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===<span style="color:#01bbe3;">Named Leaders</span>=== The majority of these characters tied to the Hammers of Sigmar. Note that named characters cannot be given command abilities or relics. Named characters CAN however take Mount Traits, regardless of if their mount is named or not. <div class="mw-collapsible-content"> *'''Krondys, Son of Dracothion:''' (550pts, Unaligned) Apparently the dragon with Sigmar's ear, aside from being a big dragon with lots of wounds, fire breathing, and nasty claw and fang attacks, apparently can cast spells as his armor boosts his magical ability. Stormcast's first level 2 wizard with 2 casts and unbinds, and a +3 to cast before he starts taking wounds. This doesn't extend to his unbinds, but oh well. Notably, he only knows one Stormcast lore spell, so choose wisely. His unique spell is interesting, as it requires a 9 to cast at 24" range, with 4 different effects to choose from. Subtract 1 from target's hit rolls with all attacks, subtract 1 from the rend of that unit's attacks, subtract 1 from the attacks characteristic of missile weapons, or subtract 1 from save rolls. You should seriously consider his ability to worsen rend or subtract from saves, but this spell can be a real swiss-army knife if you need it. **Just because Krondys is the wizard, doesn't mean that he's a slouch in a fight. Most notably, the attack characteristic of his tail attack is equal to the number of enemy models within 3". At 600 points, he's easily the biggest and most impressive of the large Stormcast Models, and seems to be perfectly ready to rip open your enemies a new one. Enemies also get -1 to hit him with melee weapons, and he more or less has the same attack profiles as Karazai, but with slighty worse damage. He continues the trend of all Stormcast wizards also being combat wizards, by virtue of being a big monster who can probably easily handle almost anything thrown at him. Just don't try to throw him against Nagash or Skarbrand in melee. *'''Karazai, the Scarred:''' (550pts, Unaligned) While Krondys seems to bring his mind to the battlefield, Karazai is all brawn. Not a wizard at all, but that's fine since Karazai wants to get up close and personal to [[Rip and Tear]]. All melee weapons target him subtract 1 from their attack characteristic to a minimum of 1. It seems he prefers his jaw attacks, as it has a terrifying 6/3+/1+(at 8 wounds or less)/-3 rend and 3 damage an attack, and then use his Talons to finish off whatever is left behind. He also gets tail attacks equal to the amount of enemy models within 3" of him, and his own fire breath attack, which will at least deal out a single mortal wound. Whenever Karazai kills an enemy unit, he then gets an effect depending on what that unit was. If it was a Monster or Hero, then he gets +1 attacks on all weapons. If it was a unit with 3+ wounds, he gets +1 to run and charge rolls, and units with 2 or less wounds simply heal 1 wound. Not quite what we were expecting, but Karazai promises to be a melee terror on the battlefield. *'''[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-celestantprime-en.pdf Celestant-Prime]:''' (330pts, Unaligned) While not exactly ''named'', this here is your army's big model that also acts as a centerpiece. The 'first' Stormcast Eternal, this is one bad dude. Prime has a very powerful shooting attack, dramatically one-upping the Lord-Celestant on Dracoth by tossing a comet onto the battlefield. His close combat potential seems to have potential, having 3 attacks base. That said, have him deep-strike and add 2 to the attacks characteristic of Ghal Maraz until the end of the game. This is cumulative so he gains more the longer you keep him off the stronger he gets. However this can be a trap as keeping off the board for even turns can be risky as a lot can happen in that time and you actually want him to contribute when he arrives. He now has a 4+ ward so he is far more durable than before, so he can much more reliably land behind enemy lines to smash face. In addition he has the super-rare ability to actually choice types of die rolls instead of rerolling. Which is perfect for guantee long charges or needed save rolls. Ovearll stronger than before defensively and offensively, however lost some inherent army buffing as he lost his universal +1 to bravery for ORDER units. **In fact, the Prime is a lot better than it would seem at first glance. With his "Orrery of Celestial Fates," once per turn, you can CHOOSE one of his rolls (to be precise, a save roll, hit roll or wound roll, a run or charge roll. So no heroic action, for example, or anything else) to any result you want. Meaning, each turn you can either: almost guarantee 3 Damage in combat if you change the Hit dice (Ghal Maraz wounds on 2+ and has -3 Rend), or almost guarantee that 9" charge the turn he enters play, or avoid one non-mortal wound to him if you change the Save roll (even against -3 Rend opponents!). Your second turn is ideal for this: most of your units will be engaged, and with 5 Ghal Maraz attacks, if you change the hit dice, the Prime deals each turn something like 9 wounds in combat (except against a handful of super-protected units, like Stonehorns or Phoenix Guard), which is MIGHTY.This guy requires a lot of skill to play, but if you do it right, his 325 points cost will be repaid in no time. *'''Yndrasta, the Celestial Spear:''' (280 pts, Unaligned) Dominion's big centerpiece [[Sanguinius]]-chan is quite a dangerous showing. She's a flying {{AOSKeyword|Thunderstrike}} hero with a 3+/4++ save and equipped with some very dangerous weapons. Both of them wound on a 2+ with -2 Rend, but the spear deals d6 wounds at range while the sword only deals 3. This is especially a problem for monsters, as she also has a 3" aura that forces any monsters she faces to act as if they've suffered 10 additional wounds, meaning that her very presence can nerf greater daemons and other monsters before she attacks them. That said, she's not entirely offensive. Friendly Stormcast and Cities of Sigmar units within 12" can ignore battleshock and once per turn she can raise one model for a Stormcast unit with a wounds characteristic of 3 or less - incredibly useful since now you aren't only gaining back those models for attacking but also to act as reloading kamikazes. Send her monster hunting for best results, then send her after enemy heroes. ** Do note that while she ruins almost every monster in the game, do not under any circumstances have her engage Skarbrand, as ol' big red at -10 wounds will delete Yndrasta and any other unit engaging him. *'''[https://www.games-workshop.com/resources/PDF/Downloads/Vandus_Hammerhand_CB_Web%20-%20cropped.pdf Vandus Hammerhand]:''' (190pts, {{AOSKeyword|Hammers of Sigmar}}) Dracoth-borne Lord-Celestant of the Hammerhands, the first chamber of the Hammers of Sigmar. He's Sigmar's favorite Stormcast, and it shows. His tempestos hammer, Heldensen, deals 3 wounds rather than D3. In addition he has a ranged attack that always deals d3 mortal wounds on a 4+, making for a nice shot for softening up enemies, but nevery something to rely upon. He gets 2 extra attacks if he's charged, and he automatically grants battleshock immunity to all {{AOSKeyword|Hammers of Sigmar}} units within 24". Curiously, he's picked up a new trick this edition, allowing you to grant 1 {{AOSKeyword|Hammers of Sigmar Redeemer}} unit wholly within 12" of him an extra attack for all their weapons. If you take Vandus to the field, run him alongside your Battleline as a linebreaker, where he can deal the most damage. Sadly, despite a decrease in points, he's not as useful as the generic option in a dragons-only list. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Astreia_Solbright.pdf Astreia Solbright]''': (170pts, {{AOSKeyword|Hammers of Sigmar}}) A named Lord Arcanum on a Dracoline. Not only can she stave off death for a Stormcast unit, but she can also add +1 to saves for {{AOSKeyword|Hammers of Sigmar Sacrosanct}} units hit in melee, offsetting their weaker saves. In addition, she can re-roll her charges and her unique spell is a debuff bubble that deals -1 to hit rolls on all enemies within 6". *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Aventis_Firestrike.pdf Aventis Firestrike]''': (270pts, {{AOSKeyword|Hammers of Sigmar}}/{{AOSKeyword|Hammerhal}}) A named Lord Arcanum on a Tauralon, unique in that he's also capable of supporting a Cities of Sigmar army just as effectively. One of your few wizards who gets 2 casts and unbinds, he's gained quite a few new tricks this battletome, including the ability to stave off death for one model within 18" and restoring a wound on them - though it's not sure if this will still trigger Blaze of Glory. While ineffective on himself, he can heal d3 wounds each hero phase anyways. His last ability lets him normal moves give +1 to hit for nearby {{AOSKeyword|Hammers of Sigmar}} and {{AOSKeyword|Hammerhal}} units. His unique spell has a 7+ CV and a rather short range of 9", but it's a blast that deals d3 MWs to enemies within 3" of the chosen location. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/BR_Belakor_Warscroll_GardusSteelSoul_eng.pdf Gardus Steel Soul:]''' (170 pts, {{AOSKeyword|Hallowed Knights}}) Named Lord-Celestant of the {{AOSKeyword|Hallowed Knights}} who has been the main character of a few novels and has a starring role in Broken Realms: Be'lakor. While he's only as fast as your regular battleline, he has a 5+ ward save that spreads to other {{AOSKeyword|Hallowed Knights}} units within 12". On top of that, he has a once-per-game ability to re-roll charges for any heroes within 12" and add an an extra attack, and Martyr's Strength, which gives him the ability to fight again on a 2+. All in all, very solid choice for a melee leader for your Hallowed Knights, if you want a dedicated named character for the job. However, he's 30 more points expensive than the default Lord-Celestant, and lacks the generic version's abilities. *'''[https://www.games-workshop.com/resources/PDF/Downloads/aos-warscroll-Gavriel-Sureheart-en.pdf Gavriel Sureheart]:''' (110pts, {{AOSKeyword|Hammers of Sigmar}}) Lord-Celestant and yet another member of the Hammers of Sigmar. Not only can he re-roll his charges, but he can also make a free Forward to Victory command each turn for {{AOSKeyword|Hammers of Sigmar}} units. He trades the Lord Celestant's regular weapons with 2 damage -1 rend sword with 5 attacks (that deals 2 MWs on a crit 6 to hit) and a Thundershield that deals out mortal wounds when you roll 6s to save. Same price as the default lord-celestant, and arguably an alternative pick for when you play Hammers of Sigmar. *'''[https://www.games-workshop.com/resources/PDF/Downloads/Neave_Blacktalon_ENG.pdf Neave Blacktalon]:''' (110pts, {{AOSKeyword|Hammers of Sigmar}}) The Stormcast Eternals Hero Hunter who's no longer as supporting for allies. Her boltstorm pistol allows her to run and shoot. Her real damage comes from the whirlwind axes, providing a dizzying 8 attacks that add +d3 more attacks on the charge with -1 Rend. Her standout ability is Windrider, which lets her re-deploy wherever she wishes and ensures that she can always be close to some prey. Much more identical to the default Knight-Zephyros now, even being the same price as her. The real question is if you think those extra attacks will help in the long run. *'''[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_stormsires_cursebreakers_en.pdf Averon Stormsire]:''' (210pts) Only usable with Stormsire's Cursebreakers. A buffed Knight-Incantor with a buffed spell, adding d3 wounds to enemies within 6". *'''Lynus Ghalmorian:''' (240pts, {{AOSKeyword|Anvils of the Heldenhammer}}) Named Lord Arcanum on Gryph-Charger for the {{AOSKeyword|Anvils of the Heldenhammer}}, found in the August 2019 White Dwarf. Almost identical to the base one, but makes every friendly {{AOSKeyword|Anvils of the Heldenhammer}} unit within 12" reroll save rolls of 1 against missile weapons, replaces the healing spell with one that is cast on a 6+ and deals D3 mortal wounds to a unit within 12" while also giving it -1 to hit rolls until your next hero phase and haves a command ability that gives every friendly Anvils of the Heldenhammer unit within 12" +1 to their hit rolls. 240 points. *'''Lord-Commander Bastian Carthalos:''' (300 pts, {{AOSKeyword|Hammers of Sigmar}}) The newest Hammers of Sigmar character, and their leader to boot! His stat line is scary. 8 wounds with a 3+/4++ save, and 4 attacks with +3/+2/-2 and 4 damage a piece! And that's before you get into his abilities. During the hero phase he picks a single enemy unit and rolls d6 equal to their wounds- for every 6, that unit suffers a single mortal wound. Useless against chaff, but great for dueling heroes, monsters, and anything else with more than 4 wounds. He also allows you to ''redeploy'' d3 friendly {{AOSKeyword|Hammers of Sigmar}} units as long as you go first in the first round- a great plan if your opponent manages to somehow strategically outflank you before the game begins, or if you come up with some genius plan after you finish all your drops (and you're playing Stormcast, you always finish your drops first). Next up, he's got the Lord-Imperitant's "free command ability" ability, a real lifesaver when you're short on CP. Lastly, he's got the Mantle of the First Storm. At the end of '''any''' phase if any models were slain by Bastian, he can heal all wounds allocated to him. He's looking like the go-to choice for Hammers of Sigmar, but whether or not you want to actually use him with his cost of 300pts is up to you- either way, he's one scary hero who you will always pull his weight, either by moving with your battleline, or charging into the fray himself. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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