Cities of sigmar pdf download
Those few shell-shocked foes who survive the initial devastation are cut down by ranks of grim-faced soldiers, blasted apart by deadly accurate fusillades of musketry. Hallowheart is a city infused with magical power, the radiant aura of Aqshyan magic that emanates from its crystal caverns.
This can manifest in many different ways, from strange birthmarks to an excess of unexplainable good fortune. In all cases, this attunement to the flow of magic grants warriors of the city surprising resilience to sorcerous attacks. Spells hurled at formations of Hallowheart warriors have been known to sputter and disappear before impact, as if breaking against an invisible wall. The fireballs and lightning bolts hurled by Hallowheart Battlemages suffer no such misfortune.
Clusters of heavily armoured infantry cluster around these devastatingly powerful wizards, a wall of grinding metal that thunders forward to exploit gaps blasted in enemy lines. They strike with the precision of a hunting hawk, aiming to snatch the eyes and cut the throat of their prey before it can react.
Fast-moving infantry and cavalry detachments advance and eliminate key threats upon the battlefield, while flights of Stormcast Eternal Prosecutors and Swifthawk Skycutters, supported by Kharadron Overlord privateers, overwhelm the foe with a blistering aerial assault.
The Phoenicium is a holy city sacred to the worshippers of the Ur-Phoenix, the godbeast venerated by the aelves as the avatar of righteous vengeance. The silent, wrathful warriors of the Phoenix Temple are a common sight in the armies of the Phoenicium, and their fearless example has inspired their fellow soldiers to countless acts of bravery and retribution. Having suffered insult or injury, warriors of the Phoenicium will not rest until they are revenged upon the perpetrator.
To allow a defeat to remain unanswered is a mark of great shame for any regiment of the city, and many would rather risk death than accept such dishonour. Swooping down into battle, these noble beasts engulf the foe in streams of cleansing fire. No less devastating are the cavalry charges of the Lions of Sigmar, the stalwart Stormhost that guards the city of the Ur-Phoenix, who crush the enemies of Order beneath the claws of their fearsome Dracoth steeds.
The Living City stands as a symbol of the great alliance between the people of the God-King Sigmar and the Lady Alarielle, and its citizens are attuned like few others to the wonders — and dangers — of nature. From an early age, the wardens of the city learn the arts of woodcraft and tracking, mastering the ability to move at pace while leaving barely a sign of their passing.
In the depths of the forest and upon the battlefield, the shadows are a powerful ally. Warriors of the Living City pass unseen until the moment they strike, cutting down their prey in a pinpoint storm of arrows. Should battle be joined, the sylvaneth will willingly lay down their lives alongside humans, duardin and aelves, sacrificing themselves for the cause of order. A lifetime of fighting back the monstrous megafauna that haunt the jungles and seas of the Charrwind Coast has fashioned the people of Anvilgard into hardened frontier survivors.
From an early age, natives of the city learn to hunt and fight, to survive in the lethal wilds that surround Anvilgard. These hard-bitten mercenaries provide their centuries of experience in exchange for trade monopolies and trapping rights.
Grim and humourless folk they may be, but there is little in all the realms that can halt the implacable march of an Anvilgardian regiment. The Cities of Sigmar have the greatest number of unit options of any battletome in Age of Sigmar. Not only do they have access to a wide range of forces from humans, duardin and aelves, but they can also use any units from Battletome: Stormcast Eternals which will gain the relevant City keyword.
This variety is seen quickly in the number of units which are Battleline or Battleline if you select a particular general. Battleline Steam Tanks anyone?! There has been a change to how the Cities of Sigmar worked in Firestorm. Now any combination of units from the book can be used in any city, even though certain cities are better when combined with specific units. This is quite a significant change! Shadow Warriors can now be deployed in reserve, ready to jump out and grab an objective or threaten a backline hero when required.
The walls of the abyss are riddled with crystal caverns, while atop a monolithic basalt column stands the great city itself.
Winding stairways descend to the mining camps below, and to duardin communes built deep into the bedrock. Freeguild Crossbowmen Battlemage on Griffon Luminark of Hysh Celestial Hurricanum. Sorceress on Black Dragon Black Guard.
Warden King. Steam Tank. Helblaster Volley Gun Helstorm Rocket Battery. Phoenix Guard. Frostheart Phoenix Flamespyre Phoenix Dreadlord on Black Dragon War Hydra Drakespawn Chariots. Drakespawn Knights Shadow Warriors.
Dark Riders Black Ark Fleetmaster Black Ark Corsairs Scourgerunner Chariots Nomad Prince Eternal Guard Wildwood Rangers.
Wild Riders Sisters of the Watch. Sisters of the Thorn With thanks to The Faithful for their additional playtesting services. Eternals, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are.
All Rights Reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying,.
This is a work of fiction. All the characters and events portrayed in this book are fictional, and any resemblance to real people or incidents is purely coincidental. British Cataloguing-in-Publication Data. A catalogue record for this book is available from the British Library.
Pictures used for illustrative purposes only. ISBN: Certain Citadel products may be dangerous if used incorrectly and Games Workshop does not recommend them for use by children under the age of 16 without. Whatever your age, be careful when using glues, bladed equipment and sprays and make sure that you read and follow the instructions on.
Their Battle Traits benefit characters and monsters more than anything else, but they must choose just 1 of the 3 available Illicit Dealings. The second gives you D3 extra command points, which are always welcome. The third lets you take two Drakeblood Curses , special rules which can make your Dragons , Kharibdysses , or War Hydras even more dangerous. Their Command Ability, Make an Example of the Weak , lets one of your heroes merk one of your models to let all your dudes around him automatically pass Battleshock tests, which can be clutch.
This lore is potent and focuses on debuffing enemy units, either weakening their attacks or removing their armor saves altogether. All of the heroes that benefit most from the Anvilguard rules also boost the effectiveness of the Order Serpentis or Darkling Coven models around them, and you can very easily create a Dark Elf army of old here.
Hallowheart hears your hollow howls. Each wizard gets 2 spells instead of the usual 1, and their lore has 6 spells instead of 3. The Lore of Whitefire generally spits out stupid amounts of mortal wounds, or can make your units even more dangerous. The obvious starting point here will be a Battlemage on either a Griffon or Luminark of Hysh , with Battlemages or Sisters of the Thorn to toss spells all around.
Endless Spells will find their home here, and these are best backed up by the melee infantry of your choice. Their command traits boost the charge rolls or wound rolls on shooting attacks, letting you gravitate towards either a melee or shooting focused army.
Artefacts also boost friendly units over the hero, negating Battleshock, rerolling charges, or generating extra command points. Their spells are on the weaker side, generating command points, dishing out a couple mortal wounds at a distance, or boosting melee troops. This army benefits fast moving units, like Freeguild Outriders or Pistoliers , Demigryph Knights , and F reeguild Generals on Griffons , but you could easily take any cavalry in the book or some Kharadron Gunhaulers and do well with them.
This army can be built up primarily with a pair of Start Collecting! The Darkshards give you some backfield ranged support, and they can hold down the fort on a home objective or just pester enemies with their bows.
All Druchii! On the tabletop, this force would probably have a central block with your big Corsairs unit and Fleetmaster, flanked by the other Corsairs on either side. The Darkshards would play a defensive role, standing behind even the Black Guard, and would shoot anything that got close or hold down an objective in your table half.
The Kharibdyss would keep pace with the infantry and not only soak up fire, but chew up whatever got too close. The Chariots, either as one unit or as two separate units, would flank the army, ride out, capture objectives, and harass enemy units — namely their monsters and war machines.
For the most part this army would be playing aggressively, but would maintain the horde aspect Cities of Sigmar armies are so famed for. If you wanted to, you could swap out the Black Guard to turn the bulk of your army into the Charrwind Beasthunters Warscroll Battalion, but at points having more bodies is more beneficial than their Monster-hunting bonuses. In a bigger game, however, that Warscroll Battalion could be clutch for deployment priority and taking on the tougher units you may see in bigger games.
Speaking of, adding either a Sorceress or Dreadlord on a Black Dragon to serve as your General would be a solid move here, and their Order Serpentis bonuses would mean some Drakespawn Chariots or Drakespawn Knights could benefit nicely.
Two Start Collecting! In the back of your army, your Cogsmith will babysit the pair of Hellblaster Volley Guns. Not only does he let them reroll their number of shots, but he can repair them when they invariably blow themselves up. Your Warden King should be anchoring your front line, standing with the Irondrakes and behind a line of Ironbreakers. Do the classically Dwarf thing and hold some ground and never let go. Really, the Start Collecting! While I would be loath to tell a new player to take a model they started with out of their list, a trio of Freeguild Handgunner or Crossbow units with a Freeguild General using his Hold the Line ability will make for some remarkably deadly and accurate fire.
You could definitely double down on the Irondrakes and Ironbreakers though, and get even more Duardin-y with some Longbeards buffing your other infantry, and some more Gyrocopters and Freeguild cavalry to give your army some much needed mobility.
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