armies marched and one-time allies turned upon each other ina flurry of bloodshed. In the midst of battle, Sigmar himself appeared in the heart of the city, his first return to Azytheim since he stormed back to Sigmaron and ordered the gates closed behind him. Lightnings blazing in the God-King’ eyes and he was terrible in his wrath. The Chaos Sorcerers and daemons at the root of the uprisings were destroyed, and those beguiled by Chaos were swifl slain. that ‘urthermore, such was his fury irneed any who could not let go of thei ned to cinders for vengeance were tur by Sigmar’s gaze. These were hard times and the God-King would brook no lingering hatred. Never again have the forces of Chaos entered Aryheim, and since that great batt the ist Grand Concave was formed, chosen by Sigmar himself, Upon his command, the armies combined under the Lords ofthe Heavenall The Grand Condave ws cess in | tiga, eningarmy alter amy oat across Azrio scour the lands. | took centuries: of battle to eradicate the las vestige of Chaos from the | realm. Since’ .Gorkamorka had led the Great Waaagh! and turned upon the pantheon of Sigmas the orks too were sought ot the armies of Azyreim honing down greenstis | the ends of Az The monster tha stalked the: inhabited kingdoms’ i | likewise slain. although to this day t | intrlands a tests main breding gourds creatures. | more gotten the nore the gates 0 Azytheim awaited such hey rejoiced at the Kn new era. Fanfares swept over the citys a clarion call of battle for crusades, and armies gathered to march on campaigns or to fight alongside tl eat thunder from had the peoples of hs-Aryros thatheralded this | the Grand Conclave called | ht of the ultimate ste Wars. Stil oth ke their ancest \cestral lands, or visit revenge against the most reviled warlords of Chaos, ty 1 heavens above the star of Signy, veinthe Heavens, | shone brighter than ever, the Goq “The God-King King’ palace flashing with lightnn sstEternalsand | Already Scourge Privateer flets hag of Azyr were set sil from the vast Azytheim dog ger aelf crews plying the way sto travel afar. Dragonlon their ea realmg in hour and had taken to the skies, ancient piney ht of the win h returning to the hunting grounds of their forefathers to recover lost Always onawar | heitlooms or rescue fresh dragon egg All anew that this new age of battle would herald a return to greatness or of their own, ‘mark the last charge of those doomed he Stormcast to fall before the onslaught of Chaos, Eternals as Sigmar launched the CHAOS Beyond the boundaries of reality changing Realm of Chaos. There, the Dark Gods ss the ever- rule supreme. However, itis their nature to hunger afterall they espy, and they covet the Mortal Realms forever warring and scheming to conquer them. These vile deities are Khorne, the god of battle, Nurgle, the lord of disease, and Tzeentch, the god of sorcery and deceit. Slaanesh, the fourth Dark God and lord of excess, is lost, and his followers seek him throughout the realms. Vying for a place in the pantheon is the Great Horned Rat, the god of blight and pestilence. Each of the gods seeks dominance over his rivals, but they unite in common cause when doing so best serves their rapacious needs. THe daemon legions are theirs to command, as are the creatures of Chaos ~ twisted monsters, corrupted ‘mortals, and the ratmen known as skaven. (THE esenting the city’s largest factions pate representing ee ally governed Azyrheim. It was this body, in or ed the iniltration of La ‘Chaos and caused the ensuing civil war, ents of vovpappointed the first ofthe new leaders, standing in Sere ofthe remaining temples built to is glory The God-King called forth two hundred and forty- foarof the city’s finest leaders, bestowing upon each n not by or for their political prowess, but for individual sfthema title and command. They were chos strengths. Their new authority crossed city district, race, and religion. Thus four of the six High Artisans shaped table and sett before his own starmetal Rarely would he attend, he said, but of his statue statue beneath the gaze might sil draw on his wisdom, failing that, at least remember his wrath, This ra body was known asthe Grand Conclave, and the individual members became know asthe Lords of the Heavenhall, aftr the building in which they met Always they have numbered two hundred and forty- four, and always they have served Azyrheim in the name of Order and the God-King himself setting aside their ‘own agendas to work forthe betterment ofall. ling for aid it is the Wings of Azyr that they hope will heroes of Ord ation fills the sky with STONEBREAKER BATTALION Great fortresses dedicated to the these edifices of evil the Stormhosts one adept at reducing even the most imp. hana Dark Gods cover the lands like a collar of bloody iron. To bring n call upon the Stonebreaker Battalions of Azyrheim, ea keep to naught but dust and rubble. im determination y enemies that AZYRHEIM LANCEHOST A glittering forest of spear tips and blades rides forth from the gates of the Eternal skill, it punches through the opposing ranks le: When the armies of Order have need of not just speed and skill but hammer strong enough to shatter any defence, they turn to the Lancehosts, Born of the informal councils between the martial orders and Freeguilds, and augmented with the cream of the Dracothian Guard, itis a rolling m of hooves, claws and wheels Enemies hai en known to turn tail and flee at the very sight of such seythes apart everything it meets, greets the light of the High Star as an Azyrheim Lancehost y. A keen sword wielded by an arm of martial pride and ving a trail of shattered defenders behind. a formation, their breath and courses stolen by its terrible majesty. Itis Jnost has said that even before a crested the horizon its presence a already be felt, The ground shakes steed the rumbling beat of countless st glow suffuses the sky oa eee ht ofthe heavens is reflected from Polished helms and shields, W1 lest the “the knights gallop into vie “tide of steel is rising to consume roud aelf nobles upon Igneous Delta in the wake of Korg steeds stand shoulder to ed weapons promising 'W the remainder of your “measured in seconds, er the opening of th gates of Azyr, the Laneehosts were made of but aelves and me watched their early battles with int and as the hosts thundered out in they reaped a hefty toll «ill plaguing Khul’s de from the Chaos tribes s burning plains. So pleased was the God-King with the bravery of these mortal warriors that he despatched some of his Dracothian paul its Guard toad their camp: that the Lancehosts grew in size and strength, and wherever the storms of war raged their banners snapped in aan orsbore down the wind and their warriors bore ofthe Dark Gods. upon the servants grown im Lancehosts have fr Joc Thoogheach fe size and scale a naintains its Own. citys knightly ord traditions and agen ests their aid they will req LEGIONS OF RECONQUEST The lords of the Stormhosts lead the armie the Eternal City are eager for their lon; Stormcast Eternals and mortal warrior Beyond the gates of Azyrheim rage wars of vengeance and reclamation, Where the Stormhosts have scoured the lands, the Legions of Reconquest follow. Many Lord-Celestants have been charged by Sigmar to lead the free armies of Azyr and cement the Stormcasts holdin the war-ravaged realms, So vast are the battlefields and 50 numerous the enemy’ strongholds that Sigmar must use every loyal Warrior he can muster. These legions 's of the Azyrheim in wars of reconquest. The soldiers ef 'g-awaited retribution now the gates of Azyr yawn wide, Ris 1s fight side by side, restoring the rule of Order to the real cast serveto supplement the Stormes Eternals, but perhaps more import nd hope“ net i) they restore the pri ee the ef aelves and duardin, who see th 4 is not invincible and that the a" a | the Dark Gods can be bs Roam ws Ranks of tay soldiers and noble sons of cm have sworn their allegiance Hottelords ofthe Stormhosts, The tower c Stormcast Eternals move tong the mort this gleaming a hammers Y the ex: "hee alliog Pronents, url themselves Drawing their soldi als like gods of war, imour a beacon of the 7 Kings strength. When battle is bined the Storr : neasts are the vanguard, Wading into th : « fray with crackling and ready blades. Inspired “ample of Sigmar's ¢ hampions, hy against their " from the free races of the realms, the Legions of Reconquest can take forms. Proud Dragonlords ride beside ed Prosecutors, stout jeld walls lightning-wi Dispossessed duardin form ‘i iberators, while next to sigmarite-clad Li the fervent prayers of Lord-Relictors se a mighty chorus and the Devoted rouse a might to the glory of Sigmar uilds, the Fighting with the cure fortresses to push back raiding tribes Stormhost garrison and the Devoted and marauding fight biteny o secur sts of divine nower, often with the aid ofthe : In addition to those jormeast Eternals. 3 im the gates armies that march forth Azytheim, some legions also set out of Azytheim, some from the foundling cities now taking, ; These new bastion found sinc the opening ‘ come the zy, welcome t unch root in the realms. of Ord of th % Sigmar's chosen, but have stat a ir own that march to ir allies. warriors of thei th ve defence and that ofthe their defences blazing and capture gateways ¢ ground in the name of the Heldenhammer, “The God-King Sigmar rules over Azyrheim like a his holy nam ast Eternals conquer Devoted march out in thei ye. As the Stormeca z wake, consecrating th s shadow. they march Across the tortured lan in huge chanting processions. a possession more important than their fo sed only in rags, for there can be no ellants faith in Sigmar. Throngs of FI bless the ground with bloody feet and chanted prayer. When they encout men or beasts corrupted by Chaos, they fall upon them with rabid fervour. [Alongside the zealous ranks of the Devoted stand the Witch Hunters of ithe Order of Azyr. Hardened trackers, they root out the taint of Chaos in the nevfound kingdoms of the realms. Like ‘wengeful shadows they move among the Cities of the Azyrite peoples, whispering in the ears of the Devoted and the city lords. Together, Devoted and Witch Hunters serve as willing warriors in Sigmar's armies of reconquest, ever ‘eager to purge the stain Chaos has lft upon the Mortal Realms. golden sun, and in his light mortals yep, in the Mortal Realms, the [ORGANISATION APilgrimage of Wrath consists of the following units: | TW" Altar of Sigmar | + 2 Warrior Priests i Witch Hunter | * Pits of Flagetiants PILGRIMAGE OF WRATH ae the ground upon which they march, the Pilgri ly sacrifice, its warriors tearing apart the foe as its DEVOTED OF SIGMAR mage of Wrath cleanses the realms through priests chant the word of the Heldenhammer. ABILITIES Slay the Unbelievers! of Warrior Priests drives Flagellant The close proximity ofa War Altar and the rousing O10} teint a righteous fury Such s ther zal that they hhurl themselves at nearby enemies with crazed abandon. Roll dice in your hero sm the Pilgrimage thats within 12 ofthe nit. Add 1 to the dice roll foreach Warns the unit you are rolling for. The nts that lsh out atthe foe foreach of phase for each unit of Flagellants fo War Altar and within 3" of an enemy ul Priest from the same battalion that is within 60 models from that unit of Fl: s left int the closest enemy agela the unit). Rolla dice total is the number of ‘unitto the Flagellants (this cannot exceed the number of ‘model these models; for each result of 4 or more> suffers a mortal wound. AR ALTAR OF SIGMAR MISSILE WEAPONS war Altar of Sigmar isa single model A Mar A fle aa pulled into bate by {pat of Warhorses who trample those in tirpath with Stel-shod hooves. Atop thealtaris a Golden Griffon imbued with holy magic that can cast forth the burning Light of Banishment. On a platform at the War Altar’s fore stands dn rch Lector a senior Warrior Priest ‘who smites the foes even as he prays to inighty Sigmar for aid. Most Arch Lectors arearmed with a mighty double-handed Sigmarite Greathammer, but.a few instead camry a Warhammer alongside a Staff of Sigmar which serves as both a weapon anda badge of office. The War Altar also mounts a Devotional Horn, that heralds thefoe’s doom. avast statue WAR ALTAROI ORDER, HUMAN, CEL Range Light of Banishment i TA MELEE WEAPONS azarae: toned Wadd Dome Sigmarite Greathammer ner Atta Taare : Staff of Sigmar a e * % . 7 Warhorses’ Stecl-shod Hooves 1 : ‘ Es : all eal me ‘ bg ee lal iA oral DAMAGE TABLET founds Suffere Move 7 Tq Sigmar’s Shi , 02 By = al Light of Banishment a4 | ” ie nm 5-6 8" = a 78 ” a a a ° . a . = 3 wstteodt DESCRIPTION ABILITIES Divine Power: The Arch Lector atop a War Altar of Sigmar can attempt to unbind 2 pels in each enemy her phase as ifit Sigmar’s Shield: You can rolla dice each time a DevoTED oF Siémar model from your army is slain within range of this model (as shown on the damage table above). On a6, that model has been miraculously saved from harm and ignores the wound that slewit "The Power of Faith: Devore oF SIGMAR units from your army do not need to take battleshock tests if they are within 10" ofa War Altar, Light of Banishmes that emanates from the Golden Griffon is anathema to the followers of the Dark Gods. When you make Light of Banishment attack against a CHAOS unit, double any wounds it sufers. The holy light is especially dangerous to CHAOS DaeMons, who cannot abide its searing touch, Furthermore, attacks against these units are resolved with a Rend of instead of -l MAR AR, TOTEM, Devotional Hor: Once erate the Devotional Horn caneiowsing. batshock pase When ti blown exe thin ofthe ara theend ofthat pase Battle Prayers: In your hero phase, the Arch Lector can pray to Sigmar. Ifhe does so, picka DEVOTED oF SIGMAR unit within 10, select one ofthe following blessings and roll a dice. On ora2 his prayers go unanswered, buton 3 or more they have been heard: Soulfire: Rolla dice foreach enemy unit within 3” ofthe unit you picked; on a4 or ‘more itis struck by oulfire and suffers mortal wound. Righteous Fury Until your next hero phase you can re-oll failed hit ols forthe unit inthe combat phase Holy Fervour Until yournext ber pss Hy ed tothe unt runsols, cae re cand hi olsinthe combat phase HERO, PRIEST, —~ WARRIOR PRIEST ROT ae a a ee — Te aa ; — eagles Bd ‘ie arbres ad Hooyes 2 4 4p - LJ DESCRIPTION A Warrior Priest WARHORSE 1A Warrior Priest can be mounted on a arded Warhorse, granting th 12’ and the Steel-shod Hooves attack ABILITIES Sigmarite Shield: A Warrior Priest with a Sigmarite Shield has a Save of 3+ Seas est hoom 2 Move of HUMAN, Sigmarite Warhammers: You can re-roll hit rolls of | for a Warrior Priest armed with two Sigmarite Warhammers. Shield ath: Uni your next a fou can roll a dice each time the uni Sulfersa wound ora mortal wound O88 that wound is ignored. Divine Power: A Warrior Priest can attempt to unbind 1 spell in each enemy hero Hammer of Sigmar: Until your nest hero phase, as if he were a wizard. ee phase you can re-roll failed wound roll! e unit in ymbat phase: Battle Prayers: In your hero phase, a eee eae Warrior Priest or Priest can pray to Sigmar. Ifhe does 0, pick a DevorED oF StGMAR unit Within 10; select one ofthe following blessings and rll a dice. Ona 1 ora 2, his Prayers go unanswered, but ona 3 or more they have been hear: Healing Hands: One model inthe wt immediately heals D3 wounds. , CELEST! re ae ¢ TAL, DEVOTED OF SIGMAR, HERO, PRIEST, WARRIOR PRIEST _ : iy 2 WITCH HUNTER MISSILE WEAPONS Range Attacks To Hit To Wound) Rend’ Damage Baroque Pistol ” 1 3 3+ MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage Blessed Rapier v 3 3 4 Silver Greatsword a 3 3 3 4 apm np aay 7 pila — ae DESCRIPTION ABILITIES a Witch Hunters a single model. a it Sigmar’s Judgement: A Witch Hunters i teris a single model. All Baroque Pistols: A Witch Hunter a Witch Hunters carry a Baroque Pistol equipped with two Baroque Pistols makes attacks inflict ead of Lif i: Witch Hunters carry a second 2 attacks in the shooting phase. the target Brogue Pistol anda Blessed Rapier rs peach their quarry, while others Grim Resolve: Rolla dice if Witch 'y ofa double-handed 2 unter is targeted or affected by an enemy Silver Greatsword Hunters targeted or affect spell. On a5 of more, that spell has no effect on the Witch Hunter (butit may affect other units normaly). (CH HUNTER tr : i 0, WITCH HUNT q ORDER, HUMAN, CELESTIAL, DEVOTED OF SIGMAR, HERO, N= FLAGELLANTS MELEE WEAPONS Range Attacks To Hit To Wound Rend — Damag. Castigating Flails and Clubs Y 2 5+ 4+ 1 ABILITIES Abandon: When all hopeislot ant will fling himself atthe eth ofhis own survival. Each time select an enemy unit within 6” and rl a dice; on a 4 or more that unit suffers? mortal wound before the foe can re-roll hit rolls frenzied Flagellant. Ifthere are no ene for Flagellants if they then the Flagellant is he same turn, bashes himself to death with hisownlil and is removed from play as normal PROPHET Theleader of this unit can re-roll failed hit oR kx DER, HUMAN, CELESTIAL, DEVOTED OF SIGM AR, FLAGELLANTS. WAL D>, S aa IL REE PEOPLE: ty of Azyrheim became the last bastion of the d lands they made ‘ors and relearni' Free new home in the city. Now thee” the ancient arts of war, When the Gates of Azyr were closed, the cil Having lost their kin returning to the eo cy ngdoms, continents and Mortal Realms as conquer ike the Crowned Skull of Bee vietorious. Then there are the gy and Pistoliers ide em of their it iti wine Lady of these skilled hop, Blood patrol the outer district where their deadly fire, ms ye gates of Azyr Sand si Ss = ; 3 steeds can get them out oftronbie into the lan le quick enou h to summon ai, Why the Freeguilds march outa Fregupg General himsel 4 Eternals, W ways of war lf might accompany them. Atop his griffon mount he‘, nd heroes strengthen | often joined by his finest soldiers egy one riding a demigryph, and togeine |_ they eagerly exact their revenge upon the servants of the Dark Gods, Among the numerous hosts of the Free Peoples, veteran: the ranks. Greatsword-wielding city rd are regiments that have faced tribes of Chaos and emerged RGANISATION a | AFreeguild Regiment consists of | }) the following units: + TFreeguild General or Freeguild | General on Griffon + Tunitof Demigryph Knights F ‘ initof Freeguild Greatswords ‘nits of Freeguild Guard 2 unis ofreeguild Archers, Crossbowmen or ina | any combinati * Lunit of Freeguild *Vnit oF Fre, ‘guild Outriders guild Pistoliers Handgunners, ion | — FREEGUILD REGIMENT When the cities of the Free Peoples are threatened they can call upon the disciplined ranks ofthe | Freeguilds, stalwart warriors that stand shoulder to shoulder against enemies of Order. FREE PEOPLES ABILITIES Stand Together, Fight Together: The warriors inthis batalion are trained to fight together to overcome their foes. You can add 1 tall hit ols fora unitina Freeguild Regiment if itis within 6” of another unt from the regiment when the attack rolls are made. ‘The troops in this’ ‘pattalion are drilled to hold in| the face of even the most terrifying enemies. Units from a Freeguild Regiment have #1 Bravery whilst they are within 10" oftheir Freud Genta In ation 0828 2 1 when taking a batleshock test fora ni from a reg Reine n9 0 flee from that unit regardless ofthe result Ithat unitiniuesany san no models flee ifyou roll a 1 or a2 Regimental Disciplin ld General on Griffon i a single Inde Many Feeguild Generals ide AY A Freeguild General on Griffon can fy. WARSCROLL EGUILD GENERAL ON GRIFFON MELEE WEAPONS Charging Lance: Add to the Damage of ifit charged this turn, this mode’s Lance Freeguild Shield: A Fr witha Freeguild Shiek dice and use the a8 to take a battlesho le ck R, HERO, FREEGUILD GENERAL Freeguild Lance 2 eh 2 3 ae 4 1 Sigmarite Runesword 1 5 a 4s Fi Sigmarite Greathammer r 3 a 3 2 Griffon’s Deadly Beak a 2 3 ae 2 ARE TBE Wounds Suffered Move: Deadly Beak Razor Claws 03 15) D6 6 46 3 6 5 t 79 " D3 ‘ 10-11 ee Ds 3 Pa no a ll BC RIETION ABILITIES COMMAND ABILITY Rousing Battle Cry: Ifa Freeguild General ‘onGriffon uses this ability, picka Fane Props unit within 15 hero phase you can add Bravery and 1 to is hitrolls, to that unit’ ge rolls and J —! - FREEGUILD GENERAL "MISSILE WEAPONS Range Attacks To Hit To Wound Rend Pistol °” 1 3+ 3+ zl (MELEE WEAPONS Range Attacks To Hit To Wound Rend Sigmarite Weapon i 5 3+ 4s 4 Great Weapon Ty 3 3 ae Freeguild Lance a 3 34 4 Washorse’s Steel shod Hooves 1 2 4 4 aMissborscsStsel atid Hooves Ni il a pila ABILITIES Stately War Banner: A General with a Stately War Banner gains the ToTEM DESCRIPTION A Freeguild General isa single model Some Generals favour the heft ofa two- handed Great Weapon in batle, but others prefer a magical single-handed Sigmarite Weapon which they can wield alongside a jp Freeguild Shield. 1friding to war, a General ‘may instead slay his foes with a Freeguild Lance. Many Freeguild Generals carry pistol instead ofa shield to shoot their foes from afar. Occasionally, a Freeguild General will have the honour of carrying a Stately War Banner to battle. the lowest when taking battleshock tests for Free Peoptes units from your army within 24” ofa Stately War Banner. Charging Lance: Add 1 to the Damage of this model’s Lance if it charged this turn, Freeguild Shield: A Freeguild General with a Freeguild Shield has a Save of 3+ WARHORSE ‘A Freeguild General can be mounted on a barded Warhorse, granting them a Move of | 12" and the Steel-shod Hooves attack 'S, HERO, FREEGUILD ( keyword. You may roll two dice and choose COMMAND ABILITY Hold the Line!: Ifa Freeguild General se this ability, pick up to three FREE PEOPLES | Units within 15’ These units cannot move or charge during your turn, but you cal add 1 to all hit and wound rolls for them until your next hero phase, NERAL DESCRIPTION Ait of Demigryph Knights has 3 or ‘ote models, Some units of Demigryph Knights wield Lances and Swords, while others arearmed with Cavalry Halberds. nither case, the Knights carry Shields andride upon fearsome attack with their Razor- PRECEPTOR Theleader ofthis unit is ceptor makes | extra Sslance and Sword or Demigryphs that sharp Talons aPreceptor. A attack with either Cavalry Halberd. MELEE WEAPONS Lance and Sword Cavalry Halberd igryph’s Razor-sharp Talons a STANDARD BEARER Models in this unit may be Standard Bearers. Ifthe unit includes any Standard Bearers, it only needs to take a batleshock test iftwo or more ofits models were slain during the turn. HORNBLOWER Models in this unit may be Hornblowers. If the unit includes any Hornblowers, add 2 to its charge rolls. Range Attacks To Hit To Wound Rend’ Damage Bs 2 aes : 1 2 ee * é 1 3 4 3h us a ABILITIES Shield: You can re-oll save rolls of for ‘unit equipped with Shields a wound rolls (Charging Lance: Add L tothe and Damage or ths units Lances and Swords ifit charged in the same tur. ‘Savage Ferocity Ifthe sound fxs Senor ap Ts 569" Dem hat atackinits D3 Cam instead ofl. DESCRIPTION GUILD CHAMPION ‘Champion. A Guild attacks rather than ‘MELEE WEAPONS Range Attacks Zyeibander 1 oo , a STANDARD BEARER battleshod Standard HORNBLOWER Models in this unit may be Hornblowers. If Jornblowers, it can afier your opponent has IU his charging units, so longas no enemy models are within 3", A the unit i udes counter-chai finished moving counter charging unit charges D6 xa ORDER, HUMAN, FREE PEOPLES, FREEGUILD GREATSWORDS she Oathsworn Honour Guard: Ifa unit of suid Greatswords is within 1d’ ofa FREE PEOPLES HERO from when they attack, you can a fodels in this unit may be Standard ers. Ifyou roll aI when taking a est for a unit that includes any none of its models fle. DESCRIPTION Aunit of Freeguild Crossbowmen has Iormore models. Units of Freeguild Crossbowmen are armed with Crossbows and Daggers. MARKSMAN Theleader of this unit isa Marksman, Add to the hit rolls for a Marksman using, Crossbow, Missile WEAPONS Lois i ORDER, HUMAN, FRI FREEGUILD CROSSBOWMEN STANDARD BEARER Models in this unit may be Standard Bearers. Ifyou roll a 1 when taking battleshock test for a unt that includes any Standard Bearers none ofits models flee PIPERS Models in this unit may be Pipers. Once per turn, ifan enemy unit endsits charge move within 3° of a unit that includes 3 Pipers, they can signal their unit to stan mre oot each model can then soot ‘Crossbow at the charging unit Range Attacks Toit To Wound Rend Damage” Crossbow 20" 1 rm : 1 MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage: ra 1 54 54 - eal + a ABILITIES. Piercing Bots: Each time youll wound roll of a6 or more fr a Crossbow, that attack is resolved with a Rend of 1 instead of" re Fel Grshoumen ed runt 20% yore models, they did not move in their on ren en ey mes ai Reload, can sho A unit of Freeguild Handgunners has 1O.or more models. Units of Freeguild BS Handgunners are armed with Freeguild Handguns and Daggers. MARKSMAN Mile leader ofthis unit is a Marksman, AMarksman is armed with cither a [Freeguild Handgun, a Long Rifle or a Repeater Handgun. You can add 2 to hit Hols for a Marksman with a Freeguild §) Handgun in the shooting phase. FREEGUILD HA ORDER, HUMAN, FREE PEOPLES, FREEG Models in this unit maybe Standard Bearers. Ifyou roll a1 when taking a battleshock test for a unit that includes any Standard Bearers none of its models flee. PIPERS Models in this unit may be Pipers. Once Per turn, ifan enemy unit ends its charge move within 3° ofa unit that includes any Pipers, they can signal their unit to stand and shoot; each model then can then shoot its missile weapon at the charging unit. ke NDGUNNERS 'UILD HANDGUNNERS = Range Attacks ToHit To Wound Rend Freeguild Handgun te 3 s Long Rifle _ ee a 4 _ ce sae a 4 MELEE WEAPONS Range Attacks To Hit To Wound Rend . " : _ hpi pin tl napintas YS DESCRIPTION STANDARD BEARER ABILITIES Steady Aim: You can add 1 to the hit rolls for a Freeguild Handgunner in your shooting phase so long as its unit did not ‘move in the preceding movement phase and there are no enemy models within 3 ofits unit co hit ral Handgun Volley: You can add 1 toh fora Freeguild Handgunner when its its missile weapons if its unit includes least 20 models, tie DESCRIPTION unit of Freeguild Archers has 10 or more models. Units of Freeguild Archers are aimed with Bows and Shortswords MARKSMAN, Theleader of this unit isa Marksman. Add Hothehit rolls for a dig hittolls fora Marksman using MISSILE WEAPONS cy Range” Attacks To Hit rhe ee To Wound Rend Damage! Bow 18" 1 + 4 L MELEE WEAPONS Range Attacks To Hit ToWound) Rend Damage Shortsword ci 1 5+ 4p re a a = ABILITIES Huntsmen: After set-up is complete, you can make a bonus move with this unitasif it were moving in the movement phase. Ordered Volleys: You can re-rollhit rol of | for Freeguild Archers in the shooting phase. You can re-roll hit rolls of | or instead if the unit has 20 or more models, or re-roll any failed hit rll iit has 30 or more models. eae ——— PREEGUILD ARCHERS ORDER, HUMAN, FREE PEOPLES, FREEGUILD ARCHE™ _ ye ‘TRUMPETERS Mode ‘MiissILE WEAPONS Steed’ Stamping Hooves — Brace of Pistols The lead n Outrider has Braver of these Outriders — but m istols~ you can add | to hit rolls for nany prefer to wield come Outriders ride Repeater Pistol, side a regular Pistol. pped with a Cavalry a Repeater Handgun. Si io war equipped with a which they wield along Outriders are also eq Sabre for fightin Range Attacks To Hit To Wound Rehd ler of this unit is an Outrider. i Outriders are armed with a Brace in close quarters, ” 2 5+ 3+ 1 Repeater Handgun fuss Da ae 34 1 ‘MELEE WEAPONS Range Attacks To Hit To Wound Rend Brace of Pistols iy 2 5+ 3+ loge Cavalry Sabre r 1 4 4 : " 2 44 54 ‘ a ee ce ee ee pe OUTRIDER ABILITIES Repeater Pistol: An Outrider equip with a Repeater Pistol makes 33H instead of 2 when attacking with of Pistols ry 6 instead of 5, 7 it Reckless Riders: When _ roll two die and pckthe nie of rolling a single dice when de How much extra they move eg when Pistoliers run, they must i possible towards the neat ™ ‘enemy unit. AUILD PISTOLIERS Range Attacks To Hit’ To Wound Rend Damage Repeater Handgun eS x Tae Brace of Pistols om eel 1 Grenade Launching Blunderbuss 10" 1 dep 2 ae MELEE WEAPONS Range AfackiTo HiEDTo a Cavalry Sabre Tes ao ee T Brace of Pistols ae? ee _ Saale eae 1 —— au Steed Stapp Hooves lil tla DESCRIPTION SHARPSHOOTER ABILITIES Aunit of Feguild Outriders has 5 or ‘more models. Units of Freeguild Outriders ate armed with Repeater Handguns and Cavalry Sabres, They are mount Sleeds that t Stamping Hooves, TRUMPETERS Models in this u nit that inclu an shoot ifitran dy ae luring its movement ph ample the foe with their unit may be Trumpeters, ides any Trumpeters ORDER, HUMAN, FREE PEOPLES, FREEGUILD OUTRIDERS __ WARSCROLL FREEGUILD OUTRIDERS MISSILE WEAPONS © Expert Gunners: You can add 1 tohit rolls for Outriders inthe shooting phase i their unit did not move in their preceding, ‘movement phase and there are no enemy models within The leader ofthis units a harpshooter Some Sharpshooters shoo the foe with a Repeater Handgun you can add 110 hitrols for these Sharpshootrs inthe shooting pat ba tere ve equipped witha Braceof Pistols, ono hic il play bea Repester isl 2 few Shapshooters, usualy thse that have Gunmastr a pao nstead camry a Grenade Launching Blunderbus, Shurpahootrs also make attacks with their Cavalry Sabres instead of fed on Repeater Pistol: A Sharpshooter equipped with a Repeater Pistol makes 3 attacks instead of 2 when attacking with his Brace of Pistols he WARSCROLL BATTALION YI COL of Azyth nthe sky towers of i fhannel and sip! scim dwell the Collegiate Arcane. Sorcerous artisans, they cregy yon the cof the realms into devastating spells of destruct Won support itis to the Battlemages of the Collegiate they tury oY Why devices to « Azyrite ar mies need magical COLLEGIATE ARCANE WAR COUNCIL ollegiate gather in great numbers the air shimmers and sparks with the ell-caster augmenting the powers of their fellow scholars. When the Battlemages of the might of th magic, each s [ORGANISATION mi ABILITIES. A War Council consists ofthe ‘Augmented Might: Any Battlemages in a War Couneil can choose to forgo casting ata spell cast by another model from Following units 4 spell in their hero phase in order to a the same battalion that is within 6", Declare that they will do so before making | * |Battlemage on Griffon the casting roll, Add 1 to the casting roll and 6" to the range ofthe spell for each + 3-8 Battlemages Battlem + LLuminark of Hysh x that helps to augment it * Celestial Hurricanum the ike ener MELEE Batt DESCRIPTION singl ABattlemage is eee Baemagen specialise in mastering on ttihe Lores of Magic ~ Heavens, Bright, ‘Amethyst. White, Gold, Grey, Amber or Peel ctericagtitl Ceara Te geane associated with that Lore. All and: a . Battlemage’sStaf attlemages c ABILITIES. ‘ Magic Specialisation: When setting up this model, you can pick one of the following schools of magic for the Battlemage to specialise in Heavens, Bright, Amethyst, White, Gold, Grey, Amber or Jae. MAGIC A Battlemage can attempt to cast one spell unbind a spell in each enemy hero phase All Battlemages know the Arcane Bolt and. ‘Mystic Shield spells. A Battlemage also Knows one more spell depending upon his ‘magical specialisation: Specialisation Spell Heavens Chain Lightning Bright Fireball Amethyst Soul Steal White Light of Battle Gold Final Transmutation Grey ‘Mystifying Miasma Amber Wildform Jade Lifesurge WARSCROLL BATTLEMAGE WEAPON: Range Attacks To Hit To Wound Rend Day ‘S Mtacks To Hit a e's Staff 1 3 1 os ' 4s 1 CHAIN LIGHTNING Lightning bursts from the wizard's fingertips and arcs towards the enemy with crackling fury. Chain Lightn cast lfsuccestully cast my unit within 18. That 7 in ing tand italso suffers DS iB value of he picka visible Unit suffers D3 m adice for eve al wounds, Then, of the original target; ona 6 the ligh has leapt to that u mortal wounds. FIREBALL The wizard conjures ball of lame and hhurls it this foes Fireball has a casting value of 5. If successfully cast, pick a visible enemy unit within 18" and rolla dice Ona lora2 that unit suffersa mortal wound, on a3 ora it suffers D3 mortal wounds and ona 5 ora 6it suffers D6 mortal wounds in each of your hero phases, and attempt to SOUL STEAL The wirard extends a hand and eches hi vitim’ souls fom the bodies Sul Sta hasa esting vale of Ieacesully cs picka vine enemy unt within 8 You and your opponent then both oll adie add the casters Bravery to your dicerol and add the Bravery othe arget to your opponent Iryour score isthe highs the enemy unt utes a nomber of moral wounds equal tothe dferenceinthe and your opponents, the unt sufers2 mortal ound LIGHT OF BATTLE the wiard infuses hisalis wth Light energies ling them wih courage Light of bate hac cating vale of If sucessfully cast pick unt within 18 That unit des not need to take bttleshock trun your nest oop The magia aura surrounding tat uitalso ennobe nearby alls nl your nest ho has; other unt rom you amy within ofthis unit inthe baeshock phase add To their Bravery N, COLLEGIATE ARCANE, , HERO, WIZARD, BATTLEMAGE FINAL TRANSMUTATION, With a gesture flesh of his foe in he wizard ranmunethe nto unliving metal Ha Tansmutation has casting values oe successfully cast pick vad ences a within Is Yo apport then pho ‘model in that unit and rolls a diee, if the. result moe than th aleaming golden model’ remaining sits transformed into statue and slain, MYSTIFYING MIASMA The wizard createsa fog that numbs his focs' battle skills. Mystifying Miasma has a casting value of 6, Ifsuccessfully cast, Picka visible enemy unit within 18 Until Your next hero phase your opponent must subtract 1 from all hit roll for that uni, WILDFORM. With a roar the wizard infuses hisallies! battle spirits withthe savage strength of wild creatures. Wildform has a casting value of 6 Ifsuccessfuly cast, picka unit within 18". Until your next hero phase you canada 1 toall wound rolls for that unit in the combat phase. uresurce the wizard infuses is ales wit healing energies. Lifesurge asa casting value of Ifsucesily cas, pick unit within 1 (One model in that nit eae wounds Inaton. wt ar est em pte 3c energies ofthis spell persist clla iad ier meal ata 2 wound or mortal wound. On 6,that wound instant healed ands gored : WARSCROLL ELEE WEAPONS Range RE To . ™ ~ Beaststaf F we TSH Waente eal pea Griffon’s Twin Beaks H a 1 o> Griffon’ Raror Claws, , oe. — tne DAMAGE TABLE as Wounds Suffered |. move te - st Beaks Razor Clays 5 : ; 48, Ds Ps 79 5 10-11 ed - 12 z a 3 aie Ma ete DESCRIPTION ABILITIES AMBER SPEAR serie on Griffon sa single model. Amber Batlemage: You can ad ‘he wizard conjures a magical amberspear AEelclemgenarmed withaSeastta, castingrlsforaatienageifhebaleis tha hehadenasaeneta aa The Baer ehealed Gifon tattle, taking plac inthe Realm of Beast accuracy peach thsgh the aaa agesits prey with its Twin Beaks heaps Two Headed: You can reroll hit rolls of and Razor Ch when attacking with «Griffon Twin Beaks his foes without effort. Amber Spear hasa casting value of. 1 succesfully cas, pick a visible model within 18, Draw a straight line between that model and the caster the target model's unit, and each other unit that thisline passes though, suffers D3 ‘wounds ia Griffon can fly. [batlemage on Gifon ca re ‘A Batlemage can attempt to cast one pl in ach of ourhero phases, and ater to unbind one pelin each enemy hero phase. He knows the Areane Bl Mystic Shield and Amber Spear spells 5 |TTLEMAGE LLEGIATE ARCANE, MONSTER, HERO, WIZARD, Bi LUMINARK OF HYSH MISSILE WEAPONS Searing Beam Wounds Suffered 02 34 5-6 78 aus DESCRIPTION ALominark of Hysh isa fine magical lens array mounted upon Je model Fa ligecacen the bales develasacting aa focus for mag “Arcane Tools as improvised weapons. WHITE BATTLEMAGE Some Luminarks of Hysh are attended s, These gain the Batlemage’s Staff melee weapon. LUMINARK OF HYSH L ssrvoxos Warhorses’ Steel shod Hooves pec. Steclshed t ORDER, HUMAN, COLLEGIATE ARCANE WARSCROLL of Light, 30" fi MELEE WEAPONS Ramee -Atucle Battlemage’s Staff 2 a Acolytes’ Arcane Tools Y 4 Wt. A idee ee ‘ ‘ 2 ime a asa ABILITIES. Locus of Hysh: Add 1 to unbinding rolls for COLLEGIATE ARcANE Wizanbs from your army within 10° ofany Luminarks of Hysh, Aura of Protection: Luminarks of Hysh are surrounded by a magical aura that protects those from harm. You can roll adice each time an OnDER mode! from your army suffers a wound or mortal ‘wound whilst within range ofa Luminark’s Aura of Protection ability; on a6 that attack is deflected by the aura and that wound is ignored. The range of this ability is shown in the Damage Table above, LUMINARK OF HYSH WITH WHITE BATTLEMAGE ORDER, HUMAN, COLLEGIATE ARCANE, HERO, Range “Attacks To Hit DAMAGE TABLE WIZARD, LUMINARK OF HYSH MAGIC ‘The White Battlemage stop a Laminark can attempt to cast one spell in each of your hero phases, and attempt to unbind ‘one spel in each enemy hero phase. He knows the Arcane Bot, Mystic Shield and Burning Gaze spells, BURNING GAZE Bolts of burning ligh fy from the wizard’s eyes, searing all caught in their path, Burning Gaze has a casting value of 6 If successfully cast, picka visible unt within 18. That unit suffers D3 mortal wounds Double the number of wounds inflicted ifthe target has 10 or more models, and triple them ifthe target has 20 or more. Acolyt DESCRIPTION Acs Huricanun fa sngle mode tinagcal orery mounted upon the i ‘ounleasha hemtek upon the a focus for futtle altar can be terrifying Storm 0 enemy, as well as acti ; magical energy to the benefit of nearby wizards, The Hurricanum is pulled into battle by two War the enemy with their and manned by Acol their charge us Improvised weapons. ses that stamp at shod Hooves, CELESTIAL BATTLEMAGE Some Celestial Hurricanums are tended by Celestial Battlemages. These gain the Batlemage’s Staff attack ABILITIES Locus of Azyr: Add | to casting rolls for COLLEGIATE ARCANE WIZARDS from Yourarmy within 10" of any Celestial Firricanams in the hero phase. CELESTIAL HURRICANUM MISSILE WEAPONS Storm of Shemtek MELEE WEAPONS Battlemay Arcane Tools Wathorses’ Stcel-shod Hooves Wounds Suffered ORDER, HUMAN, COLLEGIATE Al WARSCROLL Range” Atk tee tacks Tale Te Wold ae "3 +e st Retd Damage Range Attacks = Seebeloy Staff x ks. Tonio Wait rca Damage 2 3+ 4 u 4 ae 7 D3 DAMAGE TABLE” Move: 10 ae is - ‘ a ex 2 Portents of Battle: Celestial Hurricanums leak magical power, and nearby soldiers reside them often report seeing visions of the imminent future, With such knowledge they are able to predict the actions ofthe foe and land their blows with uncanny accuracy. You can add Lo the hit rolls of any OnpeR units from your army within range of any Celestial Hurricanum’s Portents of Battle ability when they attack; the range of this ability is shown in the Damage Table above. Storm of Shemtek: A Celestial Hurricanum can summon a magical storm to batter the foe. Fach time you makea Storm of Shemtek attack, select a target unit that is visible and in range, then roll a dice to see what kind of fury is unleashed from the heavens: 1.3 Teeshard Tempest. The target suffersa mortal wound, 4.5 Lightning Strike. The target suffers D3 mortal wounds, 6 Meteor Strike. The target sufers D6 mortal wounds | ORDER, HUMAL GIATE ARCANE, CELESTU RRICANUM CCLESTIAL HURRICANUM WITH CELESTIAL BATTLEMAGE Portents of Rattle npttoc ineach of your hero phases, and attempt tounbind one spell in ech enemy hero one spell phase. He knows the A Shield and Ce cane Boll, Mystic et of Casandora spell ‘COMET OF CASANDORA, Reaching out to the heavens, the wizard drawsa wandering comet and sends it crashing down upon the battlefield, Comet of Casandora has a casting value of 6 If successfully cast, pick unit within 18" of the caster. Your opponent must then select one ofhis units thats within 8" ofthe caster (this canbe the same unit asthe one you chose). Then, rolladice;ona1,20r3 ‘the unit your opponent picked is struck by the falling comet, and on a4 or more the tit you picked is struck ~that unit suffers 6 mortal wounds. CELESTIAL HURRICANU ——— = IRONWE vs of Azyrheim are filled with technolog oes rest of the Mortal Realms. Crafted The workshops largely engines ronweld they ri t and fo fie. These Hternal City, ar Arsenal is furnishin, he founding cities with b wder cannon wn artillery, ——— ‘wed by th otten by the r ‘ : jeath upon the enemies of Azyrheim and the free cit in fire and ¢ and meg id mechanical jee eBince me ies, Sof | of the following units: visible to either the battalion's Gunmaster or Cogsmith, Then, rll a dice for each | * lunit of Gyrobombers ve RON IRONWELD ARSENAL ARTILLERY DETACHMENT ‘The war machines of the Ironweld hammer the battlefield as the armies of Azyrheim advance, often leaving nought but smouldering corpses and shattered ruins for the city’s soldiers to conquer. ABILITIES An Artillery Detachment consists | Preliminary Bombardment: In your hero phase, pick an enemy unit that is | other unit in this battalion; on a 6 that unit can immediately shoot at the nominated Peulednmaster enemy unit as if it were the shooting phase, + 1Cogsmith, + 1 Helblaster Volley Gun * UHelstorm Rocket Battery + Cannon * 1Organ Gun + 1Steam Tank | * Lunit of Gyrocopters Missile WEAPONS Range” Attacks Artisan Pistol ” 1 Repeater Pistols ” 3 Masterwork Long Rifle 30" 1 MELEE WEAPONS Range Attacks Helecealplercope ono oT a2 ABILITIES Range-finding Optics: You can re-roll hit Isof | for a Gunmaster in the shooting a ase if he did not move in his preceding Dm nt phase and there are no enemy within 3° of him. ORDER, Hy MAN, IRONWELD ARSENAL, HERO, ENGINE To Hit To Wound ra MISSILE WEAPONS Range” Attacs Toit ToWound Rend’ Damage” | = a i t Duardin Pistols 8 2 " 3 zi 1 } Se i “ d Grudge-Raker 16" D3 4 Bt 1 1 oh a8 et MELEE WEAPONS Range Attacks To Hit ToWound Rend Damage To Hit To Wound Rend Damp) SORE 7 ni mn me s a. sas 2 sed ee an NE ge amity 4a ER, GUNMASTER Rend a hee ae DESCRIPTION A Cogamith isa single model. He is, quipped with a veritable arsenal of weapons, including a brace of trusty Puardin Pistols and a handgun known. 85a Grudge-Raker to despatch his foes fom distance. He is also armed with is Cog Axe for when things get up close 8nd personal "NARSCROLL COGSMITH ABILITIES Engineer: In your hero phase, a Cogsmith Canrepeira singe Wan MAcsINE whin 4", That model repairs 1 wound. NGINEER, COGSMITH WAR MACHINE : MISSILE WEAPONS Volley of Shots (Crew within 1” Move 3 models 4 models Sp 1 model a Nepaiele o ORDER, y ORDER, WAR MACHINE, HELBI Range ye = ap "WAR MACHINE CREW TABLE Volley of Shots 3+ ae 5+ ASTER VOLLEY GUN ster Volley Gun consists of a lethal hine that fires a Volley of Shots e-and a unit of 3 Ironweld Crew. The rev load and fire the Volley Gun and an defend it in melee using their Tools as Improvised weapons ABILITIES, Point Blank: You can add 1 to hit rolls for isms Va Vole of Shots ifthe tage! ‘unit is within 13", Se aed WARSCROLL Pe ee ‘MELEE WEAPONS Range Attacks To Hi Crew's Tools V 1 Gun can only move if 1" at the start of the movement phase. If its Crew are within 1" of the Volley Gun in the shooting phase, they can fire the war machine. The war machine canno make charge moves, does not need to take battleshock tests and is unaffected by any attack or ability that uses Bravery. The Crew are in cover while they are within 1 of their war machine. Helblaster Volley: In the shooting phase the Helblaster Volley Gun's Cre attempt to load and fire decks. Ifthey loaded 2 gun det ‘machine makes 2D6 attacks when it fires its Volley of Shots instead of D6, and if LD ARSENAL, CREW 3 ToWound Rend Damage 5 5+ 1 they loaded 3 gun decks, it wi attacks, However ifany dovblesare rolled ‘when determining how many attacks are made when fring Volley of Shot, the Helblaster Volley Gun jams and no shots are fired this phase. ‘Working Like Clockwork: Enginests know just how to tinker with Volley Guns toensure they work at maximum efficiency tnd do not am in the heat of battle. You an re-collallthe dice when determining how many atacks aremade witha Volley arshots there is an ENGINEER fom your frm within 1 ofthis war machine HELSTORM ROCKET BATTERY WAR MACHINE WARSCROLL { a EWiatons Range Attacks To Hit ss ; abate : | eee ie 3 5+ MELEE WEAPONS ccna | fe aU FS | ae Ts scp ag Ts ; | MACHINE CREW TABLE “i ats ies r Helstorm Rocket Salvo. | = , m8 2 models ” DESCRIPTIC 7 | ION I model Da ‘AHelstorm Rocket Batte ABILITIES : , tise ay coniat Setar Ree ae a nonicymctetonctetiy sliydawpramefceme Soles a L pea Keeney tinal, Enea ere asa selsuitot3ronweld Cre who operate phase is Cov aewain Che sume target they, youanadl irermane accents fatatuerinigaengntctg, inet care the ar mahne Ts egg Tat On Hane | camot mie cagemove donne! reece esd | bya attack or ability that uses Bravery. spedandotber sits and canvastly | ‘The Crew are in cover while they are improve a Rocket Battery’s chances of Bore I ga ttn he cay we Arcng Ordnne A at_ hemaere sey eee Speier WAR MACHINE sal ase CREW WARSCROLL CANNON MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage Grew’s Tools 1 aS LE ’ MISSILE WEAPONS Range Attacks To Hit To Wound Rend Dam : Gannon Shel ee rs & 2 : —y er DESCRIPTION ABILITIES sa ’ Pay WAMAGhINPEREW TELE] ACannon consists ofawar machineanda __Duardin Artillery: ACannoncanonly __ExplsiveShelle Youranre seit 1 WAR MACHINE CREW TABLE | ins Of3 Duardin Cre. The war machine move fits Crew are within 1" at the stat of ie (Crew within 1” Move Cannon Shell | fr duly explosive Cannon Shells Eemnrenent eel hin : 3models 2 Bend Narcherpecnsg ieee ene neo Accra: Engines canis H 2models a 4 improvised weapons, TO ae al ranes og | ands them to theirtar } “ ‘No models v 0. Galen cover while they sae a hi CREW BS RY ne oD) DER, WAR MACHINE, CANNON pre WAR MACHINE MISSILE WEAPONS ORGAN GUN Range Attacks | Barrage of Shots ars ey WAR MACH Crew within 1” Move 3models a’ 2models Ey 1 model 2 ‘No models o” MACHINE, | WAR MACHing DRGAN GUN To Wound Rend Dan 5 me yn rt ECREWTABLE | Barrage of Shots 3+ MELEE WEAPONS Crew's Tools r 1 DESCRIPTION An Organ Gun consists ofa four-barrelled var machine that fires alethal Barrage fShots and a unit of3 Duardin Crew ‘aipped with Tools, ABILITIES Duardin Artiter ny moveifits, es tsC ¥: An Organ Gun can ifits Crew are within I" at scart ofthe movement phase, If its inthe Mithin 1" ofthe Organ Gun mace ating Phase, they can fire the far machine cannot doesnot need to take ‘and is unaffected by any that uses Bravery. The While they are within 1 ably SF war mc CREW (Organ Fire: In the shooting phase the Organ Gun’s Crew can load 1, 2,3 0r4 barrels. IFthey load 2 or more bareels oll a dices the eu is equa or greater than the number of loaded bartels, make ach loaded barrel (ol separately to determine the : ‘of Shots attacks made foreach barrel bg id). However theres ese than the perf nded barrels the Organ Gun ans an 0 sos are fred this pse IRONWELD ARSENAL, CREW Range Attacks To Hit To Wound’ Rend Damage 4 St S it ear machine Engineers to ensure that stays trugand does not msirein the heat of battle. You can re-rll the dce rolled to seeifan Organ Gun jams if thereisam [ENGINEER from your army within I’ ofthe war machine WARSCROLL STEAM TANK MISSILE WEAPONS Range’ “Attacks To hit Handgun anal etd Damage e DAMAGE TABLE % ‘Bouncing Cannon Balls: You can add I to | / THLFic tt Inseadof sing the More Pressure! ability, the team Tank Which isn't connected to the Steam Tank’s boiler!) MTANK GHINE,STEAMTANK EI ORDER, HUMAN, IRONWELD ARSENAL, WARMACHINE ST — WARSCROLL GYROCOPTERS GYROBOMBERS Wisse WeAPONS Range” Attacks To Hit To Wouadl RIN” omy 4 \4 See ree + Be Range Attacks To Hit To Wound Rend Damage } a fine Aude To Hig Tae EER Aros et Aco at iiade nies 5; dae aig Blades, pemnicdyans | DESCRIPTION ABILITIES DESCRIPTION ABILITIES Steam Gun: When firing a Steam mbs: Once per battle, usta \Gyrobombers unit can have any number Grudgebuster Bombs: A unit of in: When ring Steam Gun Gull Bombe: Coss of models. Gyrobombers are fitted with Gyrobombers can drop Gradgebuster You can then make one ele tke Aose-mounted Clatterguns and carry a Bombs as they fly over enemy units, : ae o dice foreach y formationsas they fly over them. Gyrobombers flew over in the moveme ‘ phase. Then, roll two die oe Fach Gyrobomber is piloted by a duardin, phase. Then, roll one dice for each ny Syrobombers can, Aly ONWELD AR, ENAL, WAR MACHINE, GYROCOPTERS { DOE cor, the Dispossessedare the remnants ofa once gre silient warriors a pesoluteand rs srOrder, the towering walls of Azyrheim ani 4 ese balders and servants of Ord Eg Mast ee mack tothe skill the realms owe UC : Je domains and fortresses ofthe Over the : Kaw | Dispossessed are all hardline ori nthe des Beicds Kee. : new cts, ery oe aig - yielding angles, as rigid and toils upon these conse | asthe warriors that | hardonca te 7g As the armies of Order ae veteran Longbe, Ironbreaker or ; ard heat any "solute a < Unforged hon have been broken MCOUNters With Chaos thiroleto ply qa and champions. Where thea lke tone maaan Warden Kings and thei wanton nto the Mortal Realms, Dispossessed are there to carve Even the craze erule of aw backinto the ground. —_|_whose minds While the Devoted bless the earth | theire nd the Freeguilds arrison the cities, | the Dispossessed help the Stormcast _| Is and the armies of Azyr to | . bring down the bastions of Chaos. | TORANISATION? A Grneens tetany | + 1Warden King + 1 Runelord * 1 Unforged * Any 4.units from the following lst: Warriors, Thunderers, Quarrellers, Longbeards * Any3 units from the following list: Irondrakes, Tronbre : akers, Hammerers, DISPOSSESSED GRUDGEBOUND WAR THRONG ‘The Dispossessed warriors still keenly remember the destruction of their empire, and are more than willing to sell their lives against their ancient enemies if it means a chance of settling old scores. ABILITIES Ancient Grudges: The warriors of a Grudgebound War Throng hold deep-ooted grudges. When a Grudgebound War Throng goes to wa, these spatks ofbiterness are fanned into seething flames of vengeance that wil only be extinguished when old scores are settled You can re-roll all it rolls ofl for models ina Grudgebound War Throng, ed for their stubborn refusal Stubborn to the End: The Dispossessed are renowned fr their stub to admit defeat, especially in the face of overwhelming odds. you rll 1,205 est fra unt in a Gradgebound War Throng that 3 when taking a battleshock test fora unit = vt stabbornly fuse to yield andisteatedashaing pasted the ee fad irrespective of any penalties on their Bravery or the number of casualties the} suffered that turn. ~ WARDEN KING MELEE WEAPONS Attacks To Hit To Wound Rend Dane Rane Weapon 1 4 3+ 3 1D es r ee Range DESCRIPTION ABILITIES Ancestor Shield: You can re-roll all failed COMMAND ABILITY Ancestral Grudge: Ifa Warden Kings this ability, pick one enemy unit wiis 16”, Until your next hero phis Je add 1 to wound roll forall ataclsm by Dispossessep modelsthat 8 a Warden his oath stone to Oath Stone: solve of his followers. Ifhe that unit move until his next hero Dispossessep units from 18" in the battleshock rden King’s Bravery PISPOSSESSED, HERO, WARDEN KING a r4 i RUNELORD MELEE WEAPONS. Range Attacks To Hit To Wound Rend Damage Rune Staff a 1 te 3 D3 Forgehammer 1 Ie cs be 1 | DESCRIPTION ABILITIES oe RunesofSpelbreakng ARonddcin Axcis sad ; model in this unit suffers a wound ora lord isa single model. He is armed witha Rune Staff and a Forgehammer. fenemy hero phase as ifhe werea wizard You can add 2 to any unbinding rllsfor a Runelord, mortal wound isignored orgie: Util your next hero phase increase the Rend characteris of the tn’ weapons by 1 (Le. Becomes 1 becomes 2and soon Rune Lore: In your hero phasea Runelord can pray to the Ancestor Gods to imbue his allies’ weapons and armout with power. If he does 50, pick a DisPossEssED unit within 16; select a power and rolla dic ‘ona | the Runelord has failed and aerered no hisale wargear OV take eect PRIEST, RUNELORD ta L sons “ORDER, DUARDIN, DISPOSSESSED, HERO, PRIEST: RUNELORD _——= r we DESCRIPTION MELEE WEAPONS Runic Axes Range Attacks To Hit To Wound 3 34 TS ABILITIES Runic Axes: The Unfo Nemesis: Attacks made by an Unto inflict double Damage agains Caos units ged launches a Fic Deathblow: [fan Ur The Bigger They Are.: Yousnalll orged is slain to any wound rolls for an Untorei ase, roll a dice before it is >naroll of4 ormore, you can _the target ofthe attack hasa Wout »: ids on the enemy characteristic of more than | fatal blow (inflict D6 nds instead ifa Cuaos model ORDER, Dy DUARDIN, Dispossre DISPOSSESSED, HERO, UNFORGED MELEE WEAPONS Range Attacks Duardin Axe or Duardin Hammer r 1 Double-handed Duardin Axe DESCRIPTION Aunt of Warriors has 10 or more models. Most Warriors enter battle armed with filets Duardin Axe or a Duardin Hammer, but some units prefer instead to ist Double-handed Duardin Axes to cut HORNBLOWERS Models in this unit can be Hornblowers. When a unit containing any Hornblowers runs, they do 50, do not rll.a dice to see how far the unit runs; instead, they can move up toan can ‘Sound the Advance’ Ifthey own thei foes with mighty swings. Many extra 4 tis ao carey sturdy Duardin Stic ve aay ABILITIES YernncT Ot this unitis the Veteran. A Resolute in Defence: You can rel fled eran makes 2 STANDARD attacks rather than 1 wound rolls of | when attacking with a Warrior in your opponent's combat phase. Models, BEARERS You can instead re-roll all failed wound eee poe unit may be Standard rolls for a Warrior if its unit has 20 or mor a Clan Banner. ‘combat phase he To Duardin Shields: A unit equipped with Duardin Shields can create shield wall instead of running or charging its turn Ifit does so, re-rol al failed save rolls for in the combat phase until its next jc Icon: Rolla diceifa spllaffectsa_ ‘unit with any Runic Icons. Ona rll ofa ‘or more that spell has no affect on the unit (butitwill affect other units normally) can anner yu batbosk canna harey Can Bune sep aber fod tate (oundngs WARSCROLL IRONDRAKEs he, WARSCROLL LONGBEARDS save rolls fr the unit "ntl its next movement pha Old Grumblers: Longbeards ae always ing about something, from the hey endured when they were 1d how the youth of today don't ARD ofthis unit isthe Old Guard attacks. Guard makes? is unit may be Standard til your next hero phase atleshock test for sunit that has any Standard Beaters, hale the sumber of models that flee (rounding up) THRONG MUSICIAN odesin this unit can be Hornblowers orDrummers, When a unit containing bk ee how far the unit runs instead, they can move up to an extra 4 MELEE WEAPONS Range Attacks To Hit Tow, : Ancestral Axe or Ancestral Hammer 1 _ Ancestral Great Axe r 1 a i ; ere + 1 ABILITIES Gromril Shields: This unit can crea Shield wall ins hat model stands fm under de stern ofthis uit in the hero phase can abilities even if they Grots are we Youcan re-rll wound rolls of for Diseossessep model my that are within Soft hen they attack in the WARSCROLL IRONBREAKERS MISSILE WEAPONS a eal sheld An Ironbeard makes pa Tonbreaker Ase Bee iotetce ober eabenct a ake unit runs: instead, th extra he Range ‘Attacks Tait x foHit To Wound Roh Drakefire Pistol 8 " = "| id Rend Damage MELEE WEAPONS Range Attacks To Hit : i © Toit ToWolbd) Rend pg Drakefir Pistol 1 1 os ™ aay Ironbreaker Axe or Hammer Lsdeene me H A li le ICON BEARER ABILITIES pTION DESCRIPTION Ware care Models inthis unit maybe Icon Bear Brace of Drakefre Pistols: You can make nit En areclad insuitsof _Rolladicefan enemy spell unit n ronbetrd armed Baer each ironbreaker goes _withanyleon Bearers Gndralleraen mnt Armout. Each ore, that spell has no affect onthe un Ge in ronbreaker Axe SP nit war ane i a and a sturdy (butit will affect other units normally) Cinderblast Bomb: Once ‘mode with a Cinder more that D3 mortal wounds, Gromri Sis This charging 9, rel al fale. save rolls forthe unit inthe combat phase unt itsnext movement phase MELEE W Grom Great Hammer ORDER, DUARDIN EAPONS Range Attacks 1 STANDARD BEARER M Standard shock test for Standard Bearers, er of models that flee KEEPER OF THE GATE is the Keeper of the he Gate makes 3 attacks ®, DISPOSSESSED, HAMMERERS 4: You do notneed ote 16" of a DisPossEsst WARSCROLL oe DESCRIPTION A unit of Thunderers has 10 or more nodes They goto war armed with Puardin Handguns, which ata pinch ‘an be used to bludgeon foes in close t-Some units of Thunderers are also ‘uipped with Duardin Bucklers, STANDARD BEARER pots in this unit may be Standard ahr Standard Bearers can carry either tunic Icon ora Clan Banner eee ofthis unit isthe terans fight with Mi others erin Veteran, Some ‘Duardin Handgun, eee a Brace of Duardin a You can dd 1 tohit rolls for a wen he fires a Duardin Handgun. ons § MISSILE WEAPONS. ORDER, DUARDIN, DISPOS THUNDERERS 4 4 apse QS te) t= DRUMMERS Models in this unit can be Drummers. ‘When a unit containing any Drummers runs, they can ‘Sound the Advance’ they 4 50, do not roll a dice to see how far the ‘unit runs; instead, they can move up to an extra ABILITIES Precision Fire: You can add {to al rolls fora Thundererifits unit has 20 ‘or more models and there are no enemy models within 3 hit Runic Icon: Roll adice if spe i ‘unit with any Runic Teons. Onaroll ofa 5 or more that spell has no affect on the unit (but it will affect other units normally .D, THUNDERERS Range Attacks To Hit To Wound Rend Damage Duardin Handgun 6 Tae Es 1 1 Brace of Duardin Pistols. 8" 2 ms a 1 1 MELEE WEAPONS Range Attacks To Hit ToWound Rend Damage! Duardin Handgun i 1 4 5 14 Brace of Duardin Pistols ig 2 es (Clan Banner: If you fl a attleshock test fora unit that has any halve the numberof models that fee (eoundin Duardin Bucklers Ifa units equipped vith Darin Buckles tances ‘Shield wall instead of running or charging inis turn. [Fit does so reroll al failed save rolls fo the unit inthe combat phase tunis next movement phase ~ QUARRELLERS MISSILE WEAPONS Attacks To Wound Rend Damage Duardin 2 1 4 1 MELEE WEAPONS Attacks To Wound Rend Damage, ‘ 4 in Bucklers it = ae —s rLUN erious and inscrutable of their race. Eleme, among the most mysteri¢ ‘lemental wizg among : Re: E a born with the power to shape the Mortal Realms, casting spell, thatthe burn without end or domes of shimmering force no blade can trea ak, Aelf sorcerers ai {ethereal flame that MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage Seerstatf ra aes ey DESCRIPTION ABILITIES ELEMENTAL SHIELD ; rye isa single model. He wields Talisman of Arcane Power: Youcan add Te Archmage wees mel moi mnettal Seerstaf that channels his 1 to any unbinding rolls foran Archmage _energyaround imselfand SSS Kane abilities. Almost e 5 i * lementl shied basa cating ae Archmage with a Talisman of Arcane Power. Also cates aT, fully cast, until your sent 6 succes Fe, isman of Arcane Powe hue tat wer, area deen lome of spells or ro pase, yuan "aid them jy eels oF a magical amulet, pare Pnae era moda Yura Oftheir foes“ Pelling the fell sorceries MAGIC ier sof bi, sufesa wound ot An Archmage sa wiardHecanatempt iin oSS SS AEVEN stEED toceastonespellineachofyourown bere smotalaits as Archmage phases, and attempt to unbind onespell BIS schmageanisi Mes sos Mei a Aelven Steed. 1f in each enemy hero phase. He Knows the s Bilsthe Swift Mot e

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