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====Extremis Chamber==== *The Dracothian Guard, your elite Dragon Riders. In Pitched Battles, they come in units of at least 2 and cost more than 200 points. All Dracothian Guard units have the same profile - 10" move, 3+ save,, 6 wounds per model, and bravery 7. In addition, they all have the same attacks for their mounts - Claws and Fangs(3/3+/3+/-2/2 weapon) and Storm Breath (shooting attack, hits on 4+, deals d3 mortal wounds, 12" range) - the primary difference comes from their weapons and a few special abilities. Note that the kit comes with the parts to make all of these, and enough spare arms to magnetize at least two weapons for each model, so you don't have to commit while you're building them. Notably, all the Dracothian Guard are now Battleline if you're playing as Hammers of Sigmar, making them the battleline of choice for Dragons- unless you prefer the Stormdrake Guard. **'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Concussors-en.pdf Concussors]:''' (Conditional Battleline: Hammers of Sigmar Subfaction, 220pts, Min:2) Retributors +1 on dragons. As with the Retributors, Concussors are the jacks of all trades. Their Lightning Hammers get 3 swings each, at 3+/3+/-2/2, and a 6 to hit both inflicts mortal wounds instead of regular wounds. With the Dracoths now dealing 2 damage on each claw and fang attack, and their hammers dealing it too, Concussors can reliably handle just about anything you throw them at. **'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Desolators-en.pdf Desolators]:''' (Conditional Battline: Hammers of Sigmar Subfaction, 220pts, Min:2) No longer a really big disapointment. Much to their relief. Desolators, at first glance, appear to be slighty worse Concussors despite sharing the same attack profile, but a closer inspection reveals them to be the Dracothian Guard equivilant of Decimators, which coincidentally, are just five points less than these guys. They share the same rule as Decimators, where if the unit they're fighting outnumbers them, they get 2 more attacks. The Desolators feel right at home being your horde blenders, and probably woudn't mind getting to take a bite out of enemy calvary or other large units with low wounds. Use them to tie up hordes, or if you're feeling particularly gutsy, send them after enemy artillery or lone heros, and you'll find that they'll make short work of them. **'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Fulminators-en.pdf Fulminators]:''' (Conditional Battline: Hammers of Sigmar Subfaction, 230pts, Min:2, Max:12) YES. Cavalry with actual charge weapons. No, they're not spears, they're glaives, like the ones the Protectors get, but cooler. Same stats but shorter range, but here's where it gets interesting: Their glaves go from Damage 1, to Damage 3 if they charged this turn. These are your line breakers. They're pointless to shoot at with anything less than War Machines and raise holy hell if they make the charge. However, they are a bit less intimidating than Concussors if they don't charge, so make sure you have a command point floating to ensure they get that charge off! **'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Tempestors-en.pdf Tempestors]:''' (Conditional Battline: Hammers of Sigmar Subfaction, 220pts, Min:2) The odd one out. These guys want to be shooty, with a 3-shot crossbow. Don't expect them to shoot something dead or out-damage the other variants. Their rules changed ever so slightly, but enough that it's worth noting- if they land an attack, it scores 2 hits instead of 1, which means... Kinda nothing really. While Desolators finally found their niche, the Tempestors are still floating rudderless, without anything to really justify them being a thing other than the fact that GW really wants to keep selling that part of the sprue. Big pass, as you have much, much better shooting than these guys *'''Stormdrake Guard:''' (Conditional Battline: {{AOSKeyword|Draconith}} or {{AOSKeyword|Stardrake}} general, 340pts, Min: 2) Finally, actual dragons. Now we're talking. <strike>The newest Extremis chamber members</strike> (canonically speaking the Stormdrake Guard aren't part of the Extremis or any other chamber; they answer only to the Stormhost's Lord-Commander). These guys are conditional battleline if you take the Knight-Draconis, Krondys, Karazai, the Lord-Celestant on Stardrake, or the Drakesworn Templar as your general (why would you do that last one though?). They come with 9 wounds, a 3+ save, a 4+ spell ignore, and a 12" fly. They have the same dragon breath shooting attack and the same dragon claws as the Knight-Draconis, but they have a slightly different weapon choice. They either have a lance with a range of 2" with 3 attacks at 3+/3+/-1/1 damage, but turn into rend -2 and damage 2 on the charge, or a warblade that's OK, with 6 attacks at 3+/3+/-1/1 damage. Since you'll probably be using these guys as linebreakers, you probably want their Lance instead of the sword. They notably hagve a 3" unit choerency. Also note that after this unit attacks, your opponent picks 1 model in the unit that was attacked, then you roll a die. If you rolled greater than the wounds characteristic of the model that was picked, it is instantly slain. Once per battle, this unit can also make a move, after which, you roll a die, and on a 2+ they can charge. At long last you have your Hurakan-killers. Unlike the other Extremis Chamber units, the different weapon loadouts aren't different units. These will spend the game either hunting down and putting Hurakan in the ground where they belong, or wrecking those pesky enemy multi-wound elite infantry. Either that, or hunting monsters. Oh yea, and did I mention they get to do a single monstrous rampage, like all other good monsters? </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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