<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2406%3A3400%3A20F%3AFFC0%3AB5A4%3A5397%3A3034%3A6603</id>
	<title>2d4chan - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2406%3A3400%3A20F%3AFFC0%3AB5A4%3A5397%3A3034%3A6603"/>
	<link rel="alternate" type="text/html" href="http://2d4chan.org/wiki/Special:Contributions/2406:3400:20F:FFC0:B5A4:5397:3034:6603"/>
	<updated>2026-05-10T15:41:29Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Cities_of_Sigmar&amp;diff=33497</id>
		<title>Age of Sigmar/Tactics/Order/Cities of Sigmar</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Cities_of_Sigmar&amp;diff=33497"/>
		<updated>2021-09-16T15:50:11Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:B5A4:5397:3034:6603: /* Strategies and Lists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Cities of Sigmar|Logo=Empire.jpg|Alliance=Order|Motto=For the &amp;lt;s&amp;gt;Empire&amp;lt;/s&amp;gt; God-King!}}&lt;br /&gt;
The cities from the Firestorm campaign have finally gotten a 2nd edition Battletome. Humans, Aelves, and Duardin join forces to be a bulwark against those who would tear down everything they have built. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Play Cities of Sigmar==&lt;br /&gt;
===Pros===&lt;br /&gt;
*If you complained about all the needless separations and divisions of old Empire/Dwarf/Elf models, then this faction fixes all that.&lt;br /&gt;
*[[AWESOME|Over 30 potential choices for Battleline, including Kharybdiss, Hydras and STEAM TANKS!]]&lt;br /&gt;
*Low to average to hit rolls but Lots of ways to add +1 to hit.&lt;br /&gt;
*Many ways to generate CP.&lt;br /&gt;
*The synergies of the sub-factions can be united. Ever wonder what happens if you take the range power of Free Peoples, surviving skills of Dwarfs and the monsters of the Dark Elves? Now&#039;s your chance to find it out!&lt;br /&gt;
*One of the best ways to make a mixed Order List without needing allies. With additional synergies with Kharadron Overlords, Sylvaneth, Daughters of Khaine, and Stormcast Eternals, you can take some as part of your city.&lt;br /&gt;
*Battleshock won&#039;t be an issue. While the bravery of many units is average or bad, many cities (Hallowheart, Anvilgard/Har Kuron, Hammerhal, and Tempest&#039;s Eye) have ways to avoid it with command ability, traits and artefacts.&lt;br /&gt;
*Plenty of opportunities for conversions and kitbashing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Came at the cost of mass squatting, particularly of old [[High Elves (Warhammer Fantasy)|High Elves]] [[Lumineth Realm Lords|(&amp;lt;s&amp;gt;no longer an issue&amp;lt;/s&amp;gt; still no more dragons, lions, eagles, and a long etc.)]].&lt;br /&gt;
*A lot of remaining factions lost their units, like the Devoted of Sigmar losing Warrior-Priests, Witch Hunters, and the War-Altar. &lt;br /&gt;
*Locked into City allegiance and their associated realms of Aqshy, Ghyran, or (in one case each) Hysh and Ulgu. Must &amp;quot;Counts As&amp;quot; if your units aren&#039;t up to code, and tough luck if you wanted Realm artefacts from elsewhere (MUCH less significant after GHB20 where the Malign Sorcery Artefacts were taken off the menu).&lt;br /&gt;
*Most models that aren&#039;t included in any set box (Start Collecting, battle boxes, ...) can only be bought on the GW online store. That means you won&#039;t get the 10%-20% discount on your purchases that many other (online) stores provide.&lt;br /&gt;
*There are a ton of options that (over 50 warscrolls) for experienced players open up many opportunities, but for new players can seem very daunting. New players will have a hard time getting started with this army.&lt;br /&gt;
*A lot of units can feel on-paper like repeats compared to their previous iteration (many abilities are now +1 to hit, and some abilities were reappropriated by the cities), only set apart by their synergy with other models.&lt;br /&gt;
**Freeguild lost their Anti-charge support abilities, as well as their unique allegiance abilities from GHB2019, as [[FAIL|they are currently unable to interact with them due to the change in keywords from &amp;quot;Free Peoples&amp;quot; to &amp;quot;Freeguild&amp;quot;]]&lt;br /&gt;
**Darkling Coven units can&#039;t gain size bonus when near bigger units.&lt;br /&gt;
**Dispossessed lost anti-magic banners and Relentless, as well as any long-range gunlines beyond the Irondrakes.&lt;br /&gt;
**Wanderers can&#039;t Retreat and shoot or use the board edge for movement. As well as losing their Iconic glade archers, despite recently being given round bases (i.e. they&#039;re some of the only models in kits purchasable outside of GW direct orders, but pretty much all of those come with round bases now too).&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Cities of Sigmar|points=[https://www.warhammer-community.com/wp-content/uploads/2019/10/itQ3FAndDveRwdJV.pdf Cities of Sigmar Errata]}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Universal Allegiance Abilities===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strongholds of Order:&#039;&#039;&#039; [[FAIL|You &#039;&#039;&#039;must&#039;&#039;&#039; choose a city]]. You currently have 8 battletome choices, plus what&#039;s come from Shattered Realms. Go wild. &lt;br /&gt;
*For your chosen city, you gain all the &#039;&#039;Battle Traits&#039;&#039;. Your general gets one of the &#039;&#039;Command Traits&#039;&#039;; one hero, plus one hero per battalion, each chooses a unique &#039;&#039;Artefact Of Power&#039;&#039;; each wizard knows a spell from the &#039;&#039;Spell Lore&#039;&#039;, which usually consist of 3 spells, but occasionally have a full 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amplified Sorceries:&#039;&#039;&#039; +1 to casting rolls when you summon an Endless Spell. It&#039;s a step down from the old &amp;quot;Always Amplified&amp;quot; version of this rule, but this version is much easier to remember and manage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors of the Realms:&#039;&#039;&#039; If you&#039;re using &#039;&#039;&#039;Malign Sorcery&#039;&#039;&#039; rules, your army must be from the realm your city hails from (which is no longer really a penalty due to GHB20&#039;s removal of Malign Sorcery Artefacts).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Honoured Retinue:&#039;&#039;&#039; 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&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The General&#039;s Adjutant:&#039;&#039;&#039; 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&amp;quot; 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&#039;t be a true Ally Hero (meaning you could take a Fyreslayers or Idoneth Hero for this role as well).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stormkeeps:&#039;&#039;&#039; 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&#039;t replace Hammers of Sigmar or anything, it just means that you&#039;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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &lt;br /&gt;
While not technically an Allegiance Ability, it is true that almost every unit of MSU 3+ models has a Standard Bearer and a Musician.&lt;br /&gt;
*&#039;&#039;&#039;Standard Bearer:&#039;&#039;&#039; gains +1 bravery if the unit has one.&lt;br /&gt;
*&#039;&#039;&#039;Musician:&#039;&#039;&#039; Add 1 to charge rolls and also often run rolls if the unit has a Musician.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: {{color|DarkCyan|Hammerhal}} (Aqshy or Ghyran)===&lt;br /&gt;
The flagship twin city with named Stormcast Characters. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|DarkCyan|Battle Traits}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;City of Two Realms&#039;&#039;&#039;: Hammerhal armies must be from Aqshy or Ghyran.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Banners Held High&#039;&#039;&#039;: [[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.]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master of Hammerhal&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Pride of Hammerhal&#039;&#039;&#039;: While wholly within your territory, your units ignore battleshock.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability - Righteous Purpose:&#039;&#039;&#039; You use this in the combat phase on a friendly {{AOSKeyword|HAMMERHAL}} unit that is wholly within enemy territory, wholly within 12&amp;quot; of a friendly {{AOSKeyword|HAMMERHAL HERO}} and within 3&amp;quot; of an enemy unit. It gets to pile in and attack again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|DarkCyan|Command Traits}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Academiate Prodigy&#039;&#039;&#039;: Add 1 to attack characteristic of melee weapons. Also start the game with an extra command point.&lt;br /&gt;
#&#039;&#039;&#039;Blood of the twelve&#039;&#039;&#039;: Reroll wound rolls of 1 for melee attacks made by friendly units wholly within 12&amp;quot; of the general.&lt;br /&gt;
#&#039;&#039;&#039;Aggressive General&#039;&#039;&#039;: Add 1 to hit for melee attacks made by friendly units wholly within 12&amp;quot; of the general if this general made a charge move in the same turn. Since it doesn&#039;t say round, it&#039;s only &#039;&#039;your player turn&#039;&#039;: YOU are aggressive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|DarkCyan|Artefacts Of Power}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Armor of Malice&#039;&#039;&#039;: Add 1 to save rolls of the bearer.&lt;br /&gt;
#&#039;&#039;&#039;Saint&#039;s Blade&#039;&#039;&#039;: Pick 1 melee weapon of the bearer, improve its rend by 1. While the bearer is within 6&amp;quot; of an objective marker, add 1 to damage inflicted by the weapon.&lt;br /&gt;
#*Those high-number-of-attacks but low rend or damage 1 attacks on your characters? They&#039;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.&lt;br /&gt;
#&#039;&#039;&#039;Twin Stones&#039;&#039;&#039;: You can activate this artefact in each of your hero phases, if you do so, chose which aspect you want to use.&lt;br /&gt;
#*Aqshy Aspect, Add 1 to hit for melee attacks made by friendly units wholly within 12&amp;quot; of the bearer.&lt;br /&gt;
#*Ghyran aspect, roll a d6 for every unit wholly within 12&amp;quot; of the bearer, on a 4+ you can heal d3 wounds that were previously allocated to that unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|DarkCyan|Spell Lore}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Wings of Fire&#039;&#039;&#039;: 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.&lt;br /&gt;
#&#039;&#039;&#039;Cinder Cloud&#039;&#039;&#039;: 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. &lt;br /&gt;
#&#039;&#039;&#039;Twin Tailed Comet&#039;&#039;&#039;: Cast on a 7, &amp;lt;s&amp;gt;you kickstart the events of Total Warhammer II&amp;lt;/s&amp;gt; pick one enemy unit within 18&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: {{color|MediumPurple|Anvilgard}} (Aqshy)===&lt;br /&gt;
The Tortuga of the Mortal Realms. Currently conquered and renamed Har Kuron but remains playable, as you either play the city in a time before Morathi&#039;s coup or take on the role of the resistance movement of Sigmar loyalists.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|MediumPurple|Battle Traits}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Illicit Dealings:&#039;&#039;&#039; Choose one of the following:&lt;br /&gt;
#&#039;&#039;Black Market Bounty&#039;&#039;: 1 extra {{AOSKeyword|ANVILGARD}} Artefact of Power&lt;br /&gt;
#&#039;&#039;Dabblings in Sorcery&#039;&#039;: 1 additional {{AOSKeyword|ANVILGARD}} Dragon/Kharibdyss/War Hydra can have a Drakeblood Curse&lt;br /&gt;
#&#039;&#039;Hidden Agenda&#039;&#039;: D3 extra command points&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Make an Example of the Weak:&#039;&#039;&#039; At the start of your Battleshock Phase, pick 1 friendly &#039;&#039;&#039;ANVILGARD&#039;&#039;&#039; unit wholly within 12&amp;quot; of an {{AOSKeyword|ANVILGARD}} hero. One model is slain, but all {{AOSKeyword|ANVILGARD}} units wholly within 18&amp;quot; of the targeted unit ignore Battleshock.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drakeblood Curses:&#039;&#039;&#039; 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.&lt;br /&gt;
# &#039;&#039;&#039;Acidic Blood&#039;&#039;&#039;: Roll a dice each time the unit is allocated a wound in melee that wasn&#039;t negated. On a 4+, the damaging unit takes 1 mortal wound. Annoy your enemies who try to take down your War Hydra!&lt;br /&gt;
#&#039;&#039;&#039;Jutting Bones&#039;&#039;&#039;: After the model makes a charge, pick an enemy unit within 1&amp;quot;. On a 2+, target takes D3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Felgaze&#039;&#039;&#039;: 12&amp;quot; -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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|MediumPurple|Command Traits}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Blackfang Crimelord&#039;&#039;&#039;: Pick 2 Illicit Dealings instead of 1.&lt;br /&gt;
#&#039;&#039;&#039;Slayer of Monsters&#039;&#039;&#039;: +1 to hit and wound rolls if you target a &#039;&#039;&#039;MONSTER&#039;&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Secretive Warlock&#039;&#039;&#039;: If the general is a wizard, they know all the spells in the Anvilgard lore. If not, they know one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|MediumPurple|Artefacts Of Power}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Drakescale Cloak&#039;&#039;&#039;: 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.&lt;br /&gt;
#&#039;&#039;&#039;Venomfang Blade&#039;&#039;&#039;: 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.&lt;br /&gt;
#&#039;&#039;&#039;Asphyxia Censer&#039;&#039;&#039;: At the end of the combat phase, each enemy unit within 3&amp;quot; of the bearer on a 4+ takes D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|MediumPurple|Spell Lore}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Sap Strength&#039;&#039;&#039;: CV6. Pick a visible enemy unit within 18&amp;quot;. They get -1 to hit until the start of your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Shadow Daggers&#039;&#039;&#039;: CV7. If cast, pick a visible enemy unit within 9&amp;quot;. They take D6 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Vitrioc Spray&#039;&#039;&#039;: CV8. If cast, pick a visible enemy unit within 6&amp;quot;. Until the start of your next hero phase, they have a save characteristic of &amp;quot;-&amp;quot;. Use your sorceress&#039;s sacrificial dagger to make sure it goes through!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: {{color|MediumPurple|Har Kuron}} (Aqshy)===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|MediumPurple|Battle Traits}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Har Kuron:&#039;&#039;&#039; 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&#039;re also restricted from using the universal Ways of the Free Peoples, so no more General&#039;s Adjundants, wound-shielding retinues or bolstered Endless Spells if you wish to become Druchii once more. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Temple of Khaine:&#039;&#039;&#039;   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.&lt;br /&gt;
***&#039;&#039;Incitement of Murder&#039;&#039;: A {{AOSKeyword|Har Kuron}} unit wholly within 12&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability - Make an Example of the Weak:&#039;&#039;&#039; At the start of your Battleshock Phase, pick 1 friendly {{AOSKeyword|Har Kuron}} unit wholly within 12&amp;quot; of an {{AOSKeyword|Har Kuron hero}}. One model is slain, but all {{AOSKeyword|Har Kuron}} units wholly within 18&amp;quot; of the targeted unit ignore Battleshock.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|MediumPurple|Command Traits}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Bathed in Blood&#039;&#039;&#039;: Gains +1 wound and heals 1 each of you Hero phases&lt;br /&gt;
#&#039;&#039;&#039;Murderous Zealot&#039;&#039;&#039;: May attempt to use &#039;&#039;Incitement of Murder&#039;&#039; like a priest, or can attempt &#039;&#039;Incitement of Murder&#039;&#039; twice if they already can.&lt;br /&gt;
#&#039;&#039;&#039;Dark Adept&#039;&#039;&#039;: If the general is a Wizard, they can cast a extra spell. If not, they become a Wizard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|MediumPurple|Artefacts Of Power}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Lifetaker:&#039;&#039;&#039; During shooting phase pick enemy within 36&amp;quot;, take 1MW on 3+ or D3 on 6 roll.&lt;br /&gt;
#&#039;&#039;&#039;Traitor&#039;s Banner:&#039;&#039;&#039; Friendly units wholly within 12&amp;quot; are -1 to hit by missile weapons.&lt;br /&gt;
#&#039;&#039;&#039;Nullstone Vizard:&#039;&#039;&#039; Each of your Hero phases while on the field, gain CP on 5+.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|MediumPurple|Spell Lore}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Sap Strength&#039;&#039;&#039;: CV6. Pick a visible enemy unit within 18&amp;quot;. They get -1 to hit until the start of your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;The Withering&#039;&#039;&#039;: CV6. Pick a visible enemy unit within 18&amp;quot;. they are +1 to wound until the start of your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Vitriolic Spray&#039;&#039;&#039;: CV8. If cast, pick a visible enemy unit within 6&amp;quot;. Until the start of your next hero phase, they have a save characteristic of &amp;quot;-&amp;quot;. Use your sorceress&#039;s sacrificial dagger to make sure it goes through!&lt;br /&gt;
#&#039;&#039;&#039;Steed of Shadows:&#039;&#039;&#039; CV6. Caster gains a M16&amp;quot; and Fly until the start of your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Pit of Shades:&#039;&#039;&#039; CV7.  Back again to ruin the lives of slow units like Ogres and Seraphon. If cast, pick a visible enemy unit within 18&amp;quot;. Roll 2D6 and they take MW equal to the Different between Movement and roll.&lt;br /&gt;
#&#039;&#039;&#039;Shadow Daggers&#039;&#039;&#039;: CV7. If cast, pick a visible enemy unit within 9&amp;quot;. They take D6 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: &amp;lt;span style=&amp;quot;color:MediumBlue;&amp;quot;&amp;gt;Tempest&#039;s Eye&amp;lt;/span&amp;gt; (Aqshy)===&lt;br /&gt;
Mountain trading port that touches the sky. The Alpha Strike option, with access to Kharadron Overlords units.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:MediumBlue;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Atop Titanspear Mountain:&#039;&#039;&#039; Tempest&#039;s Eye armies must be from Aqshy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alert and Forewarned:&#039;&#039;&#039; Add 3&amp;quot; to movement and 1 to saves for Tempest Eye units until the end of the 1st battle round.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outrunners of the Realms:&#039;&#039;&#039; Add 1 to run rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Standing Contracts:&#039;&#039;&#039; 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&#039;s Eye keywords.&lt;br /&gt;
**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 &#039;&#039;will&#039;&#039; 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&amp;quot; range of the skyhook and the 6 shot bullet spam at 12&amp;quot; range of the volley gun. That&#039;s on top of a +1 to hit if your unit is wholly within 9&amp;quot; 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!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Rapid Redeploy&#039;&#039;&#039;: In the shooting phase, pick a {{AOSKeyword|Tempest&#039;s Eye}} unit wholly within 12&amp;quot; of hero. That unit can shoot even if it ran in the same turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:MediumBlue;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Aether Guard Captain&#039;&#039;&#039;: Add 1 to charge rolls for friendly Tempest&#039;s Eye units that are wholly within 12&amp;quot; of the general.&lt;br /&gt;
#&#039;&#039;&#039;Hawk Eyed&#039;&#039;&#039;: Add 1 to wound rolls for missile attacks made by friendly Tempest&#039;s Eye units wholly within 12&amp;quot; of the general.&lt;br /&gt;
#&#039;&#039;&#039;Swift as the Wind&#039;&#039;&#039;: Can run and charge. Hero and mount fight at the start of the combat phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:MediumBlue;&amp;quot;&amp;gt;Artefacts Of Power&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Patrician&#039;s Helm&#039;&#039;&#039;: Do not take battleshock for friendly Tempest&#039;s Eye units wholly within 12&amp;quot; of the bearer.&lt;br /&gt;
#&#039;&#039;&#039;Seerstone Amulet&#039;&#039;&#039;: If bearer is on the battlefield at the start of your hero phase roll a dice, on a 4+ get an extra CP.&lt;br /&gt;
#&#039;&#039;&#039;Zephyrite Banner&#039;&#039;&#039;: Reroll charge rolls for friendly Tempest&#039;s Eye units that are wholly within 12&amp;quot; of the bearer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:MediumBlue;&amp;quot;&amp;gt;Spell Lore&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Aura of Glory&#039;&#039;&#039;: Cast on a 7, add 1 to the attack characteristic of melee weapons for friendly Tempest&#039;s Eye units that are wholly within 12&amp;quot; of the caster. Damn! Stack this on your aether-chestmisted Balloon dudes to triple their melee output!&lt;br /&gt;
#&#039;&#039;&#039;Strike of Eagles&#039;&#039;&#039;: Cast on a 7, pick one enemy unit within 30&amp;quot; of the caster (and visible). Roll 6 dice, for every 4+ they take a mortal wound. Awesome range!&lt;br /&gt;
#&#039;&#039;&#039;Celestial Visions&#039;&#039;&#039;: Cast on a 7, get a CP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: &amp;lt;span style=&amp;quot;color:DarkGoldenRod;&amp;quot;&amp;gt;Hallowheart&amp;lt;/span&amp;gt; (Aqshy)===&lt;br /&gt;
The city of magic. If you want to always cast a spell and have your opponent watch as they can&#039;t unbind them, here&#039;s your place.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:DarkGoldenRod;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Attunement&#039;&#039;&#039;: If a unit is affected by a spell or endless spell, you can choose to roll a die. On a 5+, ignore the spell&#039;s effects.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mage of the Whitefire Council&#039;&#039;&#039;: Your wizards can cast an extra spell. They select TWO spells from the spell list instead of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Arcane Channeling&#039;&#039;&#039;: 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&amp;quot; get that roll&#039;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, &#039;&#039;it must not be dead&#039;&#039;! 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!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:DarkGoldenRod;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Veteran of the Blazing Crusade&#039;&#039;&#039;: Do not take battleshock tests for friendly units wholly within 18&amp;quot; of the general.&lt;br /&gt;
#&#039;&#039;&#039;Warden of the Flame&#039;&#039;&#039;: 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?&lt;br /&gt;
#&#039;&#039;&#039;Famed Spell Hunter&#039;&#039;&#039;: If your general is a wizard, add 3 to attempts to dispell endless spells. Otherwise, they can dispell endless spells.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:DarkGoldenRod;&amp;quot;&amp;gt;Artefacts Of Power&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Agloraxi Prism&#039;&#039;&#039;: Subtract 1 from missile attacks that target the bearer.&lt;br /&gt;
#&#039;&#039;&#039;Pauldrons of Living Flame&#039;&#039;&#039;: End of the combat phase, roll a die for each enemy unit within 3&amp;quot; of the bearer, on a 4+ they take d3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Whitefire Tome&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:DarkGoldenRod;&amp;quot;&amp;gt;Spell Lore&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Roaming Wildfire&#039;&#039;&#039;: Cast on a 6, pick enemy unit within 18&amp;quot; and visible, it suffers d3 mortal wounds. Roll a d6 for each enemy unit within 6&amp;quot;, on a 4+ those units also take d3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Sear Wounds&#039;&#039;&#039;: Cast on a 6, pick a friendly unit within 18&amp;quot; of the caster that is visible. Heal d6 wounds allocated to that unit.&lt;br /&gt;
#&#039;&#039;&#039;Elemental Cyclone&#039;&#039;&#039;: Cast on a 6, pick one enemy unit within 12&amp;quot; that is visible and roll a die per model unit that is within 12&amp;quot; of the caster, on a 4+ they take a mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Warding Brand&#039;&#039;&#039;: Cast on a 6, target a friendly unit wholly within 18&amp;quot; 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.&lt;br /&gt;
#&#039;&#039;&#039;Crystal Aegis&#039;&#039;&#039;: Cast on a 5, until the start of your next hero phase, add 1 to the rolls for &#039;&#039;&#039;Eldritch Attunement&#039;&#039;&#039; trait for friendly units wholly within 12&amp;quot; of the caster. You can now ignore spells and endless spells on a 4+!&lt;br /&gt;
#&#039;&#039;&#039;Ignite Weapons&#039;&#039;&#039;: Cast on a 6, pick a friendly unit wholly within 18&amp;quot; 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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: &amp;lt;span style=&amp;quot;color:DarkGreen;&amp;quot;&amp;gt;The Living City&amp;lt;/span&amp;gt; (Ghyran)===&lt;br /&gt;
The Symbol of the alliance between Sigmar and Alarielle. The ambush and flanking shenanigans city, with access to extra healing and Sylvaneth units.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:DarkGreen;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Living Wargroves:&#039;&#039;&#039; 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}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hunters of the Hidden Paths&#039;&#039;&#039;: 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&amp;quot; of the battlefield edge more than 9&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Attuned to Nature&#039;&#039;&#039;: In your hero phase, heal 1 wound allocated to every {{AOSKeyword|Living City}} unit.&lt;br /&gt;
**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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability - Strike and Melt Away&#039;&#039;&#039;: end of shooting phase, pick one friendly {{AOSKeyword|Living City}} unit &#039;&#039;that shot that phase&#039;&#039;, is more than 9&amp;quot; from enemy units and wholly within 18&amp;quot; of a friendly {{AOSKeyword|Living City hero}}. That unit can move, it cannot run.&lt;br /&gt;
**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&amp;quot; away (say, into cover), shoot stuff with your shadow warriors getting the bonus to cover, then move them 6&amp;quot; (because you also deep struck a support hero nearby in order to use command abilities). Your charge now became a 3&amp;quot; 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 &amp;gt;9&amp;quot; shooting attack, drakesworn templar, any of the non-hero dracoth units, palladors, etc etc etc etc etc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:DarkGreen;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Iron Oak Artisan&#039;&#039;&#039;: Add 1 to saves and on to-wound rolls for this general.&lt;br /&gt;
#&#039;&#039;&#039;Farstrider&#039;&#039;&#039;: Can run and charge. Friendly units are not affected by the Deadly Scenery rule if they are wholly within 12&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Druid of the Ever Spring Circle &#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:DarkGreen;&amp;quot;&amp;gt;Artefacts Of Power&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Spear of the Hunt&#039;&#039;&#039;: 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.&lt;br /&gt;
#&#039;&#039;&#039;Deepmire Cloak&#039;&#039;&#039;: 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.&lt;br /&gt;
#&#039;&#039;&#039;Wardroth Horn&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:DarkGreen;&amp;quot;&amp;gt;Spell Lore&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Life Surge&#039;&#039;&#039;: Cast on a 6, pick 1 friendly model within 18&amp;quot; of the caster. You can heal d6 wounds that were allocated to the model.&lt;br /&gt;
#&#039;&#039;&#039;Cage of Thorns&#039;&#039;&#039;: Cast on a 7, pick 1 enemy unit that&#039;s within 18&amp;quot; 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.&lt;br /&gt;
#&#039;&#039;&#039;Iron Oak Skin&#039;&#039;&#039;: Cast on a 6, pick 1 friendly wholly within 18&amp;quot; of the caster and visible, subtract 1 from wound rolls that target that unit until the start of your next hero phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: &amp;lt;span style=&amp;quot;color:SteelBlue;&amp;quot;&amp;gt;Greywater Fastness&amp;lt;/span&amp;gt; (Ghyran)===&lt;br /&gt;
The polluted, industrial gunpowder city in the Realm of Life. Your superior firepower city, with emphasis on artillery and ranged units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:SteelBlue;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Amidst the Ghoul Mere:&#039;&#039;&#039; Greywater Fastness is from Ghyran.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Runelord:&#039;&#039;&#039; In your hero phase, ONE {{AOSKeyword|Greywater Fastness Runelord}} can chant the following prayer as well as one from their warscroll.&lt;br /&gt;
**&#039;&#039;Rune of Unfaltering Aim:&#039;&#039; On a 2+, select a friendly {{AOSKeyword|Greywater Fastness Ironweld Arsenal war machine}} within 3&amp;quot;, until the start of your next hero phase it gets +1 to hit with its missile weapon attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home of the Great Ironweld Guilds:&#039;&#039;&#039; Friendly {{AOSKeyword|Greywater Fastness Ironweld Arsenal}} missile attacks have their maximum range increased by 3&amp;quot;. In a pitched battle, you can include an additional artillery unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:Salvo Fire&#039;&#039;&#039;: Use this in your shooting phase. Pick 1 friendly {{AOSKeyword|Greywater Fastness}} Freeguild Handgunners or Irondrakes unit wholly within 12&amp;quot; of a hero. Add 1 to hit rolls for missile attacks made by that unit until the end of the phase. Doesn&#039;t stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:SteelBlue;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Seat on the Council&#039;&#039;&#039;: If this general is on the battlefield, roll a dice in your hero phase. On a 4+ you gain a CP.&lt;br /&gt;
#&#039;&#039;&#039;Drillmaster&#039;&#039;&#039;: Reroll hit rolls of 1 for friendly missile weapon attacks made by units wholly within 12&amp;quot; of this general as long as the general is more than 3&amp;quot; away from any enemy units.&lt;br /&gt;
#&#039;&#039;&#039;Ghoul Mere Ranger&#039;&#039;&#039;: Friendly units wholly within 12&amp;quot; of the general can run and still shoot later in the same turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:SteelBlue;&amp;quot;&amp;gt;Artefacts Of Power&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Steam Piston Plate Mail&#039;&#039;&#039;: Add 1 to save rolls for the bearer. If the bearer does not have a mount, add 1 to its move.&lt;br /&gt;
#&#039;&#039;&#039;Runic Munitions&#039;&#039;&#039;: Pick 1 of the bearer&#039;s missile weapons, add 1 to its damage characteristic.&lt;br /&gt;
#&#039;&#039;&#039;Magnificient Macroscope&#039;&#039;&#039;: Start the game with 1 extra CP, and add 1 to hit for missile attacks made by the bearer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:SteelBlue;&amp;quot;&amp;gt;Spell Lore&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Descending Ash Cloud&#039;&#039;&#039;: Cast on a 6, pick an enemy unit within 18&amp;quot; that is visible to the caster, subtract 1 from hit rolls made by that unit until the start of your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Eroding Blast&#039;&#039;&#039;: Cast on a 6, pick a terrain feature wholly within 18&amp;quot; and visible to the caster. Roll a die for every model within 1&amp;quot; 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.&lt;br /&gt;
#&#039;&#039;&#039;Choking Fumes&#039;&#039;&#039;: Cast on a 6, pick 1 enemy unit within 15&amp;quot; that is visible to them, roll a die for every model that is within 15&amp;quot;. For each 5+ that unit suffers a mortal wound. Combine with balewind vortex to get a bit more range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: &amp;lt;span style=&amp;quot;color:FireBrick;&amp;quot;&amp;gt;The Phoenicium&amp;lt;/span&amp;gt; (Ghyran)===&lt;br /&gt;
The Phoenix city resurrected from amber&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:FireBrick;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vengeful Revenants:&#039;&#039;&#039; Add 1 to hit and wound rolls for melee weapon attacks if any friendly {{AOSKeyword|Phoenicium}} units have been destroyed in the same phase.&lt;br /&gt;
**Read as &amp;quot;this army is for MSU and chaff users&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood of the Phoenix:&#039;&#039;&#039; Both types of phoenixes get an extra wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability - Living Idol&#039;&#039;&#039;: Use in the combat phase, pick a {{AOSKeyword|Phoenix Hero}} unit. If a {{AOSKeyword|Phoenicium}} model is slain within 12&amp;quot; of it, the destroyed model can fight before it&#039;s removed.&lt;br /&gt;
**This is more guaranteed to happen if you set it up than the Skaven&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:FireBrick;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Seeker of Vengeance&#039;&#039;&#039;: Add 1 to the attack characteristic of the general&#039;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&#039;re waiting until your opponent kills a model somewhere before hitting with your hero. I recommend a frost phoenix.&lt;br /&gt;
#&#039;&#039;&#039;One with Fire and Ice&#039;&#039;&#039;: 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.&lt;br /&gt;
#&#039;&#039;&#039;Aura of Senerity&#039;&#039;&#039;: Do not take battleshock tests for friendly units wholly within 12&amp;quot; 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&#039;s a bad one?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:FireBrick;&amp;quot;&amp;gt;Artefacts Of Power&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Amber Armor&#039;&#039;&#039;: If the attack that targets the bearer has a rend characteristic of -1, change it to &amp;quot;-&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Phoenix Pinion&#039;&#039;&#039;: Bearer can fly as well as run and charge.&lt;br /&gt;
#&#039;&#039;&#039;Pyre Ashes&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:FireBrick;&amp;quot;&amp;gt;Spell Lore&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Amber Tide&#039;&#039;&#039;: Cast on a 6, pick enemy unit within 18&amp;quot; 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!&lt;br /&gt;
#&#039;&#039;&#039;Phoenix Cries&#039;&#039;&#039;: 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&amp;quot; of the caster.&lt;br /&gt;
#&#039;&#039;&#039;Golden Mist&#039;&#039;&#039;: This is the one you&#039;re taking. Cast on a 6, heal d3 wounds to each friendly {{AOSKeyword|Phoenicium}} unit within 12&amp;quot; and visible. Because you&#039;re not resilient enough. Combo this with emerald lifeswarm to troll the fuck out of your opponents some more!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: {{color|DarkMagenta|Misthåvn}} (Ulgu)===&lt;br /&gt;
The City of Scoundrels, wracked with drug trafficking and corruption. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|DarkMagenta|Battle Traits}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Shadow Port&#039;&#039;&#039;: Misthåvn armies must be from Ulgu.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Underhanded Tactics&#039;&#039;&#039;: 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&amp;quot; away from enemies at the end of any of your movement phases. Deepstriking dragons, anyone?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misthåvn Narcotics&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Shadowstrike:&#039;&#039;&#039; You can use this when a unit of yours deepstrikes onto the field within 12&amp;quot; of a friendly hero. That unit can move d6&amp;quot; (it cannot run). Helps get that charge off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|DarkMagenta|Command Traits}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Shadowlord&#039;&#039;&#039;: Once per battleround, the general can use the Shadowstrike Command ability for free. make sure you get them in a good position.&lt;br /&gt;
#&#039;&#039;&#039;Wily Foe&#039;&#039;&#039;: 6+ roll to ignore wounds and mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Shade Warlock&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|DarkMagenta|Artefacts Of Power}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Gloom Bell&#039;&#039;&#039;: Once per battle, at the start of the enemy shooting phase, you can ring the bell to make a 12&amp;quot; bubble of -1 to hit for the phase. Take that Skaven! We have bells too!&lt;br /&gt;
#&#039;&#039;&#039;Strangler-Kelp Noose&#039;&#039;&#039;: Once per battle, at the start of the a combat phase, pick 1 model within 3&amp;quot; of the bearer and roll a die. If the roll is less than the model&#039;s Wound characteristic, or the roll is a 6, that model can&#039;t fight. That&#039;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.&lt;br /&gt;
#&#039;&#039;&#039;Shadowsilk Armor&#039;&#039;&#039;: +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&#039;ll turn him from dangerous to outright nightmarish.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|DarkMagenta|Misthåvn Narcotics}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Synesthalcum&#039;&#039;&#039;: +1 to hit rolls until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Witch-mist&#039;&#039;&#039;: Become a ghost for a round, and the hero ignores save modifiers till the next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Skiffer&#039;s Salve&#039;&#039;&#039;: the user heals d6 wounds, but gets a bit too high and can&#039;t run or charge. Use when your already stuck in. &lt;br /&gt;
#&#039;&#039;&#039;Float&#039;&#039;&#039;: Get so high you can fly. Seriously, it lets the hero fly till your next hero phase. Can&#039;t be used if the hero has a mount.&lt;br /&gt;
#&#039;&#039;&#039;Sawfang Dust&#039;&#039;&#039;: each time the user fights, pick 1 unit afterwards within 1&amp;quot;. On a roll of 4+, it suffers d3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Glatch Ink&#039;&#039;&#039;: +1 to casting, unbinding, and dispelling rolls until your next hero phase. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: {{color|Silver|Settler&#039;s Gain}} (Hysh)===&lt;br /&gt;
The City that has to put up with Aelven bullcrap all day.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:Silver;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;In the Lands of Enlightenment:&#039;&#039;&#039; Settler&#039;s Gain must be from Hysh.&lt;br /&gt;
*&#039;&#039;&#039;Lumineth Tutors:&#039;&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Settlers of the High Districts:&#039;&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Aelven Training&#039;&#039;&#039;: 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&amp;quot; of the hero do not take battleshock tests.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:Silver;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Personal Levitation&#039;&#039;&#039;: The general can fly.&lt;br /&gt;
#&#039;&#039;&#039;Strategic Mastermind&#039;&#039;&#039;: In your hero phase, if the general is on the field, you gain 1 command point on a 4+.&lt;br /&gt;
#&#039;&#039;&#039;Raging Outburst&#039;&#039;&#039;: +1 to hit and wound rolls for the general, but -1 save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:Silver;&amp;quot;&amp;gt;Artefacts Of Power (Collegiate Arcane Heroes only)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Heart Stone&#039;&#039;&#039;: When the bearer is slain roll a die. On a 4+ they live with 1 wound left.&lt;br /&gt;
#&#039;&#039;&#039;Talisman of Dispellation&#039;&#039;&#039;: The bearer can dispell an endless spell without spending a casting roll.&lt;br /&gt;
#&#039;&#039;&#039;Silver-plated Wand&#039;&#039;&#039;: The bearer can cast an extra spell a turn.&lt;br /&gt;
#&#039;&#039;&#039;Blade of Leaping Bronze&#039;&#039;&#039;: +2 attacks to a melee weapon.&lt;br /&gt;
#&#039;&#039;&#039;Amulet of Haste&#039;&#039;&#039;: Roll a die after the bearer finishes a normal move and they ran. On a 2+ they can still charge.&lt;br /&gt;
#&#039;&#039;&#039;Stone-spirit Armor&#039;&#039;&#039;: 6+ to ignore wounds and mortal wounds. In addition ignore spells and endless spells on a 5+.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:Silver;&amp;quot;&amp;gt;Spell Lore&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Drain Magic&#039;&#039;&#039;: Cast on a 6, ALL Wizards within 12&amp;quot; of the caster get -2 to casting, unbinding and dispelling until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Shield of Light&#039;&#039;&#039;: Cast on a 6, pick a unit wholly within 12&amp;quot; and give them a 6+ to ignore wounds and mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Illumination&#039;&#039;&#039;: Cast on a 6, pick 1 enemy unit within 12&amp;quot; that is visible to them, add 1 to hit rolls for missile weapons that target that unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: {{color|Brown|Excelsis}} (Ghur)===&lt;br /&gt;
The unfortunate target of [[Kragnos]]&#039; and [[Slaanesh]]&#039;s machinations, a hardy place trapped between the beastly natives and the settlers.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:Brown;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Coast of Tusks:&#039;&#039;&#039; Excelsis must be from Ghur.&lt;br /&gt;
*&#039;&#039;&#039;Gift of Prophecy:&#039;&#039;&#039; One per phase, you can make one friendly unit&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Riposte&#039;&#039;&#039;: Use at the start of the combat phase. Pick 1 {{AOSKeyword|Excelsis}} unit within 12&amp;quot; of a hero. On a natural 6 to their saving throw, the attacking foe suffers a mortal wound after the enemy&#039;s attacks are resolved.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:Brown;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Cunning Foe&#039;&#039;&#039;: 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.&lt;br /&gt;
#&#039;&#039;&#039;In the Right Place&#039;&#039;&#039;: 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.&lt;br /&gt;
#&#039;&#039;&#039;Darkest Secrets&#039;&#039;&#039;: During the combat phase, your general can lock an enemy hero within 3&amp;quot; from being able to use their command abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:Brown;&amp;quot;&amp;gt;Artefacts Of Power&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Glimmerling&#039;&#039;&#039;: 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&#039;t be re-rolled, but you can add any further mods, meaning you can use it to trigger any crit effects.&lt;br /&gt;
#&#039;&#039;&#039;Rockjaws&#039;&#039;&#039;: Once per shooting phase, you can make a shooting attack on an enemy within 8&amp;quot; and deal d3 MWs on a 3+ to hit. Not too bad and more of a deal on things like ogors than on mobs.&lt;br /&gt;
#&#039;&#039;&#039;Gryph-feather Charm&#039;&#039;&#039;: +1&amp;quot; to movement and any attacks targeting the bearer suffer -1 to hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:Brown;&amp;quot;&amp;gt;Spell Lore&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;The Amber Spear&#039;&#039;&#039;: Cast on a 6, draw a straight line between the caster and a point within 12&amp;quot; of them. Any units that cross this line suffers one mortal wound. Sadly, this won&#039;t ruin mobs, but can penalize clumped-up deployments like orruks and ogors.&lt;br /&gt;
#&#039;&#039;&#039;Flock of Doom&#039;&#039;&#039;: Cast on a 6, pick an enemy unit within 18&amp;quot; that is visible to the caster. Roll 12d6 - on each 6, the unit suffers a mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Cower&#039;&#039;&#039;: Cast on a 6, pick 1 enemy {{AOSKeyword|Monster}} unit within 12&amp;quot; that is visible to them. Roll a 2d6 - If the result exceeds the target&#039;s bravery, then they can&#039;t charge for the next turn, which can prove crippling.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
===&amp;lt;span style=&amp;quot;font-size:150%&amp;quot;&amp;gt;{{color|red|Human}}&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
This encompasses the {{color|DeepPink|Collegiate Arcane}}, assorted wizards in dresses and magical scenery; one  &amp;lt;span style=&amp;quot;color:DarkRed;&amp;quot;&amp;gt;Devoted of Sigmar&amp;lt;/span&amp;gt; unit (Flagellants); and all &amp;lt;span style=&amp;quot;color:Crimson;&amp;quot;&amp;gt;Freeguild&amp;lt;/span&amp;gt;, what remains of the Empire list. It turns out that thousands of years later, in a totally different place in time and space, men and women still dress in exactly the same silly feathered hats and pantaloons. &lt;br /&gt;
&lt;br /&gt;
The overall best army of the Cities and the one with more units. Heroes are good at support and being damage dealers, you have great blocks of specialized infantry, two fantastic units of shooters, and fast, hard-hitting cavalry. Their weak points are generally bad bravery, the fact that you can&#039;t move if you want many of your units to be optimized, and being quite frail against units with rend, because the average saves run around 5+/4+. They are at the center of tons of armies lists, being easily supported by others races.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Leaders&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/7_BR_Kragnos_Warscroll_Galen_Ven_Denst_ENG_2021.pdf| Galen ven Denst]&#039;&#039;&#039; (Witch Hunter, Unique, 115p): The first of two heroes introduced in Shattered Realms: Kragnos. He&#039;s the more mobile of the two, being able to shoot and charge after fleeing, and the pistol gives a modest number of attacks and is especially dangerous for daemons and wizards. Unfortunately, he won&#039;t be able to aid the army, so he&#039;s best set as an ally considering he has no {{AOSKeyword|&amp;lt;City&amp;gt;}} keyword. At best, he can be used to shut down endless spells with any attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/6_BR_Kragnos_Warscroll_Dorelia_Ven_Denst_ENG_2021.pdf| Doralia ven Denst]&#039;&#039;&#039; (Witch Hunter, Unique, 115p): The sharpshooter of the lot, equipped with a crossbow that only fires once but has -2 rend and 2 damage (which doubles against daemons and wizards) that can also shut down endless spells. Fortunately, this crossbow can fire twice and hits on a 2+ if she stays stationary. As with her father Galen, she lacks {{AOSKeyword|&amp;lt;City&amp;gt;}} so she can&#039;t support allies, but she&#039;s perfectly fine hunkering down somewhere to snipe out enemies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildgeneral_eng.pdf Freeguild General]&#039;&#039;&#039; ({{color|Crimson|Freeguild}}, 100p): An anchor for human lines, giving Freeguild +1 bravery and a CA that grants 3 units +1 hit &amp;amp; wound if they don&#039;t move or charge. Pop this on units that don&#039;t need to move like Handgunners and/or on Freeguild Guard so they hit hard during the opponent&#039;s turn. They are what make Human guns so much more dangerous, and makes stealing important objectives from Freeguild Guard w/Spears so much harder. Also, while being somewhat squishy with a 4+ save and 5 wounds, he can pull out some really good damage with his FUCKhuge sword, with a stat of 3 attacks at 3+/3+/-2/D3, also a extra mortal wounds on six to hit rolls. Not a character killer, no, but don&#039;t underestimate him.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildgeneralongriffon_eng.pdf Freeguild General on Griffon]&#039;&#039;&#039;({{color|Crimson|Freeguild}}, 320pts): A more capable use of the griffon (than with the Battlemage variant), though you are certainly paying for the cost (alternative take: it&#039;s only 20 pts more than the Battlemage on Griffon, and seeing as he&#039;s way less squishy and does more work, well worth it). Your loadout is actually quite flexible between the flurry of attacks from your sword, your few but deadly hammer hits, and the mid-point lance, followed by the option for either a shield to boost your save from 4+ to 3+ or leave it for +1 to run and charge rolls. Whatever you pick, your get a CA that still capitalizes on charging with a 12&amp;quot; aura of +1 to charge rolls and hit rolls so you can make the most of that charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_battlemage_eng.pdf Battlemage]&#039;&#039;&#039; ({{color|DeepPink|Collegiate Arcane}}, 110pts): Your go-to wizard, able to pick which Realm they specialized in which gives them: A unique spell and Casting bonus while in that realm (though currently, there are no official rules for playing in Azyr, so if you choose that spell, you&#039;ll never get the +1 to-cast). Despite how it initially looks, Azyr wizards are better against elite armies than horde ones, aim for the support, ideally the ones with the aura abilities, and know you&#039;re likely going to be hitting one or two elite squads around them. If you want something better against hordes, then you want Aqshy: fireball scales in damage with however many models are in the target unit so large squads with high saves are ideal. Ulgu wizards are a pretty good warning against anybody threatening a vulnerable squad and gives them at least a chance to run away, while Shyish wizards could be the thing you need to turn around a contested battle or wipe out a unit with Battleshock before they can break away. If you want a protective ability then you need to go with Hysh to drop -1 to hit for enemy units targeting a unit, which is very good since it works on everything, especially when you use it on something that can already take a beating like a unit of Phoenix Guard. Ghyran ends up being somewhat pointless, since if you want charge protection you&#039;ll be taking Cage of Thorns instead to halve their movement and deal Mortal Wounds, and even Chamon is better for that. Speaking of which, Chamon is pretty good if you&#039;re going missile-heavy and want to focus down something elite while avoiding combat with them. In general it&#039;s a must-have if you&#039;re up against Stormcast Eternals or Kharadron Overlords. Finally, Ghur is a great spell if you&#039;re going melee-focused or you want to abuse the easy charges you can get from the Living City or the tempest&#039;s eye command trait and artifact, who give +1 to charge and re-roll them automatically. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_battlemageongriffon_eng.pdf Battlemage on Griffon]&#039;&#039;&#039; ({{color|DeepPink|Collegiate Arcane}} 300pts): You get a flying Ghur wizard with a capable but quite squishy beast. The two-headed griffon can at least throw out some blows with its bite (Doubling hits for each 6 to hit) and claws (though those drop with damage). Your wizard, on the other hand, is more capable at shooting, with his special spells being Wildform (see above) and Amber Spear, a pretty effective beam of damage with few hang-ups.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_celestialhurricanum_eng.pdf Celestial Hurricanum with Celestial Battlemage]&#039;&#039;&#039; ({{color|DeepPink|Collegiate Arcane}} 280pts): Slapping a wizard onto this doesn&#039;t do much besides making a bigger target. What it does provide, though, is the absolutely sick Comet of Cassandora spell, now always able to deal damage, though it&#039;s best suited for slow, plodding fools (or just get a Metal/Chamon Wizard to slow them first and then smash &#039;em).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_luminarkofhysh_eng.pdf Luminark of Hysh with White Battlemage]&#039;&#039;&#039; ({{color|DeepPink|Collegiate Arcane}} 270pts): The aura of protection makes putting a Hysh wizard less of a gamble, though you&#039;re still a visible target. You also get the Burning Gaze spell, which is the final word on eradicating mobs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Battleline/Conditional Battleline&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildguard_eng.pdf Freeguild Guard]&#039;&#039;&#039; ({{color|Crimson|Freeguild}}, Battleline: 80/280pts, min 10, max 40): These guys are as good as ever. They lost the possibility of having shields with every other weapon and the militia equipment, gaining instead generally better equipment and ability. Halberds are quite terrifying now, with a 3+ for wound and -1 rend. Better save with shield and swords and a really nasty ability with the spear. Always take in large crowds and take the best weapon for the occasion. (Spears get in more attacks and charging them a nightmare, Sword &amp;amp; board grants durability, and halberds helps smake up tougher units when you can&#039;t have the numbers advantage)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildcrossbowmen_eng.pdf Freeguild Crossbowmen]&#039;&#039;&#039; ({{color|Crimson|Freeguild}}, Battleline, 100pts, min 10, max 30): Your long-range shooting. Basically for having them at their best you have to don&#039;t move them and have 10+ models, as they gain +1 attack with their Crossbow.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildhandgunners_eng.pdf Freeguild Handgunners]&#039;&#039;&#039; ({{color|Crimson|Freeguild}}, Battleline, 100pts, min 10, max 30): Trade range for rending on their shots and Quantity for consistency. These guys get a nice nerfed, going from &amp;quot;terrifyingly op&amp;quot; to &amp;quot;nice normal shooter&amp;quot; [Wrong, there was no nerf - both +1 requirements were put into one rule granting a single extra +1 and they just got their base hit improved by 1 to a 4+: considering the unit size requirement for the bonus went down to 10, this is objectively a buff, making it easier to take MSU for long rifles while keeping +1&#039;s to hit]. Basically for having them at their best you have to don&#039;t move them and have 10+ models, as they gain +1 to with their guns, but their low range makes them not that dangerous and almost vulnerable to fast units. Now it&#039;s only their ability to shoot at charging units, use it wisely. The units&#039; MARKSMAN can take a Repeater Handgun for more shot or Long Rifle which is a 30&amp;quot; D2 gun that ignores Look Out, Sir! for picking out weak support heroes.&lt;br /&gt;
**The 3.0 Errata proved to be kind here, as they can still overwatch (or rather, use the Unleash Hell command without needing it issued or spending CP) on enemy enemies that finish a charge within 3&amp;quot; of them. A small bubble, but it&#039;s enough to discourage people from carelessly approaching your guns.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildgreatswords_eng.pdf Freeguild Greatswords]&#039;&#039;&#039; ({{color|Crimson|Freeguild}}, Conditional Battleline: {{color|Crimson|Freeguild}} General, 140/360pts, min 10, max 30): Elite infantry without question. Though with a rather weak 6 Bravery, you get some pretty effective weapons that deal mortal wounds on unmodified 6&#039;s to hit. They&#039;re especially effective as a retinue, as they&#039;ll get an additional +1 to hit for being in range of any {{AOSKeyword|Freeguild Hero}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_demigryphknights_eng.pdf Demigryph Knights]&#039;&#039;&#039; ({{color|Crimson|Freeguild}}, Conditional Battleline: {{color|Crimson|Freeguild}} General, 180pts, min 3, max 12): Tough guys with some good mobility. Though your loadout&#039;s either stuck between the lance&#039;s charge bonus or the all-rounder halberd, you always get your menacing mount&#039;s attacks for the chance to pop some mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildoutriders_eng.pdf Freeguild Outriders]&#039;&#039;&#039; ({{color|Crimson|Freeguild}}, Conditional Battleline: {{color|MediumBlue|Tempest&#039;s Eye}}, 100pts, min 5, max 20): Your mobile Gunners, able to Retreat and/or Run, and still shoot. Repeater Handgun can deal a lot of inaccurate shoots, especially if they&#039;re not near an enemy for D3+1 attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildpistoliers_eng.pdf Freeguild Pistoliers]&#039;&#039;&#039; ({{color|Crimson|Freeguild}}, Conditional Battleline: {{color|MediumBlue|Tempest&#039;s Eye}}, 100pts, min 5, max 20): short-ranged guns, and can re-roll run and charge rolls. They do bring Rend and a lot of attacks, especially since they get to shoot again when they charge. With all this attacking, they are likely to deal many wounds before that target gets their swing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_flagellants_eng.pdf Flagellants]&#039;&#039;&#039; ({{color|DarkRed|Devoted of Sigmar}}, Conditional Battleline: Human General, 80/280pts, min 10, max 40): That cheap unit that likes dying. Also, they keep devoted of Sigmar keyword, so you CAN ally warrior priest to power them and intentionally kill them with endless spells for more attacks. A perfect fit for The Phoenicium Battleines.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Behemoths&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_celestialhurricanum_eng.pdf Celestial Hurricanum]&#039;&#039;&#039; ({{color|DeepPink|Collegiate Arcane}} 220pts): This is purely made to support your forces, provided its own killer shooting and auras for supporting your entire army. Your men will love the +1 to hit while within range of it, though that requires that they protect it to ensure the range, while Wizards of any realm can benefit with a +1 to all casting from it. In all cases, keep it away from any means of battle. Also, it&#039;s weapon is one of the best mortal wounds dealers in the game, being capable of doing a best 3D3 mortal wounds on any target, basically killing any less hero stupid enough to get too close. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_luminarkofhysh_eng.pdf Luminark of Hysh]&#039;&#039;&#039; ({{color|DeepPink|Collegiate Arcane}}, 210pts): The more protective of the giant casty-engines. This one&#039;s got auras of wound-negating (range limited by damage) and grants nearby wizards +1 to unbind. While the Hurricanom operates its weapon based on a burst of shots, this one fires a singular laser beam of doom, its effectiveness restrained only by damage. A stupidly good combination with flagellants, giving you the possibility of kill them (extra attacks) and give them a (weak-but-better-then-nothing) defense. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;font-size:150%&amp;quot;&amp;gt;{{color|SteelBlue|Duardin}}&amp;lt;/span&amp;gt;===&lt;br /&gt;
This encompasses the {{color|SteelBlue|Dispossessed}}, or Dwarfs if you&#039;re still holding a grudge and are rather grumpy about it. Do remember that any conditional Battleline that requires a Duardin general (such as Irondrakes, or any others GW might change in the future) will also be met if your General is a Cogsmith, despite them not being Dispossessed, this also works for Kharadron generals when hailing from Tempest&#039;s Eye.&lt;br /&gt;
&lt;br /&gt;
Heavy infantry with a really high survival rate, dispossessed are hard as a rock, hits like trucks and have a pair of gromril balls. They are really good at war of attrition, being generally invulnerable against battleshock, with a save roll generally over the average of others races and don&#039;t really needs wizards thanks to their runelords. Unfortunately, they are slow, can&#039;t use magic in anyway, with just one (fucking wonderful yes, but still one) shooting unit and with a really high points (and money) cost for units. Except to be easily outnumber by others armies. Gain great support by faster units, artillery and mages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Leaders&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_wardenking_eng.pdf Warden King]&#039;&#039;&#039; ({{color|SteelBlue|Dispossessed}}, 110pts): A Powerful Lynchpin for the DISPOSSESSED bunker as he can grant a Battleshock immunity aura for not moving, and a CA that let&#039;s him pick an enemy unit within 18&amp;quot; of him. Any DISPOSSESSED unit attacking the selected enemy in melee get +1 attack. When paired with other Allegiance abilities he makes Ironbreakers and Hammerers a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_runelord_eng.pdf Runelord]:&#039;&#039;&#039; ({{color|SteelBlue|Dispossessed}}, 90pts): One of the best Anti magic Heros in the game, worth taking even if you don&#039;t have other DUARDIN. They can unbind magic and have a +2 when they make the roll. They also support with a two different prayers that either give a DISPOSSESSED within 16&amp;quot; a 6+ Ward or give their weapons -1 more rend. Put a luminark together with this guy and stack on FNP against mortal wounds! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Battleline/Conditional Battleline&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_longbeards_eng.pdf Longbeards]&#039;&#039;&#039; ({{color|SteelBlue|Dispossessed}}, Battleline, 110/270pts, min 10, max 30): The old grumblers are back... And they are even more unsatisfied! They support other Duarden with their complaints. Unfortunately, shields aren&#039;t that overpower now, and you can&#039;t get shields and big weapons anymore. Better weapons or better defense are up to you, but their ability to being incredibly annoying is even more powerful. You can decide to give 1 plus bravery to dispossessed units (for when you expect to be on the receiving end of a devastating charge and you aren&#039;t in range of a Warden King&#039;s battleshock immunity bubble), make dispossessed units (wholly within 12&amp;quot;) re-roll wounds rolls of 1 and with the last one you can even try to DISPEL ONE ENDLESS SPELL IN THE HERO PHASE! That&#039;s right, even mindless spells can&#039;t stand the continuous grumbling of this guys. Good to mix in one with other dispossessed units for their support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_ironbreakers_eng.pdf Ironbreakers]&#039;&#039;&#039; ({{color|SteelBlue|Dispossessed}}, Battleline, 130/330pts, min 10, max 30): They get twice as many swings, their saves are one better then Longbeards. These are your Smachy anvils. They never ever fucking die and can dish out surprising amounts of hurt. Wound-per-Wound, they leave most infantry in the dust. Their leader can also opt to swap out his ax and shield for a pistol and bomb or a brace of pistols. Remember: These dorfs can beat the enemy with their anvillyness, but you also have Strong hammers from other factions. Worth noting that the pistol and bomb combination provides 4 attacks instead of 3, two of which rend and hit at range, and the ability to dish out d3 nigh-guaranteed mortal wounds per game. All at the expense of losing 1 to hit on your Mailed Fist attacks. Food for thought. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_irondrakes_eng.pdf Irondrakes]&#039;&#039;&#039; ({{color|SteelBlue|Dispossessed}}, Conditional Battleline: {{color|SteelBlue|Duardin}} General, 150pts, min 10, max 30): If Ironbreakers are anvil and tongs, Irondrakes are the hammers. Any unit held in place by Ironbreakers (or any dorf infantry, for that matter) is already dead and only too stupid to realize it if you have Irondrakes nearby. Why? They get a pretty good missile weapon, being pretty much exactly a Judicator with Bow, only with 16&amp;quot; range. If there&#039;s no enemy within 3&amp;quot; and they didn&#039;t move, they add get 1+ Attack more shooting! So, wound per wound, they shoot four times as well as Judicators. Yikes. Their champion can take a Trollhammer Torpedo, which has better Rend and deals D3 damage (D6 if the target&#039;s a monster), and now you can fire that twice, so it&#039;s a no brainer to use it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_hammerers_eng.pdf Hammerers]&#039;&#039;&#039; ({{color|SteelBlue|Dispossessed}}, Conditional Battleline: {{color|SteelBlue|Dispossessed}} General, 140/360, min 10, max 30): There is nothing subtle about Hammerers and you wouldn&#039;t want them any other way. They swing a big Hammer, which has two swings at 3+/3+/-1/1, a rather nice profile that inflicts additional Mortal wounds on unmodified wound rolls of 6, they have a 4+ save and don&#039;t take Battleshock if there&#039;s a Dorf Hero whooly within 12&amp;quot;. Have a Runelord put their -1 Rend ability on them, with your Warden King&#039;s +1 attack.. and you have a single unit doing 30 hits at a 3+/3+/-2/1 with chances for mortal wounds. You can hammer down most foes with them. Consider the following: If you really want to be an asshole to your opponent, try running these guys in Tempest&#039;s Eye as a block of 30 under a Warden King with Aether Guard Captain as his warlord trait and Zephyrite Banner as his artifact. Top it off with a Runelord, a set of Longbeards, a Celestial Hurricanum with Aura of Glory and a baytlemage coming from ghur. You now have 1 wound infantry clocking 360 points that for the first turn move 7&amp;quot;, run d6+4&amp;quot;, charge 2d6+4&amp;quot; rerolling, is covered under a 3+ save thanks to Alert and Forewarned that craps out 4 attacks per head at 2+/3+ reroll 1/-2/1. A full strength unit is burying a target in 121 swings averaging 20 mortal wounds as icing on the cake. We&#039;re talking enough mortal wounds to send Nagash right back to the grave, nevermind the other 121 swings. For days when you want to settle the entire Dammaz Kron in one sitting.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;font-size:150%&amp;quot;&amp;gt;{{color|SlateGray|Ironweld Arsenal}}&amp;lt;/span&amp;gt;===&lt;br /&gt;
A bunch of Human and Duardin engineers came together and compared notes. This encompasses your artillery, tanks, and helicopters. The mechanized forces of the order, ironweld arsenal is a stand-alone group of war machines and hero, ranging from artillery support to unstoppable tanks. This faction isn&#039;t a jolly, but more of a list of units that can be filled and complete other armies (gyrocopters for dispossessed, artillery for everyone who lacks long-range units while the steam tank can simply fit everywhere without being an annoyance).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Leaders&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_steamtank_eng.pdf Steam Tank with Commander]&#039;&#039;&#039; ({{color|SlateGray|Ironweld Arsenal}}, 230pts): The key to Steam Tank battleline and smashing that max behemoth limit (as per core FAQ Dec 2019, battleline units do not count towards behemoth limits). Adding him onto the heaving tank gives you two nice guns and a decidedly shite melee weapon. He&#039;s also the tank&#039;s sole means of healing (so long as you don&#039;t use &amp;quot;More Pressure!&amp;quot;) His CA lets you mark a single target so all your nearby tankbros can blast the shit outta that target a little faster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_cogsmith_eng.pdf Cogsmith]&#039;&#039;&#039; ({{color|SlateGray|Ironweld Arsenal}}, 60pts): The poor man&#039;s HQ. Don’t let that fool you though; this guy is arguably more useful than the Steam Tank Commander. While always equipped with some pistols he can slap within melee, the rest of his loadout is what impacts his usefulness. Taking the Grudge-Raker gives him a shotgun, while dropping it adds +1 to his melee attacks, while the Cog Axe gives him a bundle of attacks or a +1 to hit with the shooting. In any case, he lacks a Command Ability, instead of using the Hero Phase to let heal a nearby {{AOSKeyword|Ironweld Arsenal War Machine}}, indeed your only way to preserve those precious steamtanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Battleline/Conditional Battleline&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_steamtank_eng.pdf Steam Tank]:&#039;&#039;&#039; ({{color|SlateGray|Ironweld Arsenal}}, Behemoth or Conditional Battleline: {{color|SlateGray|Steam Tank}} General, 195pts): This incredible beast got a nerf but is still scarier for your enemy, especially now that you can have it as a BATTLELINE! basically an artillery platform with a weapon for every situation can deal with crowds and lesser monsters alike (just don&#039;t send it against Archaon please. You&#039;ll make Sigmar cry). The mobility is quite problematic, being a roll of dice impacted by damage, but this can be fixed with his ability, &amp;quot;More Pressure!&amp;quot; - roll 2d6 and if the result is less than the tank&#039;s current wounds, add 2 to both the attacks of the steam gun and movement. But, if you fail the roll you get D3 wounds. Always take a Lord Ordinator, a Celestial Hurricanum or the Commander for making their attacks more powerful. (the steam tank is resembling the old empire quality: fine against everything, but good against nothing.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Artillery&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_helstormrocketbattery_eng.pdf Helstorm Rocket Battery]&#039;&#039;&#039; ({{color|SlateGray|Ironweld Arsenal}}, 130pts): Got a devastating nerf (someone would call it &amp;quot;make units more balanced&amp;quot; and they are probably right but still...). The damage of the missiles now d3 instead of d6. For the rest, they are better than before, with the ability to re-roll hits rolls of one with an engineer close. Get 4 of them with the battalion, a lord ordinator and see your adversary get desperate because you are killing everything he has from 36&amp;quot; of distance (39&amp;quot; for Greywater Fastness). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_helblastervolleygun_eng.pdf Helblaster Volley Gun]&#039;&#039;&#039; ({{color|SlateGray|Ironweld Arsenal}}, 120pts): Let&#039;s get this straight, this artillery is practically useless compared to the rocket batteries. Basically, you can decide to roll 1, 2 or 3d6 for the attacks made by this weapon, but when you roll 2 dice or more and you get a double, the machine would jam, don&#039;t shoot and get one mortal wound. Yeah, that&#039;s right. This means that you would NEVER have more attacks than 15 (6+5+4) and many other results are blocked! Compared this piece of junk to the helstorm (only 10 points more care) and you can easily understand what is the right choice to do.&lt;br /&gt;
** for ten points less a celestar ballista can easily fit the role that this rusty piece of iron should fit, close-range fire suppression, thanks to many heroes that can give a plus 1 to hit rolls, without the risk of jamming, have the best results blocked and with better rend and save. They will eat your Stormcast allowance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Other Units&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_gyrobombers_eng.pdf Gyrobomber]&#039;&#039;&#039; ({{color|SlateGray|Ironweld Arsenal}}, 80/210pts, min 1, max 3): Dedicated Flying bombers. You can pick an enemy unit that this unit passes over, for each gyrobomber that flew over that enemy, deal D3 mortal wounds on a 2+ roll. with running and not dying, you can make about 3 bombing runs before the end of the game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_gyrocopters_eng.pdf Gyrocopter]&#039;&#039;&#039; ({{color|SlateGray|Ironweld Arsenal}}, 70/180pts, min 1, max 3): Smaller, faster Gyrobomber with a better gun. They can only drop one bomb per game but are better at shooting. You have a pick of a normal Brimstone Gun or the short-range Steam Gun which can clear blocks. The Brimstone Gun will on average do the same damage as the Gyrobomber&#039;s Clattergun with a shorter range, but you&#039;ll probably be keeping fairly close anyway so you can drop your bombs. When taken with Greywater Fastness the 11&amp;quot; steam gun on top of the 16&amp;quot; inch move is an incredibly effective massed infantry clearer. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;font-size:150%&amp;quot;&amp;gt;{{color|RebeccaPurple|Aelf}}&amp;lt;/span&amp;gt;===&lt;br /&gt;
This encompasses the various Elves you have available to you, mostly comprised of old Dark Elf models. Included within are the {{color|DarkViolet|Darkling Covens}}, Aelven sorceresses (and occasional sorcerer) that didn&#039;t agree with the rules of the Eldritch Council and went to do their own thing. There is the {{color|MediumVioletRed|Phoenix Temple}}, a group of silent warriors who are some of the hardest to kill in the entire game. There is the {{color|MediumTurquoise|Order Serpentis}}, aelves who have a hardon for anything with scales, as well as the {{color|Indigo|Shadowblades}}, the setting&#039;s non-furry sneaky assassin bois, and finally there are the {{color|Fuchsia|Scourge Privateers}}, your pirates and monster hunters, as well as the {{color|MediumSeaGreen|Wanderers}}, the non-squatted remnants of the Wood Elves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Leaders&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_sorceress_eng.pdf Sorceress]&#039;&#039;&#039; ({{color|DarkViolet|Darkling Coven}}, 90pts): Your Coven leaders and non-collage wizard. They do a lot of things, for a magic side like Sacrificing another Darkling(Ideally the cheaper ones) to gain +2 to cast and know a damage spell that also lowers the enemy&#039;s hits by 1. When Paired with other casting buffs, they can reliably cast High-level spells and not be worried that your opponent will unbind your linchpins. Their Command ability lets one Darkling Run, Shoot, and/or charge, allowing a footslogger to cover more ground.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_sorceressonblackdragon_eng.pdf Sorceress on Black Dragon]&#039;&#039;&#039; ({{color|DarkViolet|Darkling Coven}}, 300pts): Sorceress + Dragon + another weapon + different spell + another command ability. Not a true fighter like Dreadlords, but can clear skaven hoards with Noxious Breath and Bladewind. Also, have a decent CA Inspire Hatred which rerolls wounds of 1 for a Darkling Coven unit. They are also a decent target for Command Underlings with their 14&amp;quot; move so they can grab objectives and be close enough to decimate a unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_anointed_eng.pdf Anointed]&#039;&#039;&#039; ({{color|MediumVioletRed|Phoenix Temple}}, 100pts): Same brutal save as Phoenix Guard, cheap way to make them not take Battleshock tests, unbinds one spell or endless spell per turn like a wizard and is decent at combat. He has a command ability that allows PHOENIX TEMPLE units wholly within 12&amp;quot; inches to re-roll failed wound rolls, making him an excellent force multiplier since your army only knows how to get stuck in to close combat. Unless you really need to fill out Hero slots in your army, or you explicitly want to be able to unbind enemy spells then your first choice should always be to take an Anointed on a Phoenix of one form or another. If you have the GW model for the Anointed then you will have a Phoenix anyway, since they both came in the same box.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_flamespyrephoenix_eng.pdf Anointed on Flamespyre Phoenix]&#039;&#039;&#039; ({{color|MediumVioletRed|Phoenix Temple}}, 300pts): Providing an Anointed grants the Phoenix a fully consistent set of strong melee attacks and the badass Command Ability. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_frostheartphoenix_eng.pdf Anointed on Frostheart Phoenix]&#039;&#039;&#039; ({{color|MediumVioletRed|Phoenix Temple}}, 320pts): There&#039;s a second perk to putting an Anointed to this phoenix besides the simple wedding of a dead &#039;ard hero and a defensive bird - a 4+ FNP. This can be taken against Mortal Wounds as well, so you can definitely match up against the Flamespyre in terms of durability, though it&#039;s far from infinite and you will need to watch your health.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_dreadlordonblackdragon_eng.pdf Dreadlord on Black Dragon]&#039;&#039;&#039; ({{color|MediumTurquoise|Order Serpentis}}, 300pts): A heartless elf mounted on an (as always) very fast and powerful Dragon, and he&#039;s no slouch in combat himself. You can give him paired weapons or lance to deal more damage, or a crossbow to be shooty, but usually, the best option is the shield to make him live longer and use his Command Ability again and again. Because he gives all Order Serpentis unit wholly within 18&amp;quot; +1 to wound rolls, which can be awesome, especially combined with his great mobility. He&#039;s an awesome hero, no matter how you use him.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_assassin_eng.pdf Assassin]&#039;&#039;&#039; ({{color|Indigo|Shadowblades}}, 80pts): Assassin are Assassins, Cheap killers that are placed in reserve, and then they jump out of any Cities unit with 1 wound and 5+ models (no Calvary but from Flanknig, vangarding, or unconventionally fast units). A strong fighter with 6 attacks and deals d3 mortal wounds if they roll a 6 to wound. Giving him Artifacts to help kill bigger things better, provide deepstriking support or Mobility to get to the next kill.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_blackarkfleetmaster_eng.pdf Black Ark Fleetmaster]&#039;&#039;&#039; ({{color|Fuchsia|Scourge Privateers}}, 60pts): One of the cheapest heroes in-game. They are ok fighters but their true Power is their Command Ability At Them, You Curs!, which gives a Scourge Privateers unit +1 attacks on all their melee weapons (and Privateers have a lot of weapons).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_nomadprince_eng.pdf Nomad Prince]&#039;&#039;&#039; ({{color|MediumSeaGreen|Wanderer}}, 120pts): Another support hero for their faction, with a falcon that causes an enemy hero to be worse at magic and hitting things and a command aura ability that grants Wanderers +1 to hit. Mounted are too fast but your foot units will be near for the buff.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Battleline/Conditional Battleline&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_dreadspears_eng.pdf Dreadspears]&#039;&#039;&#039; ({{color|DarkViolet|Darkling Coven}}, Battleline, 90/320pts, min 10, max 40): Rank and file Aelfs with 2&amp;quot; spears. Taken in units of 10+ they gain +1 to hit which pairs well with their 2&amp;quot; reach. They also gain -1 rend if they roll an unmodified 6 to hit. They have the least stipulations on them, so feel free to use a Sorceress to get a 40 Aelf blob that runs and changes 3d6 + 8&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_bleakswords_eng.pdf Bleakswords]&#039;&#039;&#039;&#039; ({{color|DarkViolet|Darkling Coven}}, Battleline, 90/320pts, min 10, max 40): The Swordsmen version of Dreadspears, Shorter reach but inflict 2 hits on an unmodified 6 to hit instead of rending, better in smaller sizes while dealing with hordes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_darkshards_eng.pdf Darkshards]&#039;&#039;&#039; ({{color|DarkViolet|Darkling Coven}}, Battleline, 100pts, min 10, max 40): Aelf Crossbow, Shooting 2 shot at 16&amp;quot;. They get the standard Darkling Coven +1 to hit when they have 10+ models. They have a shorter range and have less synergy then Freeguild Crossbow but are more mobile and don&#039;t need to give up mobility for firepower. Want cost-effective and mobile dakka for your CoS? These are ya bois.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_blackguard_eng.pdf Black Guard]&#039;&#039;&#039; ({{color|DarkViolet|Darkling Coven}}, Conditional Battleline: {{color|DarkViolet|Darkling Coven}} General, 140pts, min 10, max 30): Elite Bodyguards SpearMen, with 2 attacks hitting and wounding on 3+ with rend -1. Gain +1 to hit when near a Darkling Coven hero. Taken for Quality over Quantity. They could be seen as 20pts cheaper Phoenix Guard that trade their revered durability so they could cover more ground with a CP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_executioners_eng.pdf Executioners]&#039;&#039;&#039;&#039; ({{color|DarkViolet|Darkling Coven}}, Conditional Battleline: {{color|DarkViolet|Darkling Coven}} General, 130/300pts, min 10, max 30): Elite Swordsmen, 2 attacks hitting and wounding on 3+, with unmodified hit rolls of 6 dealing a mortal wound instead of normal damage. With their recent points drop for taking a max-sized squad, it&#039;s both viable and outright filth to target 30 of these boys with a Sorceress&#039; CA. 61 attacks that can run and charge 3D6+8&amp;quot; that does straight MW on a 6? See that Stardrake? Now you don&#039;t. (Take them with Har Kuron and have a Priest put their specific prayer on them for an extra attack on top of the MW on a 6, if you feel like playing the ultimate asshole.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_phoenixguard_eng.pdf Phoenix Guard]&#039;&#039;&#039; ({{color|MediumVioletRed|Phoenix Temple}}, Conditional Battleline: {{color|MediumVioletRed|Phoenix Temple}} General, 160/420pts, min 10, max 30): Elves that have been revealed how and when will they die, so if today is not the day they don&#039;t have a reason to flee, and if today is the day they don&#039;t have a reason to flee. That makes them so serious they don&#039;t talk, EVER. This right here is, wound-per-wound, one of the most powerful (if not the most) infantry of the game: 4+ save, 7 Bravery, and ridiculously good halberds, with the range of a spear (2&amp;quot;), the wounding power and rend of a hammer (3+), the number of attacks of paired hand weapons (2), and all at 3+ to hit, because the Phoenix Guard is also frickin&#039; skillful. But the thing that makes them broken is their save-after-the-save of 4+ against wounds/mortal wounds. So, against things without Rend, they will suffer 1/4 of the wounds the enemy manages to inflict upon them. And this secondary save is a &amp;quot;ward&amp;quot;, meaning Rend doesn&#039;t do a thing to it, so even against the most powerful Monsters or Heroes, they&#039;ll only take half damage. Also, while the Guard remains wholly within 12&amp;quot; of a Phoenix Guard hero they don&#039;t even have to take battleshock tests. To sum it all, they hit like a truck, they&#039;re gods on the defense, they win any attrition fights, and they laugh at shooting/artillery/magic. They&#039;ll excel at whatever task you use them for: holding the line, spearheading the offense, killing Monster/Heroes, protecting vulnerable areas, they do it all. The ultimate all-rounders. Their only real drawback is they are relatively expensive compared to some other battleline options in the book but this is more than made up for by their inherent awesomeness.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_drakespawnknights_eng.pdf Drakespawn Knights]&#039;&#039;&#039; ({{color|MediumTurquoise|Order Serpentis}}, Conditional Battleline: {{color|MediumTurquoise|Order Serpentis}} General, 130pt, min 5, max 20): Your Scaly Aelf M:10&amp;quot; Calvary with a 3+Sv. They can act as a Tarpit on mobile legs while still delivering DPS. Their mounts fight better than horses, and lances&#039; rend and Damage increase to 2 when they charge. They are ideal if going for a Cavalry rush build that will hold on to the objectives. Points drop in FAQ, at the loss of a hoard discount. The ability to deepstrike in and move d6&amp;quot; to improve the charge in Misthåvn is great for taking out key targets like Karadron Ironclads. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_drakespawnchariots_eng.pdf Drakespawn Chariot]&#039;&#039;&#039; ({{color|MediumTurquoise|Order Serpentis}}, Conditional Battleline: {{color|MediumTurquoise|Order Serpentis}} General, 80/210pt, min 1, max 3): The dinosaur chariot. Not as impressive at fighting as Knights but when they finish a charge, they will often deal d3 mortal to one unit within 1&amp;quot;, Ideally picking on monsters and those melees that are too close to the bubble wrap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_warhydra_eng.pdf War Hydra]&#039;&#039;&#039; ({{color|MediumTurquoise|Order Serpentis}}, Conditional Battleline: {{color|MediumPurple|Anvilgard/Har Kuron}}, 170pts): A more Ranged Balance Version of the Kharibdyss, with 9&amp;quot; firebreathing and granted the d3 regeneration rather than having to eat someone in melee. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_darkriders_eng.pdf Dark Riders]&#039;&#039;&#039; ({{color|Indigo|Shadowblades}}, Conditional Battleline: {{color|Indigo|Shadowblades}} General, 110/260pts, min 5, max 20): Aelf Fast Skirmish cavalry, 14&amp;quot; Movement, with Repeater crossbows and spears. enemies subtract -1 bravery when 12&amp;quot; of a Rider. Makes the quick objective grabbers and provide supporting damage to your damage dealers like Griffins to scare off more enemy models&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_shadowwarriors_eng.pdf Shadow Warriors]&#039;&#039;&#039; ({{color|Indigo|Shadowblades}}, Conditional Battleline: {{color|Indigo|Shadowblades}} General, 110pts, min 10, max 30): Stealth archers and ok fighters, they can Deepstrike. Put them near the enemy&#039;s terrain and shoot up their wizards and Warmachines.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_blackarkcorsairs_eng.pdf Black Ark Corsairs]&#039;&#039;&#039; ({{color|Fuchsia|Scourge Privateers}}, Conditional Battleline: {{color|Fuchsia|Scourge Privateers}} General, 80/280pts, min 10, max 40): Hoards of pirates, resistant to arrows, more accurate when taken in hoards. They can be taken with a crossbow or a secondary weapon but you want the weapon if you have a Fleetmaster too double their attacks to four. Crossbows may get uses when in smaller numbers when a Fleetmaster is not around.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_scourgerunnerchariots_eng.pdf Scourgerunner Chariot]:&#039;&#039;&#039; ({{color|Fuchsia|Scourge Privateers}}, Conditional Battleline: {{color|Fuchsia|Scourge Privateers}} General, 60/150pts, min 1, max 3): A mobile harpoon launcher with some Crossbow. The harpoon can hurt some monsters with unmodified hit rolls of 6s dealing d3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_kharibdyss_eng.pdf Kharibdyss]&#039;&#039;&#039; ({{color|Fuchsia|Scourge Privateers}}, Conditional Battleline: {{color|MediumPurple|Anvilgard/Har Kuron}}, 170pts): Wound-per-Wound the Kharibdyss is by far one of the strongest units in this list, with a bunch of terrifying attacks, the potential self-healing, and Bravery-lowering skill to make more chumps run away screaming once it tears into them. It is also slightly faster than your Corsairs, though comparatively slow for a monster, so it can still be out-maneuvered if you aren&#039;t careful. Wound-per-Wound, the Kharibdyss is also the most efficient target for the Fleetmasters&#039; At them, you Curs Command. Unfortunately, since Corsairs tend to be fielded in units of more than 12, they are still the most logical choice for the Command ability. On the other hand, the Kharibdyss is already plenty scary without it. Also, damage degrades its abilities noticeably quicker than you might expect. Note that a block of 20 corsairs has more wounds, does more damage and gets significantly more benefit from Fleetmaster buff. Kharibdyss is more survivable with better save and heals, so pick your poison.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_eternalguard_eng.pdf Eternal Guard]&#039;&#039;&#039; ({{color|MediumSeaGreen|Wanderer}}, Battleline, 130/330pts, min 10, max 30): More Elite Spearmen than DARKLING COVEN Dread Spears costing 40 more points, having 7 Bravery, two attacks, and gain +1 to hit, +1 to wound and +1 to Sv rolls if they don&#039;t move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_wildwoodrangers_eng.pdf Wildwood Rangers]&#039;&#039;&#039; ({{color|MediumSeaGreen|Wanderer}}, Conditional Battleline: {{color|MediumSeaGreen|Wanderer}} General, 130pts, min 10, max 30): Rangers hunt monster with their 2 attack axes that deal 2 damage against them. Find a way to move them close and then hack a dragon to pieces.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_sistersofthethorn_eng.pdf Sisters of the Thorn]&#039;&#039;&#039; ({{color|MediumSeaGreen|Wanderer}}, Conditional Battleline: {{color|MediumSeaGreen|Wanderer}} General, 130/520pts, min 5, max 20): A Wizard conclave riding Stags. They have attacks and Javelins but you take them as relatively cheap mobile wizards that cast spells at point-blank. As long as they have at least two models they can cast Arcane Bolt, Mystic Shield, and a spell that grants a Wanderer unit cover and reflects 6s to saves during melee as mortal wounds, but more importantly is getting a pick from their City&#039;s lore and Endless Spells. For Example, Anvilguard&#039;s Vitrioc Spray is a short-range spell that removes the target&#039;s saves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_sistersofthewatch_eng.pdf Sisters of the Watch]&#039;&#039;&#039; ({{color|MediumSeaGreen|Wanderer}}, Conditional Battleline: {{color|MediumSeaGreen|Wanderer}} General, 160pts, min 10, max 30): What&#039;s left of the Wood elf Archers, Getting 1+ attacks when they don&#039;t move, can fire overwatch when charge, and deal Additional Mortal wounds on Unmodified 6s to wound. you have cheaper Sources of Arrows, but the Mortal wounds could get past some high armour units.&lt;br /&gt;
**As with the Handgunners, these sisters can also Unleash Hell upon an enemy that charges someone within 3&amp;quot; of them without spending CP, which is a bit inconvenient if they&#039;re camping away from other units. This might make them useful for protecting war machines though.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_wildriders_eng.pdf Wild Riders]&#039;&#039;&#039; ({{color|MediumSeaGreen|Wanderer}}, Conditional Battleline: {{color|MediumSeaGreen|Wanderer}} General, 130pts, min 5, max 20): Your Fast Aelf Cavalry, with Riders getting 2 spear attacks that deal -2 rend and 2 damage when they charge. More offensive than defensive than Drakespawn Knights. Became battleline in the FAQ.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Behemoths&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
Do note that some of your Behemoths are conditionally also a Battleline. If this is the case they will be listed above under the Conditional Battleline section instead of this section.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_flamespyrephoenix_eng.pdf Flamespyre Phoenix]:&#039;&#039;&#039; ({{color|MediumVioletRed|Phoenix Temple}}, 200pts) An annoying bird that comes back to life once per game. It&#039;s discounted when not ridden by an Anointed but you trade your 4+ save after save for this. It is what you are looking for, the Flamespyre won&#039;t disappoint all the while turning enemies to ashes and potentially coming back to life again for more punishment. The Attuned to Magic ability extends his survival by adding +1 to saves when a spell is successfully cast and not unbound within 12&amp;quot;, this buff lasts until the players next hero phase. The rules state that this ability can never add more than 1 to the saves so while not as powerful as it once was, it&#039;s now happens every time a spell is cast rather than requiring a dice roll. The Flamespyre&#039;s real trick is not only during combat but also when it moves, since its Wall of Fire ability inflicts mortal wounds simply by flying over other units; If this bird has taken less than three wounds then we are talking about a napalm spray of consistent 5 Mortal Wounds moving 16&amp;quot; each turn, but decreasing as the Phoenix gets more wounds. If you are lucky, If/when a Flamespyre Phoenix first dies, you roll a dice, on a 4+ the bird comes back with ALL its wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_frostheartphoenix_eng.pdf Frostheart Phoenix]&#039;&#039;&#039; ({{color|MediumVioletRed|Phoenix Temple}}, 220pts): While stripped of all the flash and style of the Flamespyre, the Frostheart does have a much more singular purpose: Protection. While it still has the Attuned to Magic ability to boost wizards, its only power now is a Blizzard Aura that forces enemies to take -1 to wound when within range. It has a second ability, but it&#039;s only used when carrying your Anointed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;font-size:150%&amp;quot;&amp;gt;{{color|grey|Heroes of Ulfenkarn}}&amp;lt;/span&amp;gt;===&lt;br /&gt;
For all twenty of you that managed to grab a box of Cursed City, you can run the heroes in a Cities army. Except the elf, she&#039;s apparently a [[Sylvaneth|tree in disguise.]] You get five new named human heroes and a random Ogor to add some more spice to your army. But it comes with a big limitation: since all these guys are from grand ol&#039; Ulfenkarn, they can&#039;t gain any city traits (But at least don&#039;t mess with your other units abilities). Combined with the usual limitations of named characters not getting artifacts or command traits, these guys are gonna be exactly what they say on the tin. No fancy tricks, just take or leave.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Brutogg Corpse-Eater&#039;&#039;&#039; (Ulfenkarn, 120pts) A Ogor merc that for some reason prefers the taste of rotting flesh to fresh human. His main point is being a tank, with 7 wounds a 4+ save he&#039;s chunkier than any of your heroes without a dragon or war machine. Add on top healing d3 wounds if he eats something in close combat, d6 if it was {{AOSKeyword|DEATH}}. Guess ghosts are nutritious? His three weapons have enough bite he can chomp through most normal infantry enough to heal and stay in the battle. Just don&#039;t send him against gargant or something.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Captain Emelda Braskov&#039;&#039;&#039; (Ulfenkarn, 110pts) The old captain of the Ulfenkarn army before &amp;lt;s&amp;gt;big daddy vamps&amp;lt;/s&amp;gt; Radukar took over and replaced her with a bloodsucker. She&#039;s a normal human with a 3+ save and a big shiny sword, Dawnbreaker, 3/3+/3+/-2/d3 that explodes on 6&#039;s to hit with mortals. She also has an fearless bubble, but its only on when she is engaging melee, and its not like Cities doesn&#039;t have a lot of ways to ignore bravery tests. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cleona Zeitengale&#039;&#039;&#039; (Ulfenkarn, 100pts) Finally a priest that isn&#039;t continually going on about dwarven craftsmanship if you don&#039;t want to bring a dwarf into your dark aelf army. She gets 1 chant a turn and knows two prayers that are both answered on 4+. On heals a friendly model d6, a real good heal for heroes and monsters. The other lets her ask god nicely to chuck a comet at a point giving mortals to units within 3&amp;quot; on die rolls, 4+ 1 MW, 6 gets d3. And now with the generic prayers, she is quite versatile and can be a good fit in different lists.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glaurio ven Alten III&#039;&#039;&#039;(Ulfenkarn, 100pts) A noble duelist bent on revenge. Despite the gun, this gun needs to get into melee. Said gun goes straight to mortal wounds within 3&amp;quot;, and melee attacks have a -1 to hit against him and if they roll a 1 to hit he slaps them back with another mortal wound. Anything going up against him can easily gank themselves with bad rolls. His sword does d3 damage so he can spike high, but with only three attacks it won&#039;t be the most consistent thing. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jelsen Darrock&#039;&#039;&#039; (Ulfenkarn, 100pts) An actual vampire hunter from the vampire hunting game. His gun earns the name Judgement for a reason. If it hits, roll a die; if its less than double the wound characteristic it deals a mortal wound, but if you roll double the wounds characteritic, you just straight up kill a model. Guarenteed kills 1 wound models (well 1/6 chance a ward can do something), 50/50 it kills 2 wound models, and even a good 1/6 chance to instantly kill a 3 wound model, no damage needed. Also has exploding wooden stakes that deal a mortal at the end of the fight phase on a 3+, 2+ against {{AOSKeyword|DEATH}} units. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Octren Glimscry&#039;&#039;&#039; (Ulfenkarn, 110pts) A death mage armed only with a -1 rend wizard staff and 6+ ward. His spell deals d3 mortals and cuts the target&#039;s movement by 1&amp;quot;. Octren is hit hardest by the {{AOSKeyword|ULFENKARN}} restriction, since the city spells are locked to specific keyword, so he is stuck with the generic spells. You might just as well run him with the vampires as a Necromancer, he looks the part. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Each city gets one battalion. Each unit in the battalion must belong to that city.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and dodads are going to be likely added to the faction rules as default.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:DarkCyan;&amp;quot;&amp;gt;Hammerhal:&amp;lt;/span&amp;gt; Hammerhalian Lancers===&lt;br /&gt;
140 points (&#039;&#039;Min: 1000pt Max: 2980pt&#039;&#039;): 1 Freeguild General on Griffon, 3-6 units Demigryph Knights.&lt;br /&gt;
*+1 to hit and wound on turns where you charged and are wholly within 18&amp;quot; the Freeguild General in the battalion.&lt;br /&gt;
*At minimum, this comes to a neat 1000pts and is a small amount of cool-looking models, making it a good choice for a starting force.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:MediumPurple;&amp;quot;&amp;gt;Anvilgard &amp;amp; Har Kuron:&amp;lt;/span&amp;gt; Charrwind Beasthunters===&lt;br /&gt;
120 points (&#039;&#039;Min: 480pt Max: 1640&#039;&#039;): 1 Black Ark Fleetmaster, 3 units Black Ark Corsairs, 1-3 Scourgerunner Chariots, 0-1 Kharibdyss.&lt;br /&gt;
*+1 to wound rolls when you target a monster.&lt;br /&gt;
**Fluffy, though extremely situational, you’re taking this for the extra artifact, curse and less drops.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:MediumPurple;&amp;quot;&amp;gt;Anvilgard &amp;amp; Har Kuron:&amp;lt;/span&amp;gt; Kraeth&#039;s Shadowhost===&lt;br /&gt;
160 points (&#039;&#039;Min: 650 pt Max:1030&#039;&#039;): 1 Sorceress on Black Dragon(Unique named character Drusa Kraeth), 1 Dreadspears, 1 Darkshards.&lt;br /&gt;
*During hero phase if Drusa is on the field , can add +1 attack to the Dreadspears and/or Darkshards but -1 to saves. Take note of the fact that it says +1 to ATTACKS. Not just melee weapons. 40 Darkshards pumping out 120 shots on some poor bastard doused in Vitriolic Spray? Ouch...&lt;br /&gt;
*Command Trait only for Drusa: +1CP during your first Hero phase.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:MediumBlue;&amp;quot;&amp;gt;Tempest&#039;s Eye:&amp;lt;/span&amp;gt; Aetherguard Windrunners===&lt;br /&gt;
120 points (&#039;&#039;Min: 740&#039;&#039;): 1 Freeguild General on Griffon, 3-6 units Freeguild Outriders or Pistoliers, 0-2 Grundstok Gunhaulers.&lt;br /&gt;
*Units in this battalion can retreat and still shoot and/or charge this turn.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:DarkGoldenRod;&amp;quot;&amp;gt;Hallowheart:&amp;lt;/span&amp;gt; Whitefire Retinue===&lt;br /&gt;
140 points. (&#039;&#039;Min: 320pts Max: 1340pts&#039;&#039;) 3-6 HERO WIZARDS&lt;br /&gt;
*+1 to cast and unbinding rolls if they&#039;re within 6&amp;quot; of a friendly wizard from this battalion. So, unless you&#039;re thinking of taking &#039;&#039;7 or more&#039;&#039; wizards, then everything in your army (except Sisters of the Thorn and Evocators) is getting the +1.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:DarkGreen;&amp;quot;&amp;gt;The Living City:&amp;lt;/span&amp;gt; Viridian Pathfinders===&lt;br /&gt;
140 points. (&#039;&#039;Min: 650pts Max: 1950pts&#039;&#039;) 1 Nomad Prince, 3 units Wildwood Rangers, 0-1 unit Wild Riders.&lt;br /&gt;
*Add 1 to charge rolls when they set up on the battlefield using the city trait. This adds up to a roll of 2d6+2 with Musicians.&lt;br /&gt;
**This is not the best, as your mostly going to be 9&amp;quot; away at best from any enemy and they will not likely keep anything valuable near the board edge. None of the units listed for the battalion have ranged attacks, so they cannot benefit from &#039;Strike And fade Away&#039; (see below).&lt;br /&gt;
**Use units that can shoot and are competent in melee (such as shadow warriors) and a CP to move them after the shots are done, so that you have a 3&amp;quot; charge instead.&lt;br /&gt;
**You can only bring the units listed in the batallion, none of which can shoot...&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:SteelBlue;&amp;quot;&amp;gt;Greywater Fastness:&amp;lt;/span&amp;gt; Greywater Artillery Company===&lt;br /&gt;
120 points. (&#039;&#039;Min: 420pts Max: 700pts&#039;&#039;) 1 Cogsmith, 2-4 Helstorm Rocket Batteries or Helblaster Volley Guns.&lt;br /&gt;
*In the first battle round, during your shooting phase, friendly WAR MACHINES can shoot twice if they&#039;re within 6&amp;quot; of a friendly battalion hero and not within 3&amp;quot; of an enemy unit.&lt;br /&gt;
*Why would you not take this? Your Cogsmith is always gonna be planted next to his war machines so this is perfect.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:FireBrick;&amp;quot;&amp;gt;The Phoenicium:&amp;lt;/span&amp;gt; Phoenix Flight===&lt;br /&gt;
130 points. 1-2 FROSTHEART PHOENIX, 1-2 FLAMESPYRE PHOENIX&lt;br /&gt;
*Heal 1 wound to each PHOENICIUM unit wholly within 12&amp;quot; of ANY unit within this battalion.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;Settler&#039;s Gain:&amp;lt;/span&amp;gt; Xintil War Magi===&lt;br /&gt;
1 BATTLEMAGE, 1 LUMINARK OF HYSH, 1 CELESTIAL HURRICANUM&lt;br /&gt;
*When using the Luminark&#039;s Searing Light ability, you can re-roll the die needed to determine whether the target suffers d3 wounds. In addition, units in this battalion add +1 when rolling to use the Luminark&#039;s protection aura.&lt;br /&gt;
&lt;br /&gt;
==List building==&lt;br /&gt;
With so many unit options, the first steps are to decide what to use as a battleline (you may pick your general based on your battlelines or your battlelines on the general you want). &lt;br /&gt;
After that, it comes down to picking what you want. There&#039;s no restriction on thematics, there&#039;s nothing stopping you from taking only one unit from each faction. Don&#039;t let a Grudge from the world that was stop you from fielding a line of Duardin with Aelf Cavalry. &#039;&#039;&#039;[[Book of Grudges|THAT&#039;S GOING IN THE BOOK]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When picking, pay attention to differences as many units do the same thing but with additional niches. &lt;br /&gt;
&lt;br /&gt;
Ideally, you should try to use some faction synergy, like taking heroes to boost your units&#039; performance.&lt;br /&gt;
&lt;br /&gt;
Playing duardin? Increase your rend and/or attacks with runelords and warden kings. Playing freeguild? You are favoring a static gunline around a general that wants you to hold the line. The darkling coven can run and shoot/charge with a cp, making them quite mobile. Generally collegiate arcane wizards are good with everyone and generally, you should at least take one battlemage for every army you want to build. &lt;br /&gt;
&lt;br /&gt;
===City builds===&lt;br /&gt;
*&#039;&#039;&#039;Hammerhal:&#039;&#039;&#039; the CP Generator. Along with getting artifacts from either realm, for each unit (they will have a banner) you can gain CP. Freeguild and Covens benefit greatly for having piles of CP to burn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anvilgard:&#039;&#039;&#039; gives treats to Dark elf monsters (Dragon/Kharibdyss/War Hydra). Flying wizards and Sisters of the Thorn are great at delivering their close-range spells. Black dealing lets you build have more equipment or cp.  Their Unique CA also lend well to hoards as you can spend 1 cp + slay a model, preferably on a big brick of 40, to create a massive ignore battleshock aura. A noticable combo here is a Sorceress on BD with two casters with spell portal and vitrolic spray. Step 1: cast spell portal near sorceress and caster number 2. Step 2: cast vitrolic spray on anything you dont like. Step 3: cast Storm of blades from your sorceress. Conclusion: About 9 mortal wounds and a crying opponent.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tempest&#039;s Eye:&#039;&#039;&#039; the city for fast, hit harder bastards. Personally, an all-out cavalry list can be quite devastating with this city, thanks to his bonuses in the first round. The faster you get into melee, the better, this is also extremely easy if you get the command trait and artifact who give you the +1 at the charge and the ability to re-roll the charge rolls without command points. it&#039;s up to you which kind of cavalry you want. Dark riders and outriders are light, skirmish units good for shooting afar, demigryph and drakespawn knights can deal devastating charge, helped by the Stormcast&#039;s monsters-riders like fulminators. Technology vehicles are also good, going from gyrocopters to arkhanaut airships. You also get good spells who are perfect for a celestial hurricanum with battlemage (aura of glory just behind a band of drakespawn? Yes, please!) good monsters like black dragon or hippogryph can take out the enemy&#039;s monsters, and a band of pistolers for charge right where the enemy shows a weak point, for destroying his lines. At least, if you want a band of objective grabbers, flagellants are what you need. Just remember, outflanking and outmaneuvering are the keywords of this army. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hallowheart:&#039;&#039;&#039; Going Magic spam.&lt;br /&gt;
**Nomad Prince generals are nice for Hallowheart armies since they unlock battleline cavalry wizards and the Sisters also benefit from Hallowheart&#039;s 2 spells of your choice rule.&lt;br /&gt;
**Between their unique battalion, the Hurricanum, a Sorceress&#039; ability to leech Coven units, and Hallowheart&#039;s command ability, you can stack up a casting bonus of +5-10, if you really want to get that always-empowered Endless Spell off.&lt;br /&gt;
**ALTERNATIVE TAKE: With innate magic resistance, Hallowheart is actually well situated to run a non-magic army. Take some dorfs and you got yourself a really tanky army that’ll take an act of the Ruinous Powers to upturn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Living City:&#039;&#039;&#039; let half your army ambush, take Sylvaneth units, heals Hero&#039;s and monsters every turn.&lt;br /&gt;
**Surprisingly decent choice for a Steam Tank army- Iron Oak Artisan command trait gives a 2+ save to your lead tank, and having several tanks come in from the board edges can mitigate their random movement and let you place your guns exactly where you need them. Getting a wound back per turn is always welcome on models with damage tables.&lt;br /&gt;
**Instead of using their battalion, consider getting the use out of their unique command ability instead. Take units that have good melee/charge ability that also have a ranged attack (such as Drakespawn Chariots, dreadlords on Dragons, or various flavours of Stormcast Dracoth cavalry), set them up from ambush with a Hero, shoot, use the command ability, enjoy your 3&amp;quot; charge.&lt;br /&gt;
***However, this is tricky to do with multiple units due to it requiring a CP per unit, and your only source of additional CPs in Living City is a squishy General with an adjutant. Which means no spamming the ability with an army made solely of tanks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greywater Fastness:&#039;&#039;&#039; Very supportive of Artillery and missile weapon, encouraging you to sit back and blast the enemy apart.&lt;br /&gt;
**a lot of abilities call for the range approach, the CA buff Freeguild Handgunners and Irondrakes. Also, Good Idea to Invest in most units that gain bonuses from Playing defensively in addition to the object grabbers, enemies will be coming for you.&lt;br /&gt;
**If you go Freeguild focused, take a Freeguild General with Drillmaster and Handgunner so resulting in (16&amp;quot; 2+/2+/-1/1) shooting, and a (30&amp;quot; 2+/2+/-1/2) sniper Rifle per unit.&lt;br /&gt;
**If you go duardin, take a Cogsmith and some cannons from Blacksmoke Battery Mercenary Companie. Then a Runelord for the city&#039;s prayer, who work on IRONWIELD ARSENAL WAR MACHINE.&lt;br /&gt;
**In any case, if you play many WAR MACHINES, just take a STORMCAST LORD-ORDINATOR, with his Arcane Engineer rule, all ORDER WAR MACHINES wholly within 9&amp;quot; get +1 to hit. Just too good to miss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Phoenicium:&#039;&#039;&#039; It might be expensive at $45 US for a box of ten models, but you can field so much with Phoenix Guard. Take as MSU or as blocks of thirty for one of the game&#039;s better battlelines. For The Phoenicium you can take them as MSU and bring two Frostheart Phoenix and one Anointed on foot for dispels and unbinds. Use your CA to make your front unit of ten fight again before they die, and then the general gets buffed up if any models die. Screen off the map and board control with these murder Aelves.&lt;br /&gt;
** Flagellants make a good battleline with a Human general, being happy to die, and are cheap enough to act as a tarpit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Har Kuron:&#039;&#039;&#039; A little bit disappointing, as the allegiance abilities boil down to a prayer that you might not get off and 3 additional spells. Where this excells is at taking full advantage from that pray. A super buffed witch aelves unit with witchbrew and the prayer can be terrifying, although you can just do this in DoK. A 40 man unit of Black Ark Corsairs buffed by a Black Ark Fleetmaster with exploding sixes and +1 to wound is the real deal. That&#039;s a metric ton of dice. Darkshards in the new battalion also profit from the exploding sixes, as the prayer also works on missile attacks and a 10 man unit of Darkshards can shoot 30 shots if Drusa says so, although the dreadspears are quite a point tax. Overall you gotta abuse the prayer or you get almost nothing in this Allegiance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misthåvn:&#039;&#039;&#039; The lack of spells is pretty off-putting, but what it lacks in casting makes up for in punch. One could use Runelords to function as anti-magic and buff for objective babysitters like ironbreakers, while you hold your unit of 20 drakespawn knights, War Hydra and dreadlord on a black dragon in reserve to get a guaranteed charge on your opponent&#039;s high value targets. Strangler-Kelp Noose can let you do this safely as well.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Settler&#039;s Gain:&#039;&#039;&#039; The Aelven Fan Club, gives bonuses to human nerds (Collegiate Arcanum Wizards) and Jocks (Freeguild heroes and units), for being near the superior Lumineth Elves. The bonus to casting for battlemages and the free artefact for either Freeguild or Collegiate Arcanum heroes seems to encourage spending on heroes, similar to how the quite nice Command Ability mandates taking at least one Lumineth Realmlords Aelf Hero to anchor your humans. Note that despite the small bonuses to casting, this isn&#039;t Hallowheart where your wizards let you throw hands magically speaking. Note that nothing stops you from taking a Steam Tank Commander as your general with the Personal Levitation trait for FLYING STEAM TANK! TAKE THAT YOU STEAMPUNK MIDGETS!&lt;br /&gt;
&lt;br /&gt;
===Transport Tactics===&lt;br /&gt;
many footsloggers units are strong fighters but need methods to reliably reach their prey.&lt;br /&gt;
&lt;br /&gt;
*The Living City Hidden Paths: lets Half your army arrive on board&lt;br /&gt;
&lt;br /&gt;
*Endless spells: you need to pay points but they can cover a lot of ground Especially since they are automatically empowered.&lt;br /&gt;
&lt;br /&gt;
*Misthovan underhand tactics: One Freeguild, Duardin or Darkling Covens can appear on the board for every Order Serpentis, Shadowblades or Scourge Privateers that does the same.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
&#039;&#039;&#039;Magic Support:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Umbral Spell Portal:&#039;&#039;&#039; can be cast anywhere on the board. Short-range but powerful spells like Anvilgard’s spell that removes saves or Hallowheart’s spell that deals mortal wounds to half the models in a unit can be cast from well outside unbind range (unless you&#039;re fighting a Slann).&lt;br /&gt;
*&#039;&#039;&#039;Chronomantic Cogs:&#039;&#039;&#039; you know what they do. +1 spell or +2&amp;quot; movement.&lt;br /&gt;
*&#039;&#039;&#039;Emerald Lifeswarm:&#039;&#039;&#039; always heals D6 - useful for bringing back elite units like Phoenix Guard, or for healing damage back to your Celestial Hurricanum with Battlemage after you took damage to empower your Hallowheart wizards.&lt;br /&gt;
*&#039;&#039;&#039;Prismatic Palisade:&#039;&#039;&#039; Deployable Line of sight blocking &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transports:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Soulscream Bridge:&#039;&#039;&#039; allows you to move models 24” (or really up to 30-36” if you go from the back to the front of the bridge) without them counting as having moved - excellent for getting your Irondrakes or Handgunners into range while still getting those extra shots.&lt;br /&gt;
*&#039;&#039;&#039;Lauchon the Soulseeker:&#039;&#039;&#039; Magic Transport. Pile in some Duardin, move them 18&amp;quot;, then use a Lifeswarm to bring back that guy still on the boat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slowdown:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Soulsnare Shackles:&#039;&#039;&#039; cover a larger area - instead of threatening up to 24” away, you can threaten up to 27” away, allowing for a turn 1 shackles onto an enemy’s front rank regardless of mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Geminids&#039;&#039;&#039; are always a good option and are made better when you can reroll the D3 mortal wounds in case you roll a 1.&lt;br /&gt;
&lt;br /&gt;
===Strategies and Lists===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;who got the guts?!&#039;&#039;&#039;&lt;br /&gt;
An army based on enemy battleshock, so better not use it against fyreslayers and Death armies - especially Ossiarch. Play a kharibdyss on anvilgard for getting the -2 bravery bubble who get together with its passive ability, going to a -3 12&amp;quot; bubble. Now, take an horrorgast endless spell (or a gravetide for spare points and money) adding a -2(1) together. For end all of this, a battlemage coming from shysh for his unique spell -2 to a specific unit and darks riders for shoots and -1 around them. You now have more enemy units under a sure -6(5) that can influence more units and a -2 that you can add at a enemy unit that you hate in a peculiar way. Positioning is the key of this strategy. Now you just need some good shooting (hellstorm or crossbowmen) for make inflict casualties at more units at once. Look at your enemy when he have to do a terrible battleshock test with elites units like stomcast, ogor, troll or when he know that his hordes models are going to desert in mass. (it&#039;s easy to give a dark elves theme at this army. Remember that other units, mercenaries and allies influenced bravery as well) (also wizards who would get benefits from low bravery characteristic, like a lord-exorcist on balewind vortex)&lt;br /&gt;
&lt;br /&gt;
Addendum: Bravery debuffing is good, but how can we really maximize this? The Tenebrous Court mercenary company. This company lets you bring FEC units as allies. The magic trick here is Crypt Flayers, who have a shooting attack that does MWs based on a Bravery contest. At 2000 points, that&#039;s either two units of three or one unit of six. We can offset the turn 1 CP loss for bringing a mercenary company with one of the Anvilgard allegiance ability choices, giving us d3 extra CP at the start of the game. Getting all the pieces set up on the battlefield to pull this off will be the challenge, but since the Flayers are doing this in the shooting phase, your opponent can&#039;t use his own CP to protect the unit. &#039;&#039;&#039;As of GHB 2020, it&#039;s questionable if this is still a legal strategy. The Mercenary options were removed from the Warscroll Builder and weren&#039;t brought forward into the new GHB. However, Tenebrous Court is also in Forbidden Power, so technically the rules are still valid?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
CoS has a large selection of ally options - everything Order except Seraphon(poor seraphon). Some factions can be taken as non-allied - instead, they gain the city keyword but not the host keyword, and up to 1 in every 4 units in the army can be taken, gaining your faction keywords, and not subject to ally restrictions.&lt;br /&gt;
*&#039;&#039;&#039;Stormcast Eternals&#039;&#039;&#039;: &#039;&#039;Taken as non-allied in any CoS army&#039;&#039;. They act as big elite units with multiple wounds. Provide strong shooting, Skull smashing, and strong cavalry.&lt;br /&gt;
**Liberators or Sequitors can provide a solid anvil, especially when buffed by a Lord-Castellant. 40 wounds saving at 3+ rerolling either 1s or all could give your shooting plenty of time to deal with anything they engage.&lt;br /&gt;
**Paladins and Evocators provide Strong Hammers for any line.&lt;br /&gt;
**Dracoth mounted Evocators, and Gryph-chargers provided powerful alternatives to Gryph-knights.&lt;br /&gt;
**If you&#039;re playing Hammerhal allegiance, remember that Aventis Firestrike provides an extra CP *and* is thematic, being the city&#039;s magister and whatnot.  Of course, you lose out on a Warlord trait, and he can&#039;t use his command ability unless you&#039;ve taken any more Hammers of Sigmar named characters.&lt;br /&gt;
**When playing as Greywater Fastness a Lord-Ordinator or two is pretty much required, as a +1 to all your War Machines&#039; hit rolls in a passive aura is too good to pass up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daughters of Khaine&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fyreslayers&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Idoneth Deepkin&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kharadron Overlords&#039;&#039;&#039;: &#039;&#039;Taken as non-allied in Tempest&#039;s Eye&#039;&#039;. Gives Flying Dwarfs, more guns, and Airships.&lt;br /&gt;
**aetheric-navigator: can unbind, slow flyers and let Skyvessel reroll their run &amp;amp; charge dice.&lt;br /&gt;
**Aetheric-Khemist: Let supports a Skyfarers unit with granting more shooting attacks and discourages CCing them with threats of Attack debuffing and damaging gasses. &lt;br /&gt;
**Arkanaut Company: dwarfs with pistols and firepower, mostly good for being cheap objective campers.&lt;br /&gt;
**Grundstok Thunderers: A special weapons team. you would have an Aetheric-Khemist + all Rifles for more volume then handguns, but the special weapon combos can hurt closer ranges.&lt;br /&gt;
**Grundstok Gunhauler: Probably the single best unit you can ally in CoS. Cheap, shoots pretty well, and can Fly High every turn, providing a constant deepstrike threat for your opponent&#039;s objectives. Fantastic unit that will snatch wins for you if kept alive till the later half of the game.&lt;br /&gt;
**Arkanaut Frigate: bigger then a Gunhauler and is a Kharadron transport&lt;br /&gt;
**Arkanaut Ironclad: a bigger skyship &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sylvaneth&#039;&#039;&#039;: &#039;&#039;Taken as non-allied in Living City. Cannot be taken in Greywater Fastness&#039;&#039;. Without their wyldwoods and Allegiance spells, the Sylvaneth are a little neutered, but can still be useful.&lt;br /&gt;
**&#039;&#039;&#039;Durthu&#039;&#039;&#039; is a damage monster, although he needs ghyrstrike or similar to stop him being so swingy. In a Living City army, you can deepstrike him 9&amp;quot; from an enemy unit, shoot them, and then have him use the allegiance command ability on himself for a free move, turning a 9&amp;quot; charge into 4&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Drycha&#039;&#039;&#039; is also great, but will probably die quickly.&lt;br /&gt;
**&#039;&#039;&#039;Alarielle&#039;&#039;&#039; only fits in Living city. Lots of magic and healing.&lt;br /&gt;
**&#039;&#039;&#039;Treelord Ancient&#039;&#039;&#039; your only way to summon Wyldwoods. Can be paired with a &#039;&#039;&#039;Branchwraith&#039;&#039;&#039; to set up a Dryad factory&lt;br /&gt;
**&#039;&#039;&#039;Tree-Revenants&#039;&#039;&#039; can use their teleporting to take objectives and/or sacrifice themselves to block a charge.&lt;br /&gt;
**&#039;&#039;&#039;Dryads&#039;&#039;&#039; if you really want more battleline or a reasonable tar pit.&lt;br /&gt;
**&#039;&#039;&#039;Kurnoth Hunters&#039;&#039;&#039; for some of the best elite troops in the game. Boost with &#039;&#039;&#039;Arch-Revenant&#039;&#039;&#039; if you&#039;ve got the points spare.&lt;br /&gt;
**&#039;&#039;&#039;spite-revenants&#039;&#039;&#039; can be the shock infantry unit that wanderers need. Get an archrevenant for one extra attack and exterminate light infantry on your path. Also good as a general ally. &lt;br /&gt;
**&#039;&#039;&#039;Warsong Revenant&#039;&#039;&#039; Overcosted and some of its abilities dont work outside of Sylvaneth, but its got a 4+ ward save and it knows every spell in the Lore of the Deepwood. Might be worth considering depending on how many Sylvaneth units you&#039;re taking in your Living City army. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lumineth Realm-Lords&#039;&#039;&#039;: &#039;&#039;Taken as non-allied in Settler&#039;s Gain.&#039;&#039; High quality units that put yours to shame. Just what&#039;d you expect from aelves. &lt;br /&gt;
**&#039;&#039;&#039;Archmage Teclis and Celennar, Spirit of Hysh&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;The Light of Eltharion&#039;&#039;&#039; Take him because he looks cool. &lt;br /&gt;
**&#039;&#039;&#039;Vanari Auralan Wardens&#039;&#039;&#039; Solid unit, your opponent does not want to charge them. Take a unit of them to make your Sentinels battleline.  &lt;br /&gt;
**&#039;&#039;&#039;Vanari Auralan Sentinels&#039;&#039;&#039; Stars of the show. Their bows have better range than your artillery. Able to take them in units of 30 now, thanks GW. Take 30 and snipe your opponents heroes from across the board. Good combo potential with the Celestial Hurricanums +1 to hit. &lt;br /&gt;
**&#039;&#039;&#039;Vanari Lord Regent&#039;&#039;&#039; If you take him, it&#039;ll be to ensure the Sentinels &amp;quot;Power of Hysh&amp;quot; spell goes off. Fun fact, his Purest Aetherquartz ability is always active, since technically he isnt in a LRL army. If your army is Command Point hungry, then the named variant has an ability to generate CP as long as Teclis isnt part of your army. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.&lt;br /&gt;
&lt;br /&gt;
===The squatted ones===&lt;br /&gt;
With the coming of the Cities of Sigmar, a lot of models and units, mostly from the High Elves, got [[Squats|squatted]]. These units all still have valid warscrolls and points remain for them. However, they cannot be taken in a Cities of Sigmar as they do not have the {{AOSKeyword|Cities Of Sigmar}} keyword and they don&#039;t belong to any of the allied groups. If you want to use them, you need to be playing [[Age of Sigmar/Tactics/Order|Grand Alliance Order]] or as allies of stormcast eternals. Additionally, you can access squatted Duardin by taking them as non-allies in a Kharadron Overlords army with the Barak-Thryng Sky-Port.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:B5A4:5397:3034:6603</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Bioware&amp;diff=87509</id>
		<title>Bioware</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Bioware&amp;diff=87509"/>
		<updated>2021-09-16T11:56:09Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:B5A4:5397:3034:6603: /* Mass Effect 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{/vg/}}&lt;br /&gt;
[[Image:Orig 320200 1 1257581825.png|750px|center|thumb|Remember, class, templates are the beginning of truth, not the end of it. (In other words, take it to the Discussion tab, James!)]]&lt;br /&gt;
&lt;br /&gt;
A major computer game studio primarily driven by two lead designers; their names are Ctrl-C and Ctrl-V.&lt;br /&gt;
&lt;br /&gt;
One of the most popular RPG game makers of modern day, making titles such as Baldur&#039;s Gate , Neverwinter Nights, Knights of the Old Republic, Jade Empire, Mass Effect, and Dragon Age. At one point they were working on making a [[Warhammer Fantasy]] MMORPG. Have been brought under the heel of EA Games, resulting in a mass exodus of staff and new staff were brought in to fill the gap, but for now there&#039;s still life left in them. &lt;br /&gt;
&lt;br /&gt;
They&#039;re currently working on games like Dragon Age 4 and weighing up the future of the Mass Effect franchise.&lt;br /&gt;
&lt;br /&gt;
The company is possibly full of xenophiles, going by Star Wars: the Old Republic and Mass Effect, and family is a recurring theme in their works (especially daddy issues).&lt;br /&gt;
&lt;br /&gt;
==The Rise of Bioware==&lt;br /&gt;
Founded by three Canadian doctors in the 90s, Bioware didn&#039;t start out publishing RPGs. In fact, it &#039;&#039;started&#039;&#039; doing medical software, before the founders decided to act on their mutual passion for games. Their first game was a [[MechWarrior]]-style simulator game, with the serial numbers filed off. But the founders were all fans of tabletop RPGs, and their second game began life as an independent RPG, but publisher Interplay saw potential in it for hosting their next D&amp;amp;D game, and it became [[Baldur&#039;s Gate]], Baldur&#039;s Gate became history, and Bioware became renowned as the savior and shining new light for the CRPG.&lt;br /&gt;
&lt;br /&gt;
==Bioware Games==&lt;br /&gt;
&lt;br /&gt;
===Shattered Steel===&lt;br /&gt;
A MechWarrior 2 knockoff with less customizability and weirder enemies. No one, not even diehard Bioware fans and video game history nerds, cares about it, so moving on.&lt;br /&gt;
&lt;br /&gt;
===[[Baldur&#039;s Gate]]===&lt;br /&gt;
The game, the legend, the start of it all. The title that single-handedly saved the CRPG genre from its gloomy slide into irrelevance and [[Blizzard|Diablo-clones]] with smart writing, clever dungeon design, and attempts to actually let the player role-play instead of just throwing in tons of mindless hack-n-slash. Uses a cutdown version of [[AD&amp;amp;D|Second Edition AD&amp;amp;D]] rules, and is generally regarded as one of the best things about the [[Forgotten Realms]] setting. A recent &amp;quot;Enhanced Edition&amp;quot; remake brought it more in line with the sequel, graphics and gameplay-wise, and is well worth a look for the curious.&lt;br /&gt;
&lt;br /&gt;
===MDK2===&lt;br /&gt;
This, this is an outlier to everything Bioware was making at the time, considering they were focused on making RPG&#039;s with a tight connection to their tabletop counterparts and this is a Run &#039;n&#039; Gun Third Person Action Adventure Shoot &#039;em Up. They didn&#039;t even make the first MDK, that was Shiny Entertainment (who were also responsible for the Earthworm Jim games).&lt;br /&gt;
&lt;br /&gt;
It is surprisingly good, though it&#039;s a bit contested whether it stands up compared to its predecessor. In either way, it sold quite well.&lt;br /&gt;
&lt;br /&gt;
===Baldur&#039;s Gate II===&lt;br /&gt;
The second game, the even more legendary legend. From dating your adventuring co-workers to taking the piss out of the situation in dialogue, if you love Bioware&#039;s stuff it probably has its origin here. Also a pretty badass follow-up/finish to the saga of the first game, and using a fuller set of the game&#039;s rules. Don&#039;t play it first, you&#039;ll fucking &#039;&#039;ruin&#039;&#039; the original for yourself. Recently got an &amp;quot;Enhanced Edition&amp;quot; too, following in the footsteps of the first.&lt;br /&gt;
====Baldur&#039;s Gate: Siege of Dragonspear====&lt;br /&gt;
Brand new expansion from the developers of the Enhanced Edition, complete with the &#039;&#039;entire&#039;&#039; cast from the original 20-odd years later. Composed entirely of skub; [[Baldur&#039;s Gate (Games)#Siege_of_Dragonspear|see the main article for details.]]&lt;br /&gt;
&lt;br /&gt;
===Neverwinter Nights===&lt;br /&gt;
On the one hand, the story and characters are generally regarded as forgettable at best. On the other hand, a pretty good recreation of [[Dungeons &amp;amp; Dragons|3rd Edition]] rules in video game form, and enough fan-made modules and content to make that last complaint rather moot. If you want to try the official stuff, read a summary of the core game and play the &amp;quot;expansion&amp;quot; stories instead (&#039;&#039;Shadows of Undrentide&#039;&#039; and &#039;&#039;Hordes of the Underdark&#039;&#039;), which start from level one, tell a continuous story, and have Deekin, who is one of the best things about the game.&lt;br /&gt;
&lt;br /&gt;
===Star Wars: Knights of the Old Republic===&lt;br /&gt;
One of the first [[Star Wars]] RPGs ever made, KOTOR received widespread praise and acclaim for its complex story and well-written characters, including one of the most famous twists in gaming history. Gameplay-wise, a mostly-fun conversion of [[Dungeons &amp;amp; Dragons]] rules into the Star Wars universe. Faggots will complain about &amp;quot;binary moral choice&amp;quot; systems because that&#039;s the trendy thing to do right now, but it broke ground at the time for actually &#039;&#039;incentivizing&#039;&#039; roleplaying and staying in character in a way few other games had before. Sure, the villain&#039;s a bit lame, the finale is just an endless swordfight against armies of piss-easy droids, the level cap&#039;s way too low considering the levels you can accidentally essentially waste before you can become a jedi, but on the other hand, &#039;&#039;holy shit I can slice through an army with a lightsaber&#039;&#039;. To this day, often held up as one of the best things about the Star Wars brand as a whole.&lt;br /&gt;
&lt;br /&gt;
BioWare isn&#039;t responsible for the sequel, which was lucky for them because the other guys had like four days so they didn&#039;t finish it, and [[fail|sold it anyway]]. But we&#039;ll get to that further on.&lt;br /&gt;
&lt;br /&gt;
===Jade Empire===&lt;br /&gt;
Kung-fu &#039;&#039;[[wuxia]]&#039;&#039; action brawler glued to a pretty sweet story with &#039;&#039;another&#039;&#039; great video game twist that plays with the &amp;quot;formula&amp;quot; mentioned above more than the chart would suggest. Bioware&#039;s first original role-playing setting was something of a sleeper, not selling in great numbers compared to previous efforts, due in part to cutbacks and restraints, but in the present day is well-regarded by most players. If you haven&#039;t tried it, give it a whirl. If nothing else, it&#039;s a rare RPG that lets you [[Fist of the North Star|punch someone&#039;s pressure points until they explode in a shower of gibs]].&lt;br /&gt;
&lt;br /&gt;
===Sonic Chronicles: The Dark Brotherhood===&lt;br /&gt;
...Yeah, it happened. Story&#039;s okay, the character writing is a highlight, and the gameplay mechanics are at the very least quite creative, but the soundtrack is a goddamn &#039;&#039;abomination&#039;&#039;, balance is a distant dream on both sides of the screen, and there&#039;s just not enough content to justify its existence. Better than the average 3rd party &#039;&#039;Sonic&#039;&#039; title, but... well, that&#039;s not exactly a high bar to clear. And the plot ends on a blatant sequel hook that will never amount to anything.&lt;br /&gt;
&lt;br /&gt;
Behind-the-scenes development drama is the chief culprit: Bioware started out on the title as a bit of a passion project for one of the founders, but after working with Sega turned out to be a pain, Ken Penders kicked up a lawsuit against both SEGA &amp;amp; EA, and &#039;&#039;Dragon Age&#039;&#039; started looming on the horizon, they ultimately rushed the whole thing out under the door partway through to fulfil their contract and breezed away, never looking back.&lt;br /&gt;
&lt;br /&gt;
===Mass Effect===&lt;br /&gt;
A cosmic horror story-space opera with much potential; handled properly from start to finish, it could have been to video games what Star Wars is to movies and Star Trek is to television. Despite being a flagship franchise of Bioware, the series ended up being a microcosm of the company&#039;s gradual rise and fall. &lt;br /&gt;
&lt;br /&gt;
The core trilogy was released between 2007 and 2012 for Xbox 360, PC and PS3 (Mass Effect 1 was originally an Xbox console exclusive and came to PS3 in a digital release in 2011 to conincide with Mass Effect 2&#039;s own PS3 port), with a re-release called Legendary Edition coming out in 2021 for PS4, PC and Xbox One. &lt;br /&gt;
&lt;br /&gt;
====Mass Effect 1====&lt;br /&gt;
The first game in the series was excellent, with top-notch characters, setting and story. The player character is Commander [insert custom name here] Shepard who can be customized to hell and back. Humanity is new to the scene and wants more of a say in the galactic community; [[Skub|some aliens support this, others think humanity is too greedy/selfish/domineering/impatient/etc]]. Shepard is undergoing assessment for joining a group of galactic peacekeepers called the Spectres, when a race of robots attacks, prompting a galaxy-wide adventure where the player gets to experience a whole new sci-fi setting, fight aliens, slavers and monsters and bang someone on your loveboat, the Normandy. There is MUCH more to the situation than meets the eye (the mission where we see the entire story shift from an action Space Opera to a [[Yog-Sothothery|Cosmic Horror Story]] is EXCELLENTLY DONE). &lt;br /&gt;
&lt;br /&gt;
For 2007, it&#039;s pretty gosh darn good; visually it&#039;s a bit rough nowadays, and the gameplay is not what you&#039;d call polished, but it&#039;s good fun still. A good bunch of the biotic powers can be wildly powerful and do really weird but cool things and there&#039;s a lot of powers available to most classes. It&#039;s often lauded as the most RPG-like of the Mass Effects, though it doesn&#039;t have too much in the way of choice - it&#039;s more of a &amp;quot;gain points to get more powerful&amp;quot; than a &amp;quot;customize your playstyle&amp;quot;-kind of RPG. Roleplaying-wise the game is a little weird at times, but very lovable - many characters do the &amp;quot;telling-you-what-you-already-would-know&amp;quot; thing a lot, but since it was the first introduction to the setting, it&#039;s justified. The characters are well-established, but arguably doesn&#039;t really become great until the next two games.&lt;br /&gt;
&lt;br /&gt;
Many side-missions were a bit barebones. It also got two DLCs. The first one &amp;quot;Bring Down The Sky&amp;quot; was free, coming with a major bug-patch; and was fine, introducing the Batarian villain race. The second one &amp;quot;Pinnacle Station&amp;quot; was not free and was terrible.&lt;br /&gt;
&lt;br /&gt;
BUT, for the time, this overall game is awesome, and introduced the world to the wonderful Mass Effect setting.  The remaster added nicer graphics, more character customization, more lighting (cue lens flare memes) and shorter elevator rides, and it comes with BDtS. Although it didn&#039;t include Pinnacle Station, which was just as well; and it made Mirandabros all buttmad that the camera wasn&#039;t focused on her (admittedly top tier) booty so much.&lt;br /&gt;
&lt;br /&gt;
Also famous for the nearly-indestructible-flying-almost-impossible-to-control-never-run-out-of-ammo-but-only-hits-shit-15%-of-the-time-and-then-gives-you-no-XP armored exploration vehicle of absolute, undiluted [[awesome]], the MAKO.&lt;br /&gt;
&lt;br /&gt;
====Mass Effect 2====&lt;br /&gt;
Mass Effect 2 was a great game, arguably the best of the series (according to fans and critics alike). The game is more focused in scope and less open-world like, with tighter if-a-little-rudementary combat and more emphasis on the characters in your team than the entire world. ME2 is a bit more cinematic in comparison to 1 and spends more time presenting the setting to the player. Also notable for being fucking &#039;&#039;huge&#039;&#039; for the time, being released on TWO DISCS, which was becoming rare even for the time.&lt;br /&gt;
&lt;br /&gt;
There was quite a change of scope of the story: Shepard must assemble an elite team of the galaxy&#039;s best mercenaries, criminals, and specialists to stop a race of aliens called the Collectors abducting entire humans colonies. You&#039;re forced to work with an extremist organization from the first game, who are financing your mission and are certainly not planning to betray you when you&#039;re no longer useful. &amp;quot;Main&amp;quot; missions take a backseat to recruitment and &amp;quot;loyalty&amp;quot; missions were you acquire and secure the loyalty of your team-mates, respectively.  There&#039;s even some series-essential lore and plot-changing decisions locked away in specific recruitment and loyalty missions (in particular, Tali&#039;s missions are absolutely vital regarding the geth and the geth/quarian conflict, and also set up a plot arc for a galaxy-wide threat that could upstage even the Reapers... [[Fail|that got retconned out in the third game]]).&lt;br /&gt;
&lt;br /&gt;
This makes for a character-focused story that goes at the player&#039;s own pace and takes you to previously unseen, seedy parts of the galaxy. Your enemies are more often than not mercenary organizations than evil robots this time, and you tangle with the criminal underworld just as much as you do the Collector threat.&lt;br /&gt;
&lt;br /&gt;
Combat and RPG mechanics took quite a swerve; now there is more focus on straight shooting-and-cover-camping than powers. While somewhat disliked at the time, it was at least less janky than ME1 and easier to get the grasp of. The RPG system also took a grievous hit, but in the grand scheme of things, the new system boiled down what the old system was to what it actually provided - simply progression, with a choice of specialization at the end.&lt;br /&gt;
&lt;br /&gt;
The DLC was very split; the major ones are spectacularly good and are generally considered some of the best for the entire trilogy (Lair of the Shadow Broker), while the smaller ones reek a bit too much of EA-style pay-money-for-guns-and-cosmetics bullshit (Firewalker Pack). Major [[rage]] ensued when one of the &amp;quot;DLCs&amp;quot; proved to be &#039;&#039;actually on the discs&#039;&#039;, a full extra party member, so content clearly written for the original story but - in a cash grab - suppressed from the player, unless you paid extra for it. Luckily all the good shit is included in the remaster.&lt;br /&gt;
&lt;br /&gt;
====Mass Effect 3====&lt;br /&gt;
Mass Effect 3 is the most divisive of the three games and was host to some pretty impressive [[Neckbeard|nerd-protests]], but was overall a decent experience with a trip at the finish line. The game starts with the Reapers invading the galaxy in full force, leaving it to Shepard to do the impossible (again) and find a way to stop them before they purge the current galactic civilization.&lt;br /&gt;
&lt;br /&gt;
The game expanded the previously streamlined combat and developed it to a fine point, and the game took another face-lift graphically. The story was overall decently received with a lot of YMMV discussion about how it was handled. Some did not like how some of the plotlines from earlier games were handled, how they were ended and whether or not they even mattered in the first place. Character development takes a bit of a back-seat now that Shepard has been on-board therapist for his entire crew since ME1 and 2 - and somewhat surprisingly, the one who gets the most focus is Shepard themselves, who visibly grows closer and closer to his/her breaking point.&lt;br /&gt;
&lt;br /&gt;
A multiplayer mode was added, which, while originally controversial, turned out to be pretty fun and challenging.&lt;br /&gt;
&lt;br /&gt;
Most of the problems with the third game were because most of the development team for the first two games (including several of the writers and head writer Drew Karpyshyn) quit partway through developing the second game or did not return to work on the third game. Their reasons for this were internal strife with Bioware as [[EA|they were subsumed into EA, conflicts of interest and disagreement over the direction they wanted the story to go]]. &lt;br /&gt;
&lt;br /&gt;
But all of this is not what you wanna hear about. You wanna hear about the ending, one of the most derived events in modern gaming history. Without going into too much detail, the ending(s) for the game were immediately seen as some of the worst writing in a game to date, casually ignored most of the choices prior in the trilogy (something the devs had promised wouldn&#039;t happen) and left a ship-load of unanswered questions. The result was a several-month long campaign to have the ending changed, which eventually led to Bioware releasing a DLC that added to the original endings. It was well-received but many felt it still did not do the games justice - but at the very least it was free. DLCs for the game are considered a mixed bag - Some are quite mediocre (like Omega), while others are considered better than the base game (Citadel).  On that note, two story-essential arcs were initially rendered DLC (&amp;quot;From Ashes&amp;quot; and &amp;quot;Leviathan&amp;quot;), but they were later integrated into the main game at no extra charge.&lt;br /&gt;
&lt;br /&gt;
A bit of a whimper to end on, but no end to a good journey has ever been perfect.&lt;br /&gt;
&lt;br /&gt;
====Mass Effect: Andromeda====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
This is literally [[Chaos Spawn|what happens if Mass Effect had a child with the Immaterial God of Autism while consuming lead-laced mushrooms, then said spawn got raised by an SJW]]. Expand at your own risk.&lt;br /&gt;
 &lt;br /&gt;
tl;dr: It&#039;s like Halo with the Mass Effect name plastered on but without subtlety, good writing, or functional animation.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
After years attempting to essentially build &#039;&#039;No Man&#039;s Sky&#039;&#039; inside the Frostbite engine, the old devs got shuffled away, new devs were brought in, handed a pile of assets, and ordered to slap something together and shove it out under the door in a year and a half to recoup costs. Naturally, this went about as well as the last time they tried it. &lt;br /&gt;
&lt;br /&gt;
Mass Effect: Andromeda is an intergalactic travel/space soap opera plot shoehorned into the story of the original trilogy released in 2017. You play as a member of the Ryder family, made (in)famous by Alec Ryder, a former war hero and Pathfinder for humanity who was blacklisted from the military for making the illegal AI SAM. There is also his deceased (spoiler - actually terminally ill and cryogenically frozen) wife and his adult children, who are male/female twins the player chooses from for the player character. Alec and a group of rich individuals pooled money and resources to build Ark ships and a knock-off the Citadel called the Nexus to go colonize the Andromeda galaxy (also to escape the Reapers, but that&#039;s classified in-universe. At the meta level, even though there are closer galaxies, the devs chose Andromeda because it&#039;s the most well-known galaxy besides the Milky Way). During the six century journey, massive amounts of [[Not As Planned]] occur - everyone arrived at different times, the multi-species quarian ark went M.I.A. and humanity arrived last with the human Ark sustaining damage and the non-PC twin rendered comatose. The Earth analog planet chosen for humanity to settle turned out to be uninhabitable for humans, when exploring it you made contact with hostile aliens and after an accident Alec dies saving the player character, who gets SAM implanted in their head and becomes humanity&#039;s new Pathfinder.&lt;br /&gt;
&lt;br /&gt;
Throughout the story, the Milky Way races deal with all the socio-political and mental baggage they brought with them from the Milky Way while trying to establish new homeworlds. Along the way, the Initiative meets and interacts with alien races or their technology native to Andromeda. The first are [[Halo|Forerunner]]-expies called the Jaardan who don&#039;t appear in the game, but built artificial planets and may have left behind a [[Eye of Terror|semi-solid energy cloud]] that attacks anything near it, is attracted to certain types of technology [[Grimdark|and can shatter planets]]. The second are overemotional furless lizard-cat people with genetic memory called the angara, who struggle to trust aliens after their first contact (with the following race) went badly. The third are the hostile aliens encountered earlier; [[Doctor Who|Dalek]]/[[Halo|Covenant Empire]]-expies called the kett, rocky-looking aliens who worship a scientific genetic assimilation process around which they built an expansionist, eugenicist cult. They&#039;re one-dimensionally [[Stupid Evil]] and their leader the [[Archon|Archon]] is the game&#039;s [[BBEG]], the ultimate example of the kett&#039;s poor writing and arguably Bioware&#039;s most poorly-written antagonist.  Unlike evil races of games&#039; past (such as Mass Effect&#039;s geth and Dragon Age&#039;s Darkspawn), the kett aren&#039;t really analyzed or given anything more.  No seriously, think about this; the Darkspawn were based around the concept of being a &amp;quot;living plague&amp;quot; and &amp;quot;bad guys (the player) wouldn&#039;t feel bad about killing&amp;quot;, and they had more characterization and deeper lore than the kett.&lt;br /&gt;
&lt;br /&gt;
The characters are almost all two-dimensionally nasty (such as practically every kett), lacking (such as Addison) or divisive (such as Peebee). Even the rare exceptions (such as Vetra) are watered-down versions of characters from the original trilogy, and were it not for that lack of good characters, the soap opera feel might have been forgiven. The few interesting characters barely get fleshed out, such as Bain Massani, son of the bounty hunter Zaeed Massani from the original trilogy&#039;s second game DLC, and a few characters from the original trilogy make hard-to-find cameos. Some interesting plot threads with characters and factions are hinted at, such as the disappearance of the quarian Ark ship (later resolved in a novel) and how not all kett support The Archon, but few get resolved and even fewer get resolved well. &lt;br /&gt;
&lt;br /&gt;
The voice acting varies from good to terrible, though the latter outweighs the former along with several poorly written lines; such as the infamous &amp;quot;my face is tired&amp;quot;, &amp;quot;I think I really pissed that one off. Maybe because I shot him in the face!&amp;quot; and &amp;quot;...I swear, we&#039;re the galactic good guys&amp;quot;. There are also many glitches, bugs and instances of sloppy animations such as infamously bad facial expressions and running. Good animation is there (good luck finding it under all the derp though) and the environments while lacking in uniqueness are visually appealing and very open. The combat engine was functional and it probably would have made a good multiplayer, but that&#039;s arguably a kiss of death for a CRPG series. And since this is a Bioware game written after 2014, the writers made the mistake of pandering to woke culture and identity politics, especially since at least two key members of the dev team, including a leading writer, were avowed [[SJW]]s - but as was typical of the &#039;checklist&#039; approach to representation, [https://www.kotaku.com.au/2017/03/underwhelming-gay-romance-options-in-mass-effect-andromeda-disappoints-many-fans/ some people STILL complained] and got [http://blog.bioware.com/2017/06/06/mass-effect-andromeda-patch-1-08-notes/ even more tone-deaf pandering in response].&lt;br /&gt;
&lt;br /&gt;
As far as actual gameplay goes, Andromeda is halfway decent, though quite uninspiring and mediocre at times. One of the few positives is that it takes a more open-world approach similar to the first Mass Effect, as opposed to the less appealing corridor-heavy sequels. The crafting system from the third game returns, along with a mining system that allows wider item access to party members. The combat is fairly solid, if lacking the usual ME polish, with a good amount of depth added by a short-range jump pack and the inclusion of previous classes&#039; abilities and passive skills based on the specialization tree chosen. Even without the controversy, neither gameplay nor story is strong enough to carry each other, and far from up to the usual Bioware standard where it matters.&lt;br /&gt;
&lt;br /&gt;
In closing, the game devs tried to push and capitalize on progressive narratives in a ham-fisted way, neglected to tend to the actual game, and failed miserably on both ends. In addition, the game was &#039;&#039;so&#039;&#039; widely panned that [http://www.egmnow.com/articles/news/mass-effect-andromeda-is-officially-so-bad-it-killed-a-studio it caused EA to liquidate the game&#039;s development studio, not even 6 months after its release] and [http://mashable.com/2017/08/19/mass-effect-andromeda-story-dlc-officially-cancelled/#nrgDvEJVpmqH caused EA and Bioware to discontinue all support for the single player campaign and focus on multiplayer]. EA, already in the midst of subsuming Bioware, has pretty much given up on its lifeless corpse &#039;&#039;not even half a year after release&#039;&#039; due to the game being so subpar and fierce backlash from fans and critics alike.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mass Effect 4====&lt;br /&gt;
&lt;br /&gt;
Announced at the 2020 Game Awards alongside news of the Legendary Edition remasters. Little is known about the game other than the hint that the character Liara is involved, but given the string of failures Bioware has had in more recent years, this may well be a Hail Mary pass to keep the company alive.&lt;br /&gt;
&lt;br /&gt;
===Dragon Age===&lt;br /&gt;
The Dragon Age series is a more blatant example of this degradation. &lt;br /&gt;
&lt;br /&gt;
====Dragon Age: Origins====&lt;br /&gt;
The original, Dragon Age: Origins, was a game six years in the making, which shows in good ways (immense depth and craft to the situations encountered) and bad (wonky graphics that looked worse than &#039;&#039;Mass Effect&#039;&#039;&#039;s, despite coming out nearly two years later.). While far from being the grimdark spiritual successor to Baldur&#039;s Gate that Bioware hyped it as, the story of Dragon Age: Origins was above average and possessed an interesting character creation mechanic where your background changed numerous parts of the storyline. &lt;br /&gt;
&lt;br /&gt;
The premise is that your character is a Grey Warden, one of the last of a legendary order of guardians in the world, and the story takes place on the continent of Thedas (&#039;&#039;&#039;The&#039;&#039;&#039; &#039;&#039;&#039;D&#039;&#039;&#039;ragon &#039;&#039;&#039;A&#039;&#039;&#039;ge &#039;&#039;&#039;S&#039;&#039;&#039;etting) in a nameless world.  Start your adventure by picking your race as a Human, Elf, or Dwarf, then your class as a Warrior, Mage, or Rogue. The story begins with an explanation of the Blight and the Darkspawn who both caused it and arose from it according to Scriptures from the in-universe religion Andrastianism (a deistic religion centered around a woman called Andraste, whose essentially a combination of The Virgin Mary, Jesus, Muhammad and Joan of Arc).  Darkspawn are Orc-like beings similar to Tolkien Orcs who were mutated by a contagious supernatural corruption (which may or may not be a divine punishment) and are also described as a &amp;quot;living plague&amp;quot;.  This living plague is said (and confirmed in future games) to have originated from a group of mages who travelled through the Fade (a spirit realm like the [[Warp]] but easier to enter and safely leave) who entered the Golden City (Dragon Age&#039;s version of Heaven) then tried and failed to overthrow the Maker (Dragon Age&#039;s Creator God who may or may not exist - this ambiguity a deliberate move by the writers).  The mages actions turned it into the Black City, a place so dangerous no one whose gone there since those mages has ever come out and [[Malal|even demons avoid it]].  According to the Chantry (Dragon Age&#039;s Catholic Church analogue for the religion Andrastianism) this was a punishment from the Maker.&lt;br /&gt;
&lt;br /&gt;
The Darkspawn are normally roving bands, but sometimes they rally under one leader, an archdemon - ancient powerful spirits taking the physical form of dragons, and when this happens it causes an invasion/natural disaster/epidemic called a Blight. During the first one, after much trial and error the Grey Wardens were created and successfully stopped the first Blight by killing the Archdemon leading it and have been a revered order of protectors ever since. However, cultural, political and religious differences have divided the peoples of the world and do so between each Blight, and things seem to be coming to a head in the first game.  You play through the intro which establishes who you are and what your lot in life is and varies based on what you made your character, then the life you knew gets upended in various grimdark ways (ranging from being the elf peasant who killed the human nobleman that raped your friend to being a Dwarf prince who gets framed for fratricide by your younger brother).  When a Grey Warden leader rescues you, you&#039;ve proven your mettle and get inducted into the Grey Wardens to stop the Darkspawn in the human kingdom of Ferelden.  Things later go really pear-shaped when the king&#039;s general/father-in-law abandons him to die in battle then framed the Grey Wardens for his death, making Ferelden&#039;s best hope outlaws or exiles.  While the nations are threatened by a Blight and most of the realms are engulfed in civil war, you have been chosen to unite the shattered lands and slay the current archdemon once and for all. &lt;br /&gt;
&lt;br /&gt;
The character development was good - there are some squadmates who are optional but have fully-fleshed out stories and character arcs.  Evidence that things were starting to fall apart were obvious right when you met the questgiver who forced you to buy a DLC pack if you actually wanted to do the quest, but only after giving you the sales pitch. The &amp;quot;expansion pack&amp;quot; Awakening wasn&#039;t too bad either, at least if you ignored the fact that it had been visibly rushed and was loaded with gamebreaking bugs.&lt;br /&gt;
&lt;br /&gt;
====Dragon Age II====&lt;br /&gt;
The most tragic game on the list. A perfect storm of wrongheaded design and corporate mismanagement, Dragon Age II was dead on arrival - the story veered from one plot thread to the next without any rhyme or reason while being completely disconnected to the previous game, most of the characters were either idiots, one-dimensional, or just plain unlikable, and both clearly put trying to be &amp;quot;different&amp;quot; and &amp;quot;unconventional&amp;quot; on a pedestal over being good. [[Star Trek#Films|&#039;Cause it worked sooo well in &#039;&#039;Generations&#039;&#039;, right?]] Gameplay was the worst kind of busywork, consisting of [[Dawn of War 2|running through the same not-even-reskinned maps over and over again]], pressing the same buttons to do the same things to the same generic enemies as they teleport in out of nowhere. All these problems might&#039;ve been ironed out as development went on, if not for the fact that their [[EA|corporate overlords]] had them rushing the game out in &#039;&#039;&#039;less than a year&#039;&#039;&#039;, in their endless quest to have &#039;&#039;all&#039;&#039; their properties work like the Madden and FIFA games they&#039;re used to bankrolling. And when, thanks to &#039;&#039;their&#039;&#039; interference, the game under-performed, EA promptly scrapped the expansion they were building to wrap up the dangling, jangling plot threads.&lt;br /&gt;
&lt;br /&gt;
The game can be skipped entirely without missing anything; the narrator appears again in the third game and summarizes all of the important parts in one conversation. It&#039;s actually sort of the point of the story that despite Hawke and company winning every battle they were subsumed by greater forces, everything in their lives falls apart anyway, and nothing they did had any lasting effects.&lt;br /&gt;
&lt;br /&gt;
====Dragon Age: Inquisition====&lt;br /&gt;
Dragon Age: Inquisition picked things up... a little. It&#039;s certainly the best Bioware game for a while, but a lot of that is because literally everything about the game is risk-averse. Both the story and the gameplay are assembled from pure fantasy cliche and the [[grimdark]] city-based environmental art style prevelant in the previous two games has been replaced with a glorious [[noblebright]] mostly-outdoor setting. The storyline is based on the player character accidentally becoming the [[Mary Sue|Chosen One]] by accidentally picking up a shiny green orb which allows them to fix tears in the fabric of reality.  The villain has some interesting implications about the lore of the setting, but the writers never really actually commit to any of that lore, preferring to have it remain as hearsay, and the villain becomes boringly one-dimensionally evil because of that. Gameplay-wise, Inquisition started as an MMO, and you can still feel the MMO influence; you explore about ten wilderness zones which are very large and pretty but have very minimal interaction, spend most of your time running fetch quests, and only hit story beats every three levels or so. Combat is a game of managing cooldowns and throwing particle effects everywhere.&lt;br /&gt;
&lt;br /&gt;
That said, unlike some of the past games from Bioware&#039;s decline-and-fall period, Inquisition is actually fun to play. Most of the characters in your party are well-rounded (except for Vivienne and to a lesser extent Sera), there&#039;s a ridiculously large amount of party banter, and the romance quests actually feature involving character development instead of being something to add to the checklist. There&#039;s even some series-essential lore locked away in some of the romances (in particular, Solas&#039;s romance reveals absolutely vital information about the history of the Elven race). The gameplay, cliched and MMO-ey though it may be, is actually involving and fun at times, and the quest to hunt down all ten High Dragons is pretty awesome (as well as being pretty much the only way to get value-for-money from the game&#039;s otherwise superfluous crafting system; pretty much every piece of gear you can craft is outclassed by the loot you find from monsters, except for crafted items which use Dragon Bone, which are hilariously overpowered). Certainly not a great game, but it&#039;s quite good if you aren&#039;t overly sensitive to cliche.&lt;br /&gt;
&lt;br /&gt;
While the main game doesn&#039;t add much to the setting&#039;s lore (such as the lore around the BBEG), the DLC missions add &#039;&#039;&#039;a lot&#039;&#039;&#039; of lore to the setting.  The first is a mission to help a Dwarf realm plagued by earthquakes and Darkspawn where you learn more about the origins of the Dwarfs and Lyrium (the setting&#039;s equivalent of [[Warpstone]]).  The second is one where you fight the fanatical followers of a tribal war god while trying to unearth the lost history of the Inquisition (it reveals more about the nature of the human vs Dalish elves conflict).  The third takes place after the main game and has the biggest implications of all in the setting, where you start by dealing with political blowback against the Inquisition and end up in a counter-espionage move against qunari assassins and conclude by meeting an elven god whose plans to help the elves endangers the world.&lt;br /&gt;
&lt;br /&gt;
====Dragon Age: The Dread Wolf Rises====&lt;br /&gt;
Bioware and EA have announced that there will be a fourth Dragon Age game, called the Dread Wolf Rises. It will revolve around the elven god introduced in the previous game and their plans for the elves and Thedas. The developers estimated its release to happen three years time from the game&#039;s announcement. &lt;br /&gt;
&lt;br /&gt;
However, Dragon Age 4 has already generated massive amounts of [[Skub]]. Several key developers - including Narrative Director John Epler - made announcements on social media about identity politics, stating this game&#039;s story [[SJW|will be “political” and that it will be “celebrating our diversity and differences.”]] Even more worryingly, they&#039;ve dropped lots of buzzwords surrounding EA&#039;s push to turn all their series into &amp;quot;live service&amp;quot; model games, supported for years, and right after their previous attempt to do so (see &amp;quot;Anthem&amp;quot; below) fell flat on its ass and died on arrival.&lt;br /&gt;
&lt;br /&gt;
Terrified fans predict this could be the moment when EA finally puts poor Bioware&#039;s neck in the guillotine...&lt;br /&gt;
&lt;br /&gt;
===Star Wars: The Old Republic===&lt;br /&gt;
{{Main|Star Wars: The Old Republic}}&lt;br /&gt;
&lt;br /&gt;
TL;DR: Bioware aimed to develop an MMO combining the setting and story of KOTOR with the sprawling, open-world appeal of WOW. Delays caused by production caused Bioware to rush development of other games in order to meet fiscal targets. The game itself became more controversial with time as expansion stories seemed to take TOR further away from KOTOR than its 100-year timeskip had already done.&lt;br /&gt;
&lt;br /&gt;
===Anthem===&lt;br /&gt;
Anthem is an online multiplayer action role-playing video game developed by Bioware.  Everyone in Bioware was on this project, with many people saying this is the company&#039;s do or die game. The game was initially slated for a 2018 release on Microsoft Windows, PlayStation 4 and Xbox One, but this date was moved to February 2019.  It is a [[Setting Aesthetics|science fantasy]] game, where humanity has numerous civilizations on  a single planet. If all the science fantasy schticks, the armored duds, the emphasis on color and the grind gameplay makes it look a bit like a Warframe/Destiny clone, don&#039;t worry - that&#039;s exactly what it is.&lt;br /&gt;
&lt;br /&gt;
The story takes place on the planet Coda.  Coda was created by mysterious beings called The Shapers, who some humans consider gods; they planned to make the world in nine days but vanished on day three, leaving everything incomplete and hostile, especially for humans. After a brief period of enslavement by aliens, the humans broke free, formed three factions (the Dominion, the Guardians and the Freelancers - the PCs are part of the Freelancers) and began fighting each other.  This is where you and your ability to infinitely farm resources and quests for NPCs come in.&lt;br /&gt;
&lt;br /&gt;
Development was rough, with rumors swirling that EA is deliberately putting Bioware in a no-win scenario where no matter what happens, the C-suite has an excuse to exercise more control over or liquidate the studio; given the amount of resources put on this project, if Anthem fails EA will actually take a major financial hit, so all in all Bioware may have become expendable by this point, while if it is a success it could mean supporting and making more games like it instead of the kinds of games fans love and want more of.  Worryingly, several members of the dev team left during development, including the lead writer Drew Karpyshyn.&lt;br /&gt;
&lt;br /&gt;
Early &amp;quot;VIP&amp;quot; showcases were a mixed bag - great combat and movement, but otherwise not too impressive. The game didn&#039;t really gather any momentum in the hype side of things, and by the point of release, Anthem received mediocre scores at best: with the game having 61 Metascore and 4.1 User score to date. The game has seen been left almost dead in the water; a roadmap to fix the game was introduced and promptly dashed. As of 2020 there&#039;s been increasing talk of remastering Anthem, but between fearing a failed remaster, the possibility of forcing people who already brought the game having to pay for the remastered version, and the fact that the both Warframe and even Destiny 2 have done better and are even free-to-play, the chances of a successful revival are very slim.  Then in early 2021, Bioware/EA threw in the towel and cancelled the plans for remastering Anthem.&lt;br /&gt;
&lt;br /&gt;
==Associated Games==&lt;br /&gt;
Often grouped with Bioware&#039;s games, and highlighted as the pinnacles of Bioware&#039;s talent, these games were actually made by other, completely-independent, studios: Black Isle Studios and Obsidian, both of which included lot of the same staff. These games used engines developed by Bioware and were licensed by shared publishers, which resulted in graphical and interface similarities. Thus, many players believe that they were made by Bioware when this was not the case. &lt;br /&gt;
&lt;br /&gt;
* [[Planescape: Torment]]&lt;br /&gt;
* [[Icewind Dale]]&lt;br /&gt;
* Star Wers: Nites of teh Old Rebuplik II - The Siff Lerds&lt;br /&gt;
* Neverwinter Nights 2&lt;br /&gt;
&lt;br /&gt;
Both of those last two were rushed out for Christmas, NWN2 with only around nine months development, resulting in whole chunks of the game missing and bugs out the ass. Obsidian wasn&#039;t allowed to patch either, though much of the lost content has since been restored by fans.&lt;br /&gt;
&lt;br /&gt;
==The Decline of Bioware==&lt;br /&gt;
In 2007, Bioware was bought by [[EA]] and since then their games have been slowly declining in quality. It began between the release of the first Mass Effect game and Dragon Age: Origins (note how EA isn&#039;t shown in the opening credits for ME1). More on this can be found in the entries for those two franchises. Simultaneously, their games since have been characterized by rushed output, bullshit predatory business practices, and terribly prevalent DLC. &lt;br /&gt;
&lt;br /&gt;
Then the founders all left because it just wasn&#039;t fun anymore with the glowing eye of Jon Madden/Sauron looking over your shoulder and trimming away all the fat until only a skeleton was left. Followed, in the next few years, by most of the senior writing/production staff. Unfortunately, the people who stepped in, or were put forward by EA, to fill the gaps this mass exodus left tended to be incompetents, and it&#039;s shown in their later games such as Dragon Age: Inquisition and Mass Effect: Andromeda (see above for more details). They also have developed a rather nasty workplace, pushing their staff extra hard to work long hours to the point where it&#039;s causing them emotional and psychological harm.  And, of course, EA relentlessly pushes for them to stop making the kinds of popular, deep, well-written single player RPGs that made them famous and that their fans want to play, and instead focus resources on heavily-monetized and monetizable looter shooters or multiplayer modes along with sprinkling in identity politics here and there to pander to the Anglosphere&#039;s current zeitgeist.&lt;br /&gt;
&lt;br /&gt;
They haven&#039;t yet been sucked bone dry and thrown on the pile like so many other studios &amp;quot;acquired&amp;quot; by the Men From Redwood City yet, but everyone knows it&#039;s coming. [http://www.egmnow.com/articles/news/mass-effect-andromeda-is-officially-so-bad-it-killed-a-studio With EA liquidating their Montreal-based Bioware studio, it looks like the clock is one minute closer to midnight for Bioware.] &lt;br /&gt;
&lt;br /&gt;
So in short, if you want a good Bioware game, look to the past.&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:B5A4:5397:3034:6603</name></author>
	</entry>
</feed>