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==Allegiance Abilities== ===Universal Allegiance Abilities=== '''Strongholds of Order:''' [[FAIL|You '''must''' choose a city]]. You currently have 8 battletome choices, plus what's come from Shattered Realms. Go wild. *For your chosen city, you gain all the ''Battle Traits''. Your general gets one of the ''Command Traits''; one hero, plus one hero per battalion, each chooses a unique ''Artefact Of Power''; each wizard knows a spell from the ''Spell Lore'', which usually consist of 3 spells, but occasionally have a full 6. '''Amplified Sorceries:''' +1 to casting rolls when you summon an Endless Spell. It's a step down from the old "Always Amplified" version of this rule, but this version is much easier to remember and manage. '''Warriors of the Realms:''' If you're using '''Malign Sorcery''' rules, your army must be from the realm your city hails from (which is no longer really a penalty due to GHB20's removal of Malign Sorcery Artefacts). '''Honoured Retinue:''' If your {{AOSKeyword|general}} has a wound characteristic of 6 or less, you can pick a retinue (any unit of 5-20 models). If your general is within 3" of the retinue, each time your general takes a wound, on a 4+ the retinue takes it instead. Note: Non-Allies Stormcast, KO, and Sylvaneth Heroes that meet these criteria also can use it. '''The General's Adjutant:''' If your {{AOSKeyword|general}} has a wound characteristic of 6 or less, you can pick a friendly hero to be their adjutant. The adjutant must have a wound characteristic of 6 or less. If your {{AOSKeyword|general}} is within 3" of the adjutant at the start of your hero phase, roll a die. On a 4+, you get a CP. Same as above that Non-Allies Heroes can also function as such, but even more sneakily, nothing in the wording says the Adjutant can't be a true Ally Hero (meaning you could take a Fyreslayers or Idoneth Hero for this role as well). '''Stormkeeps:''' 1 in 4 units in your army can be {{AOSKeyword|[[Age_of_Sigmar/Tactics/Order/Stormcast_Eternals#Warscrolls|Stormcast]]}}. They gain the City keyword (and Cities of Sigmar) in place of their normal Stormhost keyword. To be more precise, the City keyword doesn't replace Hammers of Sigmar or anything, it just means that you're not using the Stormcast models inside a Stormcast Allegiance army itself. Essentially, they can be used as if they were units in your book, except they can’t be your battleline when list building(but could count as once the game start) nor general (aside Aventis in Hammerhall) and the 1:4 rule. '''Equipment:''' While not technically an Allegiance Ability, it is true that almost every unit of MSU 3+ models has a Standard Bearer and a Musician. *'''Standard Bearer:''' gains +1 bravery if the unit has one. *'''Musician:''' Add 1 to charge rolls and also often run rolls if the unit has a Musician. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===City Allegiance: {{color|DarkCyan|Hammerhal}} (Aqshy or Ghyran)=== The flagship twin city with named Stormcast Characters. <div class="mw-collapsible-content"> <big>'''{{color|DarkCyan|Battle Traits}}'''</big> *'''City of Two Realms''': Hammerhal armies must be from Aqshy or Ghyran. *'''Banners Held High''': [[Imperial Guard|At the start of your hero phase, roll for each unit that contains at least one banner or standard-bearer. For each 6, you get a CP.]] *'''Master of Hammerhal''': If [[Age_of_Sigmar/Tactics/Order/Stormcast_Eternals#Named_Leaders|Aventis Firestrike]] is your general, you get an extra CP at the start of your first hero phase. *'''The Pride of Hammerhal''': While wholly within your territory, your units ignore battleshock. *'''Command Ability - Righteous Purpose:''' You use this in the combat phase on a friendly {{AOSKeyword|HAMMERHAL}} unit that is wholly within enemy territory, wholly within 12" of a friendly {{AOSKeyword|HAMMERHAL HERO}} and within 3" of an enemy unit. It gets to pile in and attack again. <big>'''{{color|DarkCyan|Command Traits}}'''</big> #'''Acadamae Prodigy''': Add 1 to attack characteristic of melee weapons. Also start the game with an extra command point. #'''Blood of the twelve''': Reroll wound rolls of 1 for melee attacks made by friendly units wholly within 12" of the general. #'''Aggressive General''': Add 1 to hit for melee attacks made by friendly units wholly within 12" of the general if this general made a charge move in the same turn. Since it doesn't say round, it's only ''your player turn'': YOU are aggressive. <big>'''{{color|DarkCyan|Artefacts Of Power}}'''</big> #'''Armour of Mallus''': Add 1 to save rolls of the bearer. #'''Saint's Blade''': Pick 1 melee weapon of the bearer, improve its rend by 1. While the bearer is within 6" of an objective marker, add 1 to damage inflicted by the weapon. #*Those high-number-of-attacks but low rend or damage 1 attacks on your characters? They've just become really good on your mobile griffon general or dragon-riding dark elf. It makes me want to take 5 attack sword or 4 attacks lance instead of 3 attacks great weapon in order to double down on the damage potential. #'''Twin Stones''': You can activate this artefact in each of your hero phases, if you do so, chose which aspect you want to use. #*Aqshy Aspect, Add 1 to hit for melee attacks made by friendly units wholly within 12" of the bearer. #*Ghyran aspect, roll a d6 for every unit wholly within 12" of the bearer, on a 4+ you can heal d3 wounds that were previously allocated to that unit. <big>'''{{color|DarkCyan|Spell Lore}}'''</big> #'''Wings of Fire''': Thermal Rider cloak was not enough for you? Have some wings of fire: cast on a 6, if successful pick 1 friendly unit that is visible to the caster, add 1 to run and charge rolls and that unit can fly until the start of your next hero phase. #'''Cinder Cloud''': Cast on a 7, until the start of your next hero phase, subtract 1 from attacks that target friendly units wholly within 9 of the caster. Combine with a Mystifying Miasma battlemage to give targeted penalties to compound the debuff. #'''Twin Tailed Comet''': Cast on a 7, <s>you kickstart the events of Total Warhammer II</s> pick one enemy unit within 18" of the caster that is visible, they take d3 mortal wounds (or if they had 10 or more models, they take d6 mortal wounds instead). </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===City Allegiance: {{color|MediumPurple|Anvilgard}} (Aqshy)=== The Tortuga of the Mortal Realms. Currently conquered and renamed Har Kuron in lore, but remains playable as you either play the city in a time before Morathi's coup or members of the Sigmar loyalists' resistance movement after the coup. <div class="mw-collapsible-content"> <big>'''{{color|MediumPurple|Battle Traits}}'''</big> *'''Illicit Dealings:''' Choose one of the following: #''Black Market Bounty'': 1 extra {{AOSKeyword|ANVILGARD}} Artefact of Power #''Dabblings in Sorcery'': 1 additional {{AOSKeyword|ANVILGARD}} Dragon/Kharibdyss/War Hydra can have a Drakeblood Curse #''Hidden Agenda'': D3 extra command points *'''Command Ability: Make an Example of the Weak:''' At the start of your Battleshock Phase, pick 1 friendly '''ANVILGARD''' unit wholly within 12" of an {{AOSKeyword|ANVILGARD}} hero. One model is slain, but all {{AOSKeyword|ANVILGARD}} units wholly within 18" of the targeted unit ignore Battleshock. *'''Drakeblood Curses:''' One Dragon/Kharibdyss/War Hydra, plus one per Battalion, can have a Drakeblood Curse. No model may have more than one curse, and no curse may be taken more than once. # '''Acidic Blood''': Roll a dice each time the unit is allocated a wound in melee that wasn't negated. On a 4+, the damaging unit takes 1 mortal wound. Annoy your enemies who try to take down your War Hydra! #'''Jutting Bones''': After the model makes a charge, pick an enemy unit within 1". On a 2+, target takes D3 mortal wounds. #'''Felgaze''': 12" -2 bravery bubble. When stacked with the Kharibdyss’ already existing aura, you got the perfect anti-horde monster that can chew through Grots and Skaven like Thanksgiving dinner. <big>'''{{color|MediumPurple|Command Traits}}'''</big> #'''Blackfang Crimelord''': Pick 2 Illicit Dealings instead of 1. #'''Slayer of Monsters''': +1 to hit and wound rolls if you target a '''MONSTER'''. #'''Secretive Warlock''': If the general is a wizard, they know all the spells in the Anvilgard lore. If not, they know one. <big>'''{{color|MediumPurple|Artefacts Of Power}}'''</big> #'''Drakescale Cloak''': 5+ FNP, something you would want on your monster riding heroes. Do NOT underestimate this. Many times has it made a 5+ save Sorceress on Dragon 1000x more frustrating and difficult to remove. #'''Venomfang Blade''': Pick 1 weapon. If the wound roll of the attack is an unmodified 6, it deals D3 mortal wounds in addition to any normal damage. Stack with the assassin’s Venom ability for hilarity to ensue. #'''Asphyxia Censer''': At the end of the combat phase, each enemy unit within 3" of the bearer on a 4+ takes D3 mortal wounds. <big>'''{{color|MediumPurple|Spell Lore}}'''</big> #'''Sap Strength''': CV6. Pick a visible enemy unit within 18". They get -1 to hit until the start of your next hero phase. #'''Shadow Daggers''': CV7. If cast, pick a visible enemy unit within 9". They take D6 mortal wounds. #'''Vitrioc Spray''': CV8. If cast, pick a visible enemy unit within 6". Until the start of your next hero phase, they have a save characteristic of "-". Use your sorceress's sacrificial dagger to make sure it goes through! </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===City Allegiance: {{color|MediumPurple|Har Kuron}} (Aqshy)=== Formally Anvilgard, it has turned into New Dark Aelf City thanks to [[Morathi]]. Revolves solely on Darkling Covens, Scourge Privateers and Order Serpentis, with support from the Daughters of Khaine. <div class="mw-collapsible-content"> <big>'''{{color|MediumPurple|Battle Traits}}'''</big> *'''Har Kuron:''' Forget all the other Cities of Sigmar sub factions, you can only use {{AOSKeyword|Darkling Covens}}, {{AOSKeyword|Order Serpentis}}, {{AOSKeyword|Scourge Privateers}}, and {{AOSKeyword|Shadowblades}} from the battletome. You're also restricted from using the universal Ways of the Free Peoples, so no more General's Adjundants, wound-shielding retinues or bolstered Endless Spells if you wish to become Druchii once more. *'''Temple of Khaine:''' One in four units can be taken from the {{AOSKeyword|Daughters of Khaine}}, replacing your lack of stormboys. In each of your hero phase, one {{AOSKeyword|Daughters of Khaine Priest}} can attempt to recite an exclusive prayer. ***''Incitement of Murder'': A {{AOSKeyword|Har Kuron}} unit wholly within 12" inficts exploding double hits on hit rolls of 6. Terrifying on Bleakswords as they already do that, so every 6 turn into 3 successful strike. Also brutal on Dreadspears as 6s will provide double hits that BOTH result as Rend -1. Mortek Guard have just left the chat. *'''Command Ability - Make an Example of the Weak:''' At the start of your Battleshock Phase, pick 1 friendly {{AOSKeyword|Har Kuron}} unit wholly within 12" of an {{AOSKeyword|Har Kuron hero}}. One model is slain, but all {{AOSKeyword|Har Kuron}} units wholly within 18" of the targeted unit ignore Battleshock. <big>'''{{color|MediumPurple|Command Traits}}'''</big> #'''Bathed in Blood''': Gains +1 wound and heals 1 each of you Hero phases #'''Murderous Zealot''': May attempt to use ''Incitement of Murder'' like a priest, or can attempt ''Incitement of Murder'' twice if they already can. #'''Dark Adept''': If the general is a Wizard, they can cast a extra spell. If not, they become a Wizard. <big>'''{{color|MediumPurple|Artefacts Of Power}}'''</big> #'''Lifetaker:''' During shooting phase pick enemy within 36", take 1MW on 3+ or D3 on 6 roll. #'''Traitor's Banner:''' Friendly units wholly within 12" are -1 to hit by missile weapons. #'''Nullstone Vizard:''' Each of your Hero phases while on the field, gain CP on 5+. <big>'''{{color|MediumPurple|Spell Lore}}'''</big> #'''Sap Strength''': CV6. Pick a visible enemy unit within 18". They get -1 to hit until the start of your next hero phase. #'''The Withering''': CV6. Pick a visible enemy unit within 18". they are +1 to wound until the start of your next hero phase. #'''Vitriolic Spray''': CV8. If cast, pick a visible enemy unit within 6". Until the start of your next hero phase, they have a save characteristic of "-". Use your sorceress's sacrificial dagger to make sure it goes through! #'''Steed of Shadows:''' CV6. Caster gains a M16" and Fly until the start of your next hero phase. #'''Pit of Shades:''' CV7. Back again to ruin the lives of slow units like Ogres and Seraphon. If cast, pick a visible enemy unit within 18". Roll 2D6 and they take MW equal to the Different between Movement and roll. #'''Shadow Daggers''': CV7. If cast, pick a visible enemy unit within 9". They take D6 mortal wounds. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===City Allegiance: <span style="color:MediumBlue;">Tempest's Eye</span> (Aqshy)=== Mountain trading port that touches the sky. The Alpha Strike option, with access to Kharadron Overlords units. <div class="mw-collapsible-content"> <big>'''<span style="color:MediumBlue;">Battle Traits</span>'''</big> *'''Atop Titanspear Mountain:''' Tempest's Eye armies must be from Aqshy. *'''Alert and Forewarned:''' Add 3" to movement and 1 to saves for Tempest Eye units until the end of the 1st battle round. *'''Outrunners of the Realms:''' Add 1 to run rolls. *'''Standing Contracts:''' 1 in 4 units can be {{AOSKeyword|[[Age_of_Sigmar/Tactics/Order/Kharadron Overlords#Warscrolls|Kharadron Overlords]]}}. They gain the Cities of Sigmar and Tempest's Eye keywords. **Observe a 90 point unit of Bleakswords: high bravery 4+ save battleline that may score 1 or 2 extra hits in melee and compare them with Arkanauts: high bravery 4+ save battleline that has the same melee profile but they can shoot reliably at short and medium ranges! You obviously ''will'' take the special weapons for every 10, which means that you can actually get two melee rend -1 and d3 damage attacks with a skypike; the excellent rend -2, d3 damage and 18" range of the skyhook and the 6 shot bullet spam at 12" range of the volley gun. That's on top of a +1 to hit if your unit is wholly within 9" of an objective. You can obviously combo that with a Celestial Hurricanum to get hits on 2+. Oh and I forgot to mention, on top of the juicy special weapons above, every other guy gets a two shot pistol! *'''Command Ability: Rapid Redeploy''': In the shooting phase, pick a {{AOSKeyword|Tempest's Eye}} unit wholly within 12" of hero. That unit can shoot even if it ran in the same turn. <big>'''<span style="color:MediumBlue;">Command Traits</span>'''</big> #'''Aether Guard Captain''': Add 1 to charge rolls for friendly Tempest's Eye units that are wholly within 12" of the general. #'''Hawk Eyed''': Add 1 to wound rolls for missile attacks made by friendly Tempest's Eye units wholly within 12" of the general. #'''Swift as the Wind''': Can run and charge. Hero and mount fight at the start of the combat phase. <big>'''<span style="color:MediumBlue;">Artefacts Of Power</span>'''</big> #'''Patrician's Helm''': Do not take battleshock for friendly Tempest's Eye units wholly within 12" of the bearer. #'''Seerstone Amulet''': If bearer is on the battlefield at the start of your hero phase roll a dice, on a 4+ get an extra CP. #'''Zephyrite Banner''': Reroll charge rolls for friendly Tempest's Eye units that are wholly within 12" of the bearer. <big>'''<span style="color:MediumBlue;">Spell Lore</span>'''</big> #'''Aura of Glory''': Cast on a 7, add 1 to the attack characteristic of melee weapons for friendly Tempest's Eye units that are wholly within 12" of the caster. Damn! Stack this on your aether-chestmisted Balloon dudes to triple their melee output! #'''Strike of Eagles''': Cast on a 7, pick one enemy unit within 30" of the caster (and visible). Roll 6 dice, for every 4+ they take a mortal wound. Awesome range! #'''Celestial Visions''': Cast on a 7, get a CP. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===City Allegiance: <span style="color:DarkGoldenRod;">Hallowheart</span> (Aqshy)=== The city of magic. If you want to always cast a spell and have your opponent watch as they can't unbind them, here's your place. <div class="mw-collapsible-content"> <big>'''<span style="color:DarkGoldenRod;">Battle Traits</span>'''</big> *'''Eldritch Attunement''': If a unit is affected by a spell or endless spell, you can choose to roll a die. On a 5+, ignore the spell's effects. *'''Mage of the Whitefire Council''': Your wizards can cast an extra spell. They select TWO spells from the spell list instead of 1. *'''Command Ability: Arcane Channeling''': Start of the hero phase. Pick 1 friendly hero wizard and roll a die. 1) that unit suffers that many mortal wounds. 2) for each mortal wound dealt and not negated by any means, your wizards within 12" get that roll's result as a bonus to cast until the start of your next hero phase. Remember, in order to be able to measure to the model, ''it must not be dead''! Works better on units with lots of wounds, such as celestial hurricanums and luminarks of hysh. Consider casting sear wounds (with + a lot to cast) to heal it right back off! <big>'''<span style="color:DarkGoldenRod;">Command Traits</span>'''</big> #'''Veteran of the Blazing Crusade''': Do not take battleshock tests for friendly units wholly within 18" of the general. #'''Warden of the Flame''': Start of your hero phase, on a 4+ you get an extra CP. If you were going to use your CPs for battleshock immunity, why not use the previous command trait instead? #'''Famed Spell Hunter''': If your general is a wizard, add 3 to attempts to dispell endless spells. Otherwise, they can dispell endless spells. <big>'''<span style="color:DarkGoldenRod;">Artefacts Of Power</span>'''</big> #'''Agloraxi Prism''': Subtract 1 from missile attacks that target the bearer. #'''Pauldrons of Living Flame''': End of the combat phase, roll a die for each enemy unit within 3" of the bearer, on a 4+ they take d3 mortal wounds. #'''Whitefire Tome''': If bearer is a wizard, they know all the spells from the Lore instead of 2. Otherwise, they know one spell and can cast it. <big>'''<span style="color:DarkGoldenRod;">Spell Lore</span>'''</big> The masters of magic get 6 spells instead of the usual 3! Not just that - each of your wizards gets 2 of them on top of their normal spells, leading to unparalleled choice when it comes to casting. #'''Roaming Wildfire''': Cast on a 6, pick enemy unit within 18" and visible, it suffers d3 mortal wounds. Roll a d6 for each enemy unit within 6", on a 4+ those units also take d3 mortal wounds. #'''Sear Wounds''': Cast on a 6, pick a friendly unit within 18" of the caster that is visible. Heal d6 wounds allocated to that unit. #'''Elemental Cyclone''': Cast on a 6, pick one enemy unit within 12" that is visible and roll a die per model unit that is within 12" of the caster, on a 4+ they take a mortal wound. #'''Warding Brand''': Cast on a 6, target a friendly unit wholly within 18" and visible. Until start of next hero phase, roll a dice each time a wound was dealt by a melee weapon and was not negated. On a 4+ the attacking unit suffers a mortal wound. #'''Crystal Aegis''': Cast on a 5, until the start of your next hero phase, add 1 to the rolls for '''Eldritch Attunement''' trait for friendly units wholly within 12" of the caster. You can now ignore spells and endless spells on a 4+! #'''Ignite Weapons''': Cast on a 6, pick a friendly unit wholly within 18" of the caster that is visible to them. Add 1 to wound rolls made by that unit until the start of your next hero phase. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===City Allegiance: <span style="color:DarkGreen;">The Living City</span> (Ghyran)=== The Symbol of the alliance between Sigmar and Alarielle. The ambush and flanking shenanigans city, with access to extra healing and Sylvaneth units. <div class="mw-collapsible-content"> <big>'''<span style="color:DarkGreen;">Battle Traits</span>'''</big> *'''Living Wargroves:''' 1 in 4 units can include {{AOSKeyword|[[Age_of_Sigmar/Tactics/Order/Sylvaneth#Warscrolls|Sylvaneth]]}} units while adding the keywords {{AOSKeyword|Cities of Sigmar}} and {{AOSKeyword|Living City}}. *'''Hunters of the Hidden Paths''': Similar to Sylvaneth (but more restricted), instead of setting up a {{AOSKeyword|Living City}} unit on the battlefield, you can say that it is set up in the hidden paths. You can set up a unit in reserve for each {{AOSKeyword|Living City}} unit you have on the battlefield (therefore this excludes potential allied units from the count). At the end of the movement phase, you can set them up wholly within 6" of the battlefield edge more than 9" from any enemy units. Make sure to deploy them at that latest on turn 3, because at the start of turn 4 any units that are still in the hidden paths are destroyed. *'''Attuned to Nature''': In your hero phase, heal 1 wound allocated to every {{AOSKeyword|Living City}} unit. **great on units with Damage charts, Hyrdas are harder to kill. Also, weirdly, this does not exclude Steam tanks which gives those units much greater survivability without needing a cogsmith for repairs. *'''Command Ability - Strike and Melt Away''': end of shooting phase, pick one friendly {{AOSKeyword|Living City}} unit ''that shot that phase'', is more than 9" from enemy units and wholly within 18" of a friendly {{AOSKeyword|Living City hero}}. That unit can move, it cannot run. **This is INSANE for units that want to go into combat and combos perfectly with the Hidden Paths: you can deep strike your unit 9" away (say, into cover), shoot stuff with your shadow warriors getting the bonus to cover, then move them 6" (because you also deep struck a support hero nearby in order to use command abilities). Your charge now became a 3" charge. With other types of units, you can position them however you need, and then fade off in the distance: this is good for shooty and melee stuff like corsairs with crossbows and sisters of the watch, but for highly mobile shooting units it is extremely potent: try it with units such as dark riders, outriders, luminarks of hysh line of mortal wounds, Drycha, artillery pieces, scourge runner chariots, FREAKING STEAM TANKS, Durthu, any stormcast with a >9" shooting attack, drakesworn templar, any of the non-hero dracoth units, palladors, etc etc etc etc etc <big>'''<span style="color:DarkGreen;">Command Traits</span>'''</big> #'''Iron Oak Artisan''': Add 1 to saves and on to-wound rolls for this general. #'''Farstrider''': Can run and charge. Friendly units are not affected by the Deadly Scenery rule if they are wholly within 12". #'''Druid of the Ever Spring Circle ''': If your general is a wizard, they know all of the spells of the Lore of Leaves. If they are not a wizard they know one spell and can cast it. <big>'''<span style="color:DarkGreen;">Artefacts Of Power</span>'''</big> #'''Spear of the Hunt''': Pick one melee weapon of the bearer, improve its rend by 1. Bearer and their mount fights at the start of the combat phase if they made a charge this turn. #'''Deepmire Cloak''': If the bearer has a wounds characteristic of 6 or less, they cannot be chosen as the target of a missile attack if they are in cover. If they have 7 or more wounds, they inflict -1 to missile weapons that target the bearer if they are in cover. #'''Wardroth Horn''': Once per battle in your hero phase you can sound the horn: add 1 to attacks of friendly {{AOSKeyword|Living City Sylvaneth}} units until the start of your next hero phase. <big>'''<span style="color:DarkGreen;">Spell Lore</span>'''</big> #'''Life Surge''': Cast on a 6, pick 1 friendly model within 18" of the caster. You can heal d6 wounds that were allocated to the model. #'''Cage of Thorns''': Cast on a 7, pick 1 enemy unit that's within 18" of the caster and that is visible, halve the move characteristic of that unit until the start of your next hero phase. Also, until the start of your next hero phase, the first time that unit moves it takes d6 mortal wounds. #'''Iron Oak Skin''': Cast on a 6, pick 1 friendly wholly within 18" of the caster and visible, subtract 1 from wound rolls that target that unit until the start of your next hero phase. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===City Allegiance: <span style="color:SteelBlue;">Greywater Fastness</span> (Ghyran)=== The polluted, industrial gunpowder city in the Realm of Life. Your superior firepower city, with emphasis on artillery and ranged units. <div class="mw-collapsible-content"> <big>'''<span style="color:SteelBlue;">Battle Traits</span>'''</big> *'''Amidst the Ghoul Mere:''' Greywater Fastness is from Ghyran. *'''Runelord:''' In your hero phase, ONE {{AOSKeyword|Greywater Fastness Runelord}} can chant the following prayer as well as one from their warscroll. **''Rune of Unfaltering Aim:'' On a 2+, select a friendly {{AOSKeyword|Greywater Fastness Ironweld Arsenal war machine}} within 3", until the start of your next hero phase it gets +1 to hit with its missile weapon attacks. *'''Home of the Great Ironweld Guilds:''' Friendly {{AOSKeyword|Greywater Fastness Ironweld Arsenal}} missile attacks have their maximum range increased by 3". In a pitched battle, you can include an additional artillery unit. *'''Command Ability:Salvo Fire''': Use this in your shooting phase. Pick 1 friendly {{AOSKeyword|Greywater Fastness}} Freeguild Handgunners or Irondrakes unit wholly within 12" of a hero. Add 1 to hit rolls for missile attacks made by that unit until the end of the phase. Doesn't stack. <big>'''<span style="color:SteelBlue;">Command Traits</span>'''</big> #'''Seat on the Council''': If this general is on the battlefield, roll a dice in your hero phase. On a 4+ you gain a CP. #'''Drillmaster''': Reroll hit rolls of 1 for friendly missile weapon attacks made by units wholly within 12" of this general as long as the general is more than 3" away from any enemy units. #'''Ghoul Mere Ranger''': Friendly units wholly within 12" of the general can run and still shoot later in the same turn. <big>'''<span style="color:SteelBlue;">Artefacts Of Power</span>'''</big> #'''Steam Piston Plate Mail''': Add 1 to save rolls for the bearer. If the bearer does not have a mount, add 1 to its move. #'''Runic Munitions''': Pick 1 of the bearer's missile weapons, add 1 to its damage characteristic. #'''Magnificient Macroscope''': Start the game with 1 extra CP, and add 1 to hit for missile attacks made by the bearer. <big>'''<span style="color:SteelBlue;">Spell Lore</span>'''</big> #'''Descending Ash Cloud''': Cast on a 6, pick an enemy unit within 18" that is visible to the caster, subtract 1 from hit rolls made by that unit until the start of your next hero phase. #'''Eroding Blast''': Cast on a 6, pick a terrain feature wholly within 18" and visible to the caster. Roll a die for every model within 1" of the feature. On a 5+ they suffer a mortal wound. In addition until your next hero phase that terrain gains the Deadly Scenery Rule. #'''Choking Fumes''': Cast on a 6, pick 1 enemy unit within 15" that is visible to them, roll a die for every model that is within 15". For each 5+ that unit suffers a mortal wound. Combine with balewind vortex to get a bit more range. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===City Allegiance: <span style="color:FireBrick;">The Phoenicium</span> (Ghyran)=== The Phoenix city resurrected from amber <div class="mw-collapsible-content"> <big>'''<span style="color:FireBrick;">Battle Traits</span>'''</big> *'''Vengeful Revenants:''' Add 1 to hit and wound rolls for melee weapon attacks if any friendly {{AOSKeyword|Phoenicium}} units have been destroyed in the same phase. **Read as "this army is for MSU and chaff users". *'''Blood of the Phoenix:''' Both types of phoenixes get an extra wound. *'''Command Ability - Living Idol''': Use in the combat phase, pick a {{AOSKeyword|Phoenix Hero}} unit. If a {{AOSKeyword|Phoenicium}} model is slain within 12" of it, the destroyed model can fight before it's removed. **This is more guaranteed to happen if you set it up than the Skaven's death frenzy spells, which can fail to be cast or be dispelled. If building Phoenicium lists, I would try to build around this ability. <big>'''<span style="color:FireBrick;">Command Traits</span>'''</big> #'''Seeker of Vengeance''': Add 1 to the attack characteristic of the general's melee weapons if a friendly model has been slain this phase, add 3 instead if 5 or more models were slain. Use this on a tanky hero, because you're waiting until your opponent kills a model somewhere before hitting with your hero. I recommend a frost phoenix. #'''One with Fire and Ice''': If your general is a wizard, they know all spells from the Lore of the Phoenixes. Otherwise, they can cast one spell from that lore. #'''Aura of Senerity''': Do not take battleshock tests for friendly units wholly within 12" inches of the general. With the amount of stuff you are trying to get killed just to proc your bonuses, maybe this is a good idea, maybe it's a bad one? <big>'''<span style="color:FireBrick;">Artefacts Of Power</span>'''</big> #'''Amber Armor''': If the attack that targets the bearer has a rend characteristic of -1, change it to "-". #'''Phoenix Pinion''': Bearer can fly as well as run and charge. #'''Pyre Ashes''': If you roll a natural 6 when saving for the bearer, you can heal 1 wound allocated to the bearer. Troll the shit out of your opponents with this item on a fucking frost phoenix. <big>'''<span style="color:FireBrick;">Spell Lore</span>'''</big> #'''Amber Tide''': Cast on a 6, pick enemy unit within 18" and visible. Until the start of your next hero phase, halve their movement. Not as good as living city bramble/thorn cage, which inflicts mortal wounds if they move! #'''Phoenix Cries''': Cast on a 5, until the start of your next hero phase, subtract 1 from the bravery characteristic of enemy units while they are within 18" of the caster. #'''Golden Mist''': This is the one you're taking. Cast on a 6, heal d3 wounds to each friendly {{AOSKeyword|Phoenicium}} unit within 12" and visible. Because you're not resilient enough. Combo this with emerald lifeswarm to troll the fuck out of your opponents some more! </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===City Allegiance: {{color|DarkMagenta|Misthåvn}} (Ulgu)=== The City of Scoundrels, wracked with drug trafficking and corruption. <div class="mw-collapsible-content"> <big>'''{{color|DarkMagenta|Battle Traits}}'''</big> *'''The Shadow Port''': Misthåvn armies must be from Ulgu. *'''Underhanded Tactics''': A restrictive form of deepstrike. For every {{AOSKeyword|Darkling Coven}}, {{AOSKeyword|Freeguild}}, and {{AOSKeyword|Duardin}} (including allied Fyreslayers and Kharadron) you deploy on the battlefield, you can set up 1 unit of {{AOSKeyword|Order Serpentis}}, {{AOSKeyword|Shadowblades}}, or {{AOSKeyword|Scourge Privateers}} in reserve. These units must contain no more than 10 models. You can bring them in anywhere more than 9" away from enemies at the end of any of your movement phases. Deepstriking dragons, anyone? *'''Misthåvn Narcotics''': Give your heroes magical drugs! 1 hero per army, +1 per warscroll battalion, can pick a narcotic, which are all one time use affects you activate in your hero phase. No duplicates or multiples on a single hero (but they can still take relics). Has no affects on mounts. *'''Command Ability: Shadowstrike:''' You can use this when a unit of yours deepstrikes onto the field within 12" of a friendly hero. That unit can move d6" (it cannot run). Helps get that charge off. <big>'''{{color|DarkMagenta|Command Traits}}'''</big> #'''Shadowlord''': Once per battleround, the general can use the Shadowstrike Command ability for free. make sure you get them in a good position. #'''Wily Foe''': 6+ roll to ignore wounds and mortal wounds. #'''Shade Warlock''': The general knows Arcane Bolt and Mystic Shield and can cast 1 spell a turn. If its already a WIZARD, it gets 1 extra cast. <big>'''{{color|DarkMagenta|Artefacts Of Power}}'''</big> #'''Gloom Bell''': Once per battle, at the start of the enemy shooting phase, you can ring the bell to make a 12" bubble of -1 to hit for the phase. Take that Skaven! We have bells too! #'''Strangler-Kelp Noose''': Once per battle, at the start of the a combat phase, pick 1 model within 3" of the bearer and roll a die. If the roll is less than the model's Wound characteristic, or the roll is a 6, that model can't fight. That's a 5/6 chance to stop a 5-wound hero from attacking, and it is actually guaranteed against anything bigger. Hand this to a duelist or monster hunter and go strait for the biggest thing on the board. This does sound a bit werid though, so we might be expecting an FAQ. #'''Shadowsilk Armor''': +1 to saves. No-nonsense and just a solid artefact. Slap this on a Dragonlord with a lance and shield for a sweet, SWEET 2+ save that'll turn him from dangerous to outright nightmarish. <big>'''{{color|DarkMagenta|Misthåvn Narcotics}}'''</big> #'''Synesthalcum''': +1 to hit rolls until your next hero phase. #'''Witch-mist''': Become a ghost for a round, and the hero ignores save modifiers till the next hero phase. #'''Skiffer's Salve''': the user heals d6 wounds, but gets a bit too high and can't run or charge. Use when your already stuck in. #'''Float''': Get so high you can fly. Seriously, it lets the hero fly till your next hero phase. Can't be used if the hero has a mount. #'''Sawfang Dust''': each time the user fights, pick 1 unit afterwards within 1". On a roll of 4+, it suffers d3 mortal wounds. #'''Glatch Ink''': +1 to casting, unbinding, and dispelling rolls until your next hero phase. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===City Allegiance: {{color|Silver|Settler's Gain}} (Hysh)=== The City that has to put up with Aelven bullcrap all day. <div class="mw-collapsible-content"> <big>'''<span style="color:Silver;">Battle Traits</span>'''</big> *'''In the Lands of Enlightenment:''' Settler's Gain must be from Hysh. *'''Lumineth Tutors:''' You get 1 extra artifact for a {{AOSKeyword|Freeguild Hero}} or {{AOSKeyword|Collegiate Arcane Hero}}. In addition {{AOSKeyword|Collegiate Arcane Heroes}} get +1 to casting rolls. *'''Settlers of the High Districts:''' 1 in every 4 units can be a {{AOSKeyword|Lumineth Realm-Lords}} unit and 1 in every 4 can also be a {{AOSKeyword|Stormcast Eternals}} unit. *'''Command Ability: Aelven Training''': Use at the start of the battleshock phase and pick 1 {{AOSKeyword|Lumineth Realm-Lords Hero}}. {{AOSKeyword|Freeguild}} and {{AOSKeyword|Collegiate Arcane}} units wholly within 18" of the hero do not take battleshock tests. <big>'''<span style="color:Silver;">Command Traits</span>'''</big> #'''Personal Levitation''': The general can fly. #'''Strategic Mastermind''': In your hero phase, if the general is on the field, you gain 1 command point on a 4+. #'''Raging Outburst''': +1 to hit and wound rolls for the general, but -1 save. <big>'''<span style="color:Silver;">Artefacts Of Power (Collegiate Arcane Heroes only)</span>'''</big> #'''Heart Stone''': When the bearer is slain roll a die. On a 4+ they live with 1 wound left. #'''Talisman of Dispellation''': The bearer can dispell an endless spell without spending a casting roll. #'''Silver-plated Wand''': The bearer can cast an extra spell a turn. #'''Blade of Leaping Bronze''': +2 attacks to a melee weapon. #'''Amulet of Haste''': Roll a die after the bearer finishes a normal move and they ran. On a 2+ they can still charge. #'''Stone-spirit Armor''': 6+ to ignore wounds and mortal wounds. In addition ignore spells and endless spells on a 5+. <big>'''<span style="color:Silver;">Spell Lore</span>'''</big> #'''Drain Magic''': Cast on a 6, ALL Wizards within 12" of the caster get -2 to casting, unbinding and dispelling until your next hero phase. #'''Shield of Light''': Cast on a 6, pick a unit wholly within 12" and give them a 6+ to ignore wounds and mortal wounds. #'''Illumination''': Cast on a 6, pick 1 enemy unit within 12" that is visible to them, add 1 to hit rolls for missile weapons that target that unit. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===City Allegiance: {{color|Brown|Excelsis}} (Ghur)=== The unfortunate target of [[Kragnos]]' and [[Slaanesh]]'s machinations, a hardy place trapped between the beastly natives and the settlers. <div class="mw-collapsible-content"> <big>'''<span style="color:Brown;">Battle Traits</span>'''</big> *'''The Coast of Tusks:''' Excelsis must be from Ghur. *'''Gift of Prophecy:''' One per phase, you can make one friendly unit's attack roll be deemed prophesied and roll a dice - on a nat 1, this unit suffers a -1 to all attack rolls, but otherwise you add +1 to all hit rolls. A nice little gift to support a key unit. *'''Command Ability: Riposte''': Use at the start of the combat phase. Pick 1 {{AOSKeyword|Excelsis}} unit within 12" of a hero. On a natural 6 to their saving throw, the attacking foe suffers a mortal wound after the enemy's attacks are resolved. <big>'''<span style="color:Brown;">Command Traits</span>'''</big> #'''Cunning Foe''': The general can charge after retreating. Whenever they do so, they get to add +1 to their hit rolls and enemies targeting them take a -1 to hit. #'''In the Right Place''': At the start of turn 1, you can re-deploy d3 friendly units, which can prove to be quite important considering how vulnerable your forces are. #'''Darkest Secrets''': During the combat phase, your general can lock an enemy hero within 3" from being able to use their command abilities. <big>'''<span style="color:Brown;">Artefacts Of Power</span>'''</big> #'''Glimmerling''': Once per game, you can predict (read: flat-out declare) the result of a hit roll, a wound roll, a save, or a run or charge roll the bearer makes. This result can't be re-rolled, but you can add any further mods, meaning you can use it to trigger any crit effects. #'''Rockjaws''': Once per shooting phase, you can make a shooting attack on an enemy within 8" and deal d3 MWs on a 3+ to hit. Not too bad and more of a deal on things like ogors than on mobs. #'''Gryph-feather Charm''': +1" to movement and any attacks targeting the bearer suffer -1 to hit. <big>'''<span style="color:Brown;">Spell Lore</span>'''</big> #'''The Amber Spear''': Cast on a 6, draw a straight line between the caster and a point within 12" of them. Any units that cross this line suffers one mortal wound. Sadly, this won't ruin mobs, but can penalize clumped-up deployments like orruks and ogors. #'''Flock of Doom''': Cast on a 6, pick an enemy unit within 18" that is visible to the caster. Roll 12d6 - on each 6, the unit suffers a mortal wound. #'''Cower''': Cast on a 6, pick 1 enemy {{AOSKeyword|Monster}} unit within 12" that is visible to them. Roll a 2d6 - If the result exceeds the target's bravery, then they can't charge for the next turn, which can prove crippling. </div></div>
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