The followers of the God-King are receiving a host of reinforcements – see how the new Cities of Sigmar units work on the tabletop.

We’ve seen how the Cities of Sigmar work best as a combined arms force, where you can maximise the number of units under orders. Now they have a lot more units to mix-and-match into their armies, starting with the Gate Gargants.
A pair of city-gargants act as the entrance to the walking fortress that is the Castelite formation. Enemies slam helplessly against their huge bulwark shields as oversized mauls strike back. The Gate Gargants are Aggressive Defenders, allowing nearby units to Retreat and still Shoot or Charge.
Crucially, this means you can Retreat and Shoot with your Cogforts, without the risk of overheating.
Then, when it’s time to launch the counter-attack, the Gargants part and the charge is sounded. Speaking of which, the Sound the Attack battle trait ability lets you change the lowest D6 in your charge roll to match the highest – combined with Open the Gates! you’ll get some reliable, long-distance charges.

GATE GARGANTS
AGGRESSIVE DEFENDERS
Once Per Turn (Army), Your Movement Phase
Gate Gargants are too large and belligerent for enemies to easily ignore; their allies take advantage of this to retreat in good order.
Declare: Pick up to 3 other visible friendly SIGMARITE units in combat with any enemy units that are in combat with this unit to be the targets.
Effect: Each target can use SHOOT and/or CHARGE abilities even if it used a RETREAT ability in the same turn. In addition, no mortal damage is inflicted on the targets by RETREAT abilities for the rest of the turn.

GATE GARGANTS
OPEN THE GATES!
Once Per Turn (Army), Any Charge Phase
The Gate Gargants part their tower shield, allowing nearby units to hurl themselves forward and wreak havoc on the enemy.
Declare: Pick a visible friendly non-WAR MACHINE CITIES OF SIGMAR unit wholly within 12" of this unit to be the target.
Effect: Add 2 to charge rolls for the target for the rest of the turn.
KEYWORDS: RAMPAGE
While the Freeguild Cavaliers lead the charge, the Freeguild Gallants wait in the wings to drive their enemies back with superior bladecraft.
Anyone foolish enough to attack these knightly champions will run into their weapons of gallantry, which are made even deadlier by the Not One Step Back ability. You have to receive a charge to activate it, but Zenestra has an ability to make a foe Strike-last, and the humble Freeguild Steelhelms can taunt their foes into attacking them instead of a juicier target – both great ways to ensure you pull off the full effect of the Gallant’s ability.

FREEGUILD GALLANTS
MELEE WEAPONS
Weapons of Gallantry
Atk: 2
Hit: 3+
Wnd: 4+
Rnd:1
Dmg:1
NOT ONE STEP BACK
Passive
The elite infantry of the Cities of Sigmar lead defensive positions against all manner of terrible foes.
Effect: If this unit has not used a CHARGE ability this turn, add 1 to the Attacks characteristic and Damage characteristic of this unit’s melee weapons.
If you prefer a more aggressive approach, the Freeguild Grenadiers are experts in close-quarters combat, armed with blackpowder weapons, deadly polearms and a devastating flame-hurler.
Even enemy elites will want to stay away from the flat 2 Damage grenadier bardiche.

FREEGUILD GRENADIERS
MELEE WEAPONS
Grenadier Bardiche
Atk: 2
Hit: 4+
Wnd: 4+
Rnd:1
Dmg:2
Five Gallants are 130 points, while 10 Grenadiers are 140, making them more expensive than your Steelhelms, but they’re bringing some serious hitting power. Grenadiers even go up to damage 3 when charging out of a Conqueror Cogfort.
They may be armed with meteoric warhammers, but Mallus Forgepriests don’t quite have the same hitting power. Instead, they support your army in a different way. These priests are part blacksmith, part chaplain, and part battlefield exorcist. In the name of Sigmar, they can consecrate key areas of the battlefield, turning them into a haven for other units in your army.*

MALLUS FORGEPRIEST
CONSECRATE THE LAND
Once Per Turn (Army), Your Movement Phase
Bellowing Sigmarite hymns, the Mallus Forgepriest purges the taint of Chaos from the land and consecrates it in the name of the God-King.
Declare: Pick an objective you control that this unit is contesting to be the target.
Effect: If there are no enemy units contesting the target objective, it is considered by you to be consecrated. Otherwise, roll a dice. On a 3+, the target objective is considered by you to be consecrated.
While they are wholly within 6" of a consecrated objective and under orders:
Friendly non-WAR MACHINE SIGMARITE units have WARD (5+).
FRIENDLY SIGMARITE WAR MACHINES have WARD (6+).
If your opponent gains control of a consecrated objective, it is no longer consecrated.
That means you’ll be able to give Ward (6+) to your Cogforts!
For those that prefer magic to faith, the Cities of Sigmar are getting three new Wizard options. Erasmus Zonn, the Enlightened One is said to have mastered Hyshian magic to such an extent that even aelven mages respect him.
Erasmus supplements his devastating radiant magic with the Lantern of All-Knowledge, a powerful device that can manipulate light to support his allies, blind enemies and empower himself.

ERASMUS ZONN THE ENLIGHTENED ONE
LANTERN OF ALL-KNOWLEDGE
Your Hero Phase
This mystical artefact emits powerful light of varying magical wavelengths.
Effect: If this unit is wholly within 9" of a corner of the battlefield, pick 1 of the following effects to apply until the start of your next turn:
Searing Brilliance: Friendly SIGMARITE units are not visible to enemy units more than 6" from them while those friendly units are wholly within 6" of and visible to this unit.
Lambent Aura: Add 1 to this unit’s power level.
Luminous Authority: Add 2 to arcane manipulation rolls for this unit.
Prismatic Diffusion: Add 3 to the Attacks characteristic of this unit’s Rod of Radiance and set its Damage characteristic to 3.
Having a range of effects to choose from means you’ll be able to use just the right one at just the right time. Erasmus also has another powerful ability up his impressive sleeves, one where adding 2 to his arcane manipulation rolls will come in incredibly handy – behold his Realmsphere Mastery.

ERASMUS ZONN THE ENLIGHTENED ONE
REALMSPHERE MASTERY
Your Hero Phase
Erasmus’s mastery of realm-magic is such that he can trap and control manifestations with ease.
Declare: Pick a visible enemy MANIFESTATION within 12" of this unit and that was not set up this turn to be the target.
Effect: Make an arcane manipulation roll of 2D6. If the roll equals or exceeds the target’s banishment value, set up an ENDLESS SPELL that can be summoned using a SUMMON spell that this unit can cast within 1" of the target and more than 3" from all enemy units and other enemy MANIFESTATIONS. This unit has summoned that ENDLESS SPELL. Then, the target is banished and removed from play.
Swapping an enemy Manifestation for a friendly one can instantly change the course of a battle.
You can also choose between death and fire magic with the Amethyst Knellmage and Aqshian Pyrocaster.**
They each have a unique spell – the Knellmage can cast Deathly Candlelight to unsettle an enemy unit so much that they can’t use commands for the rest of the turn. Preventing your enemy from using Redeploy or All-out Defence really sets up your turn for success.
Pyrocasters are not so subtle, relying on magical fire to immolate their foes as they cast Incandescent Incineration. There aren't many abilities that allow a player to 'allocate' damage to enemy units. This is different to inflicted damage, because it bypasses even ward rolls, so the Pyrocaster is the last word in guaranteeing a fiery enemy death, where and when you need it.

MALLUS FORGEPRIEST
DEATHLY CANDLELIGHT
Your Hero Phase (7)
The Knellmage channels so much Shyishan energy through their Reikenorian candle that they wreathe themselves in an eerie, disconcerting witchlight.
Declare: Pick a visible enemy unit within 12" of this unit to be the target, then make a casting roll of 2D6.
Effect: The target cannot use commands for the rest of the turn.
KEYWORDS: SPELL

AQSHIAN PYROCASTER
INCANDESCENT INCINERATION
Your Hero Phase (6)
The Pyrocaster’s wand glows white hot as they unleash an incendiary assault, the arcane flames creating a veritable bonfire of bright magic for them to tap into.
Declare: Pick a visible enemy unit within 12" of this unit to be the target, then make a casting roll of 2D6.
Effect: If the target was not incandescent when they were picked to be the target of this spell:
Inflict D3 mortal damage on the target.
The target is incandescent for the rest of the battle.
If the target was incandescent when they were picked to be the target of this spell:
Allocate 3 damage points to the target (ward rolls cannot be made for those damage points).
The target is no longer incandescent.
KEYWORDS: SPELL
The Knellmage clocks in at 110 points and the Pyrocaster is 100 – making them both slightly cheaper than an Alchemite Warforger. All three (and Erasmus Zonn) can take advantage of the Masters of the Arcane battle formation. Just in case we need to spell it out for you, this makes it easier for your wizards to use their unique abilities while under orders.

COLLEGIATE EXEMPLARS
MASTERS OF THE ARCANE
Passive
The battlemages of the Collegiate Arcane might be intimidating and occasionally aloof, but their sorcery perfectly supplements a fighting formation.
Effect: Add 1 to arcane manipulation rolls and banishment rolls for friendly WIZARDS that are under orders.
Designer’s Note: WIZARDS in this battletome use arcane manipulation rolls for a variety of powerful effects.
If swordplay is more your thing than spellplay, Jorvan Kreel is here to expertly slice his way through your enemies with his ranger blades.
While opponents are distracted by his breathtaking skill with a blade, his deadly ash panther sneaks behind them to cause some additional damage.

JORVAN KREEL HEIR OF THE KRAKEN
PROWLING ASH PANTHER
Any Combat Phase
Thexa lurks in the shadows before pouncing, ripping at the foe’s hamstrings, throats and other vital areas.
Declare: This unit’s Thexa is a token. If this unit’s Thexa is not on the battlefield, pick an enemy unit in combat with this unit to be the target.
Effect: Place this unit’s Thexa next to the target, then roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. If the target is destroyed while this unit’s Thexa is next to it, remove this unit’s Thexa from the battlefield.
Kreel is known throughout the Mortal Realms for his Fluid Combat Style. His troops can disengage from combat, allowing you to prepare for a strong counter-attack next turn. This helps when you Form Up!, or if you need to get a valuable unit out of harm's way. You can even use it after charging in, allowing you to perform some almost Tzeentchian shenanigans.

JORVAN KREEL HEIR OF THE KRAKEN
FLUID COMBAT STYLE
Reaction: You declared a FIGHT ability for this unit or a non-HERO SIGMARITE INFANTRY unit wholly within 12" of this unit
The Ranger-Colonel and his troops use the conventional fighting style of the Wildercorps, one that emphasises speed over armour and adaptability over rigid formations.
Effect: Immediately after the FIGHT ability used by that unit has been resolved, pick a point on the battlefield within 6" of this unit and more than 3" from all units (friendly and enemy) and terrain features. Remove the unit that used the FIGHT ability from the battlefield and set it up again wholly within 6" of that point and not in combat.
The last new unit the Cities of Sigmar receive is their faction terrain piece – the Dawner’s Triumph. These monuments act as memorials to the bold Freeguilders who have laid down their lives in the name of the God-King.
Surrounded by offerings to the fallen, a Dawner’s Triumph radiates an aura of duty and glory, which inspires nearby troops to fight even harder, especially if it is threatened with desecration. With most of your army wounding on a 4+, Crit (auto-wound) is really handy, and means you don’t just have to rely on your buffs from the Zealous Hordes battle formation.

DAWNER’S TRIUMPH
FURY OF THE FAITHFUL
Any Combat Phase
Should their beloved memorial be threatened by the enemy, Freeguild troops have been known to enter a terrible rage, displaying a sudden savagery and ruthlessness that takes the foe by surprise.
Declare: Pick a visible enemy unit within 6" of this terrain feature to be the target.
Effect: If this terrain feature is in combat, apply the effect below. Otherwise, roll a dice. On a 3+, apply the effect below.
For the rest of the turn, melee weapons used by friendly CITIES OF SIGMAR INFANTRY and CAVALRY units have Crit (Auto-wound) for attacks that target that enemy unit.
The new Cities of Sigmar battletome and miniatures (including the titanic Cogfort) are all available for pre-order from Saturday, so get ready to reclaim the Mortal Realms for the forces of Order.
* Veteran Cities of Sigmar generals will recognise that this ability used to be on Steelhelms – maybe some got promoted to priests.
** Who are we kidding? We’re going to have one of each!





















