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		<title>Age of Sigmar/Tactics/Order/Stormcast Eternals</title>
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		<summary type="html">&lt;p&gt;2A01:CB1C:8D1:7200:F09F:1FE4:1069:A879: /* Others */&lt;/p&gt;
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&lt;div&gt;{{Age of Sigmar Faction|Faction=Stormcast Eternals|Logo=Ae7063ba280b6a7f3c9ec61c2bfa2d45-768x1000.png|Alliance=Order|Motto=[https://www.youtube.com/watch?v=Ga-q0F7oWnU Cue the power-metal.]}}&lt;br /&gt;
&lt;br /&gt;
Lo and behold the might of the Stormcast Eternals!&lt;br /&gt;
&lt;br /&gt;
If you want to always have multiple wounds and fight for Sigmar, the Stormcast Eternals are for you! Stormcast Eternals all have at least a 4+ save and 2 wounds per model making them a tough force to take down in hand to hand combat. At the moment they seem more focused on having X models and ensuring those X models survive until the end of the game through various hero abilities (immune to Battleshock, regain wounds, increase their already durable (for AoS at least) 4+ save and bonuses to hit). At the same time, your guys don&#039;t punch all that hard, though your Paladins (read: Elite) more than make up for that. Thanks to their hardiness and comparatively low damage output, they are the epitome of &amp;quot;easy to learn, hard to master,&amp;quot; much like their 40k cousins. They recently got an update as of February 2017 and another in 2018, tactical page in the process of being updated.&lt;br /&gt;
&lt;br /&gt;
The new book in 2017 included the vanguard wing auxiliary chamber, rules for using specific Stormhosts and new battalions. Also included are new warlord traits, relics, prayers for your priests (read Lord-Relictor and Lord Veritant), and mount traits to make that Stardrake an even bigger threat.&lt;br /&gt;
&lt;br /&gt;
The book released in 2018 introduced the Sacrosanct Chamber. Mostly comprised of warrior wizards but also contained the Stormcast&#039;s first dedicated artillery piece and accompanying engineer style hero to go with it. Stormhost rules were overhauled, two new faction-specific lores were added in addition to three faction-specific endless spells.&lt;br /&gt;
&lt;br /&gt;
==Why play Stormcast Eternals?==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*Fairly tough, well-armored Troops.&lt;br /&gt;
*Newbie friendly, very forgiving of mistakes.&lt;br /&gt;
*You have a constant supply of new models. Seriously, you&#039;ve had one big release per year every year since the game launched. The Lord Sigmar saw his legions in 2019 and saw it was good enough for the moment.&lt;br /&gt;
*Lots of options in both Heroes and Units to pick from, making it possible to fill out a wide variety of battle strategies.&lt;br /&gt;
*Have many abilities to restore Wounds.&lt;br /&gt;
*If you&#039;re into metal music, there&#039;s plenty of thematic songs to choose from.&lt;br /&gt;
*They are Space Marines in Fantasy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Expect to throw out your previous Battletome every year with all the new models coming out.&lt;br /&gt;
*Your Bravery Scores are relatively low.&lt;br /&gt;
*When you bring 5 guys, almost everybody else brings 10. So if your opponent is on an objective you need to smash him in the knee caps to do it.&lt;br /&gt;
*No real way to stop Mortal Wounds and with your high saves and elite units they can really sting.  Between this and your low bravery, Nighthaunt will hurt you bad.&lt;br /&gt;
*They are Space Marines in Fantasy.&lt;br /&gt;
*Currently the most played army and basically have all the same issues that Space Marines do in 40k. Foremost among them is that just about everyone you will ever face will have some kind of plan or optimization to counter your Sigmarines.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Stormcast Eternals (2018)|points=[https://www.warhammer-community.com/wp-content/uploads/2019/10/c3e42c6e.pdf Stormcast Eternals Errata]}}&lt;br /&gt;
&lt;br /&gt;
Don&#039;t use the original Stormcast Eternals Battletome or the Stormcast Extremis Battletome.&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
If your army has a {{AOSKeyword|STORMCAST ETERNALS}} allegiance and chose to take the {{AOSKeyword|STORMCAST ETERNALS}} allegiance abilities, it has the following rule:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scions of The Storm:&#039;&#039;&#039; 40K Deep Strike. You may hold up to half of your units (rounding down) in reserve instead of deploying, and at the end of each movement phase, decided if you want to set up one or more reserve units on the battlefield. Each unit not set up this way before round 4 is slain. Setting up anywhere more than 9&amp;quot; away from any enemy models. Very useful, especially for an otherwise relatively slow army. It does let your heavy-hitters get across the board really fast as well as set up your ranged units in prime firing positions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shock And Awe:&#039;&#039;&#039; Subtract 1 from hit rolls for attacks that target friendly {{AOSKeyword|STORMCAST ETERNAL}} units that were set up on the battlefield during the same turn. A nice little bonus that makes your Sigmarines just a little bit harder to kill as they rush into combat from deepstrike. Keep in mind that this battle trait only affects units that arrived &amp;quot;that turn&amp;quot;, meaning on yours, when you dropped them. The effects are no longer in effect when your turn ends.&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;color:#01bbe3;&amp;quot;&amp;gt;Stormhosts&amp;lt;/span&amp;gt;===&lt;br /&gt;
If your army is a Stormcast Eternals army, you can give it a Stormhost Keyword. ALL {{AOSKeyword|Stormcast Eternal}} units in your army gain that keyword, if they already have a Stormhost, like Vandus or Neave (Side note, all named characters, save for the Celestant-Prime are part of the {{AOSKeyword|Hammers of Sigmar}} Stormhost.), it does not replace it, but it also doesn&#039;t prevent other units in your army for having a different Stormhost keyword. Furthermore, it&#039;s worth noting that unlike 40K Chapter Tactics, picking one of these forces your General to take a unique Command Trait, and &amp;quot;the first hero to receive an Artifact of Power&amp;quot; (so probably your General again) is forced to take a specific unique Artifact that only that specific Stormhost has access to. In other words, while you gain a new special rule and a unique Command Ability, you are forcibly locked in for some important decisions. It&#039;s up to you if you want to be more freeform and have more choice with your Command Traits and Artifacts, or play with a specific Stormhost. &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;
=====Hallowed Knights=====&lt;br /&gt;
The [[Black Templars]] of Stormcast. Ignore magic and charge into the fray.&lt;br /&gt;
*&#039;&#039;&#039;Only the Faithful:&#039;&#039;&#039; The anti-spell-caster Sigmarines, if a friendly {{AOSKeyword|Hallowed Knights}} unit is affected by a spell or endless spell, on a roll of a 6+, they ignore the effects of the spell for a turn. &lt;br /&gt;
**Sadly this counts for your own spells too. Very nice for dealing with those pesky Nighthaunt armies who basically chain cast as many spells as they please with a silly amount of bonuses to cast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Holy Crusaders:&#039;&#039;&#039; A {{AOSKeyword|Hallowed Knights}} Wholly within 9&amp;quot; of a  {{AOSKeyword|Hallowed Knights}} Hero (18&#039; if it is your General) it gains +1 to run and charge rolls and can do both during the same turn&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Martyr&#039;s Strength:&#039;&#039;&#039; During the Combat phase when your general is slain. On a roll of 2+, your general Musters the Strength to Pile-in and attack with all its Melee weapons.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Parchment of Purity:&#039;&#039;&#039; Heal a wound each hero phase.&lt;br /&gt;
&lt;br /&gt;
=====Celestial Vindicators=====&lt;br /&gt;
Vicious Hatefilled melee combatants. This is one of the more melee/charge heavy Stormhosts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Driven by Vengeance:&#039;&#039;&#039; they get to reroll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Celestial Vindicators}} units if they made a charge roll this turn. &lt;br /&gt;
**A nice addition if you&#039;re split up and charging multiple different units at once. But, again, our Prayers and spells can imitate this fairly well, so don&#039;t feel strong-armed into it. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Righteous Hatred:&#039;&#039;&#039;  Gives a unit within 9&amp;quot; of one of your Heroes (or 18&amp;quot; if your General is using it) an extra Melee attack. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Single-Minded Fury:&#039;&#039;&#039;  which gives any of his unmodified hit rolls of six to cause an extra point of damage. &lt;br /&gt;
*&#039;&#039;&#039;Artifact: Stormrage Blade:&#039;&#039;&#039; which upgrades one of your Melee Weapons with the ability to (if you choose to use the ability) gain +2 attacks, in exchange for lowering his Armour Save by one.&lt;br /&gt;
&lt;br /&gt;
=====Hammers of Sigmar===== &lt;br /&gt;
GW&#039;s special golden boys got treated pretty well. They have many names and they don&#039;t die easy. &lt;br /&gt;
*&#039;&#039;&#039;First to be Forged:&#039;&#039;&#039;  +1 to the bravery of friendly {{AOSKeyword|Hammers of Sigmar}} units, &lt;br /&gt;
**isn&#039;t the most exciting but it&#039;s rarely a buff you won&#039;t appreciate, though like all the others it&#039;s more useful in certain matchups (Legions of Nagash in particular).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Soul of the Stormhost:&#039;&#039;&#039; When a friendly {{AOSKeyword|HAMMERS OF SIGMAR REDEEMER}} unit (Liberators, Sequitors and Steelheart&#039;s Champions) is destroyed, roll a dice; on a 5+ you may return it to the battlefield 9&amp;quot; away from enemy models. &lt;br /&gt;
**It&#039;s hardly reliable but for 1CP the chance to put a 20 man Sequitor unit back on the battlefield is worth it just for the look on your opponents face if nothing else. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait: We Cannot Fail:&#039;&#039;&#039;  which grants him a 9&amp;quot; entirely within bubble of a 6+ save on mortal wounds and wounds allocated. Yeah we can bring back units and get Deathless &lt;br /&gt;
*&#039;&#039;&#039;Artifact: God-Forged Blade:&#039;&#039;&#039; which upgrades one of the Hero&#039;s Melee Weapons to let his Hit rolls of 6+ have +1 damage. This is alright I guess.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Special Characters:&#039;&#039;&#039; In short? All of them(with official models) (except the Celestant Prime which we can still take). &lt;br /&gt;
**Vandus Hammerhand is really good with a battleshock immunity bubble and one of the best command Abilities in the army.&lt;br /&gt;
**Gavriel Sureheart&#039;s Command ability is amazing with the army Allegiance ability as it&#039;s confirmed to stack meaning for 2CP you can deep strike Paladins 9&amp;quot; away and charge them in with a +6&amp;quot; to range all but guaranteeing the charge.&lt;br /&gt;
&lt;br /&gt;
=====Anvils of the Heldenhammer=====&lt;br /&gt;
Shyish Heros Resurrected. Shyish flavored and lets a Deathstar swing twice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;No True Death:&#039;&#039;&#039; These guys got stuck with the old Stormcast army wide rules, allowing you to reroll failed battleshock tests for all &#039;&#039;&#039;Anvils Of The Heldenhammer&#039;&#039;&#039; units. &lt;br /&gt;
**Considering the relatively low bravery for most of our units, this might come in handy, but, is overshadowed by someone like Vandus, who just ignores battleshock for all units within 24&amp;quot; of him from the Hammers of Sigmar Stormhost. Overall not bad, but there are ways to do this better.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Heroes of Another Age:&#039;&#039;&#039;  Allows a unit within 9&amp;quot; of the Hero using it (or 18&amp;quot; if it&#039;s your General) to either attack with all the Missile Weapons the unit has, or make a Pile-In move and attack with all the Melee Weapons they&#039;re carrying, a unit can only benefit from this ability once per phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Deathly Aura:&#039;&#039;&#039;  which lowers enemy Bravery by -1 within 6&amp;quot; of him&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Soulthief:&#039;&#039;&#039; which upgrades one of the Hero&#039;s Melee Weapons to let it deal a Mortal Wound on a 3+ to any enemy models it wounded but failed to kill.&lt;br /&gt;
&lt;br /&gt;
=====Knights Excelsior=====&lt;br /&gt;
Annihilators of all Chaos. Getting Rerolls for attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Annihilation:&#039;&#039;&#039;An interesting Stomhost to be sure, though it requires a bit of bookkeeping, especially in higher point value games against hordes of units. If a &#039;&#039;&#039;Knights Excelsior&#039;&#039;&#039; unit makes an attack that destroys an enemy unit, you can re-roll hit rolls of 1 for attacks made by that &#039;&#039;&#039;Knights Excelsior&#039;&#039;&#039; unit for the rest of the battle. &lt;br /&gt;
**The thing to note is that it does not specify in melee, so, perhaps a good use for your Knight-Venator, or your Celestial Ballistae, for potential character sniping abilities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: No Mercy:&#039;&#039;&#039; a &#039;&#039;&#039;Knight Excelsior&#039;&#039;&#039; unit or hero within 9&amp;quot; of the Hero using it (or 18&amp;quot; if it&#039;s your General) to re-roll Wound rolls of 1 until the end of the turn.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Divine Executioner:&#039;&#039;&#039; add 1 Damage to all Melee weapons if the General targets a hero.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Chains of celestial Lightning:&#039;&#039;&#039; Once per Battle, Select an Enemy Hero or Monster within 3&amp;quot;. Roll 3d6 of against your opponent (your opponent rolls 2d6 if the target isn&#039;t a monster), if you win the target halves(Rounding up) its movement, Run and charge rolls, and Melee Weapon Attacks until the next Hero Phase.&lt;br /&gt;
&lt;br /&gt;
=====Celestial Warbringers=====&lt;br /&gt;
Prophets and Wizards proficent.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fearless Foresight:&#039;&#039;&#039; These guys are pretty tricky, as their ability is that at the start of the first battleround, after determining who goes first, but before the first turn begins, you can set up D3 friendly &#039;&#039;&#039; Celestial Warbingers&#039;&#039;&#039; units and set them up again. &lt;br /&gt;
**It could be very interesting, especially in combination with the ability to deep-strike again. You could potentially bait some enemy firepower with a juicy target, only to set it up in deep strike instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Astral Conjunction:&#039;&#039;&#039; Gives a Warbringers wizard wholly 9&amp;quot; (or 18&amp;quot; if done by the General) +1 to Casting Rolls.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Portents and Omens:&#039;&#039;&#039; Once per turn, the general can re-roll one of his failed Hit, Wound or Save roll of 1.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Hammers of Augury:&#039;&#039;&#039; At the end of the combat phase, an enemy within 3&amp;quot; takes a Mortal wound on a 3+ and then another one on a 4+.&lt;br /&gt;
&lt;br /&gt;
=====Tempest Lords=====&lt;br /&gt;
Warrior Tacticians, Generating CP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grand Strategists:&#039;&#039;&#039; At the start of your Hero phase, roll a dice, on a 4+ you receive 1 extra command point. &lt;br /&gt;
**Relatively boring, but, for armies that are command point hungry, this could be a lifesaver. Also, innately very powerful even if you&#039;re not super command point hungry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Rousing Oratory:&#039;&#039;&#039;  Allows a &#039;&#039;&#039;TEMPEST LORDS&#039;&#039;&#039; unit or hero within 9&amp;quot; of the Hero using it (or 18&amp;quot; if it&#039;s your General) to re-roll Wound rolls of 1 until your next Hero Phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Bonds of Noble Duty:&#039;&#039;&#039; which adds 1 to any wound rolls with Melee Weapons if he is within 6&amp;quot; of another &#039;&#039;&#039;TEMPEST LORDS&#039;&#039;&#039; Unit.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Patrician&#039;s Helm:&#039;&#039;&#039; which allows you to get a Command Point on a roll of a 5+ every time you use a Command Point. Combined with the ability you gain when you pick the Tempest Lords, enjoy endlessly shitting CP all over the place!&lt;br /&gt;
&lt;br /&gt;
=====Astral Templars=====&lt;br /&gt;
The [[Space Wolf|Storm Wolfeves]], Specalizing in Monster and Hero hunting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beast Stalkers:&#039;&#039;&#039; Add 1 to hit rolls for attacks made by Astral Templars units that target a monster. &lt;br /&gt;
**Unless you&#039;re fighting a whole ton of monsters in your particular Meta, I don&#039;t think this will be getting much use. Especially with Lay Low the Tyrant. Situationally useful, probably not worth the Stormhost.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Cut off the Head:&#039;&#039;&#039; Allows an Astral Templars unit or hero within 9&amp;quot; of the Hero using it (or 18&amp;quot; if it&#039;s your General) to add 1 to Wound rolls that target Heros.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Dauntless hunter:&#039;&#039;&#039; an improved version of Cunning Strategist. After set-up is done, all Astral Templars units wholly within 12&amp;quot; move up to 6&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;Artifact: Godbeast Plate:&#039;&#039;&#039; -1 to wound rolls made by Monsters that target the Bearer.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
A {{AOSKeyword|STORMCAST ETERNALS}} General of an army with a {{AOSKeyword|STORMCAST ETERNALS}} allegiance and has chosen to take the {{AOSKeyword|STORMCAST ETERNALS}} allegiance abilities can choose one of the following Command Traits:&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;
#&#039;&#039;&#039;Shielded by Faith&#039;&#039;&#039;: A 5+ save for your general for mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Consummate Commander&#039;&#039;&#039;: While your general is on the battlefield roll a D6 at the start of your hero phase, on a 4+ you also receive +1 command point&lt;br /&gt;
#*necessary in a CP centric build.&lt;br /&gt;
#&#039;&#039;&#039;Cunning Strategist&#039;&#039;&#039;: D3 {{AOSKeyword|STORMCAST ETERNALS}} get a 5&amp;quot; move before the first battle round begins.&lt;br /&gt;
#&#039;&#039;&#039;Zealous Crusader&#039;&#039;&#039;: Your general can re-roll charge distances.&lt;br /&gt;
#&#039;&#039;&#039;Staunch Defender&#039;&#039;&#039;: Your general and every {{AOSKeyword|STORMCAST ETERNALS}} unit wholly within 9&amp;quot; add 1 to saves if they have not charged this turn. &lt;br /&gt;
#*By far our best command trait, it&#039;s the primary reason you don&#039;t really see Stormhosts being taken outside of Sureheart shenanigans lists.&lt;br /&gt;
#&#039;&#039;&#039;Champion of the Realms&#039;&#039;&#039;: +1 attack for a weapon on your general.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Artefacts of Power&amp;lt;/span&amp;gt;===&lt;br /&gt;
One {{AOSKeyword|HERO}} in your army (+1 per additional Warscroll Battalion) may take a relic from the following tables:&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;
* &#039;&#039;&#039;Storm-Forged Weapons:&#039;&#039;&#039; Pick a weapon that is not used by a mount for one of the following bonuses&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Strife-ender&#039;&#039;&#039;: +1 attack for a melee weapon (+2 against a CHAOS unit).&lt;br /&gt;
#&#039;&#039;&#039;Blade of Heroes&#039;&#039;&#039;: re-roll failed to hit rolls made with a melee weapon against HEROES or MONSTERS.&lt;br /&gt;
#&#039;&#039;&#039;Hammer of Might&#039;&#039;&#039;: wound rolls of 6+ cause double damage for a melee weapon.&lt;br /&gt;
#&#039;&#039;&#039;Fang of Dracothian&#039;&#039;&#039;: re-roll wound rolls of 1 for a melee weapon.&lt;br /&gt;
#&#039;&#039;&#039;Obsidian Blade&#039;&#039;&#039;: improve the rend characteristic of a melee weapon by 1.&lt;br /&gt;
#&#039;&#039;&#039;Gift of the Six Smiths&#039;&#039;&#039;: pick a melee weapon, each turn you may re-roll one hit, wound or damage roll for an attack made with this weapon.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Heaven-Wrought Armour:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Armour of Destiny&#039;&#039;&#039;: A 6+ save after the save for an unsaved wound or mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Armour of Silvered Sigmarite&#039;&#039;&#039;: -1 to hit for melee weapons directed at the HERO&lt;br /&gt;
#&#039;&#039;&#039;Drakenscale Armour&#039;&#039;&#039;: Re-roll failed saves for this HERO against weapons with a Damage characteristic greater than 1.&lt;br /&gt;
#&#039;&#039;&#039;Mirrorshield&#039;&#039;&#039;: -2 to hit for missile weapons directed at this HERO.&lt;br /&gt;
#&#039;&#039;&#039;Spellshield&#039;&#039;&#039;: This HERO may unbind a single spell in each enemy hero phase as if it were a WIZARD and if the HERO is a WIZARD it may unbind 1 additional spell&lt;br /&gt;
#&#039;&#039;&#039;Featherfoe Torc&#039;&#039;&#039;: Units which can fly must re-roll successful hit rolls for attacks directed against this HERO.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Artefacts Of The Tempest:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Talisman of Endurance&#039;&#039;&#039;: +1 wounds.&lt;br /&gt;
#&#039;&#039;&#039;Obsidian Amulet&#039;&#039;&#039;: negate a spell used on this hero on a 4+, other units are affected as normal.&lt;br /&gt;
#&#039;&#039;&#039;Luckstone&#039;&#039;&#039;: Once per battle you can change the results of one hit, wound, damage or save roll for this HERO to the result of your choice.&lt;br /&gt;
#&#039;&#039;&#039;Seed of Rebirth&#039;&#039;&#039;: On a 4+ in each hero phase you heal 1 wound.&lt;br /&gt;
#&#039;&#039;&#039;Sigmarite Pendant&#039;&#039;&#039;: When this hero is slain, cause D6 mortal wounds to the unit that slew them on a 4+.&lt;br /&gt;
#&#039;&#039;&#039;Quicksilver Draught&#039;&#039;&#039;: Once per battle this HERO may pile in and attack in the combat phase before any other units, even if it is your opponent&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Treasured Standards:&#039;&#039;&#039; For heroes with the {{AOSKeyword|TOTEM}} keyword, AKA Knight-Vexillor&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Hurricane Banner&#039;&#039;&#039;: This HERO and any friendly STORMCAST ETERNALS units within 12&amp;quot; can re-roll all rolls when running and charging.&lt;br /&gt;
#&#039;&#039;&#039;Lichbone Standard&#039;&#039;&#039;: Friendly STORMCAST ETERNALS units wholly within 9&amp;quot; of this HERO heal one wound in each of their hero phases.&lt;br /&gt;
#&#039;&#039;&#039;Pennant of Sigmaron&#039;&#039;&#039;: If a friendly STORMCAST ETERNALS unit within 24&amp;quot; of this HERO fails a battleshock test, on a 2+ only one model flees from that unit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mystic Lights:&#039;&#039;&#039; For any hero with a lantern - Lord-Castellant, Lord-Veritant or Knight-Azyros&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Shriving Light&#039;&#039;&#039;: -1 to enemy bravery (-2 for CHAOS) within 6&amp;quot; of this hero.&lt;br /&gt;
#&#039;&#039;&#039;Fury Brand&#039;&#039;&#039;: In the hero phase, give +1 to attacks for one weapon on a HERO within 6&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Lantern of the Tempest&#039;&#039;&#039;: Enemy units that direct missile attacks against friendly STORMCAST ETERNALS units wholly within 12&amp;quot; of the bearer must re-roll hit rolls of 6+.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Celestial Staves:&#039;&#039;&#039; For Lord-Arcanum or Knight-Incantor only&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Staff of Focus&#039;&#039;&#039;: Once per battle, in your hero phase, the bearer can add 1 to casting rolls for the bearer until the end of the phase. In addition, if the barer casts a spell that inflicts any mortal wounds during that phase, add 1 to the number of mortal wounds inflicted on each unit that the spell effects.&lt;br /&gt;
#&#039;&#039;&#039;Mindlock Staff&#039;&#039;&#039;: Once per battle, at the start of the enemy hero phase, you can pick an enemy &#039;&#039;&#039;Wizard&#039;&#039;&#039; within 12&amp;quot; of the bearer. That Wizard Cannot cast any spells that phase.&lt;br /&gt;
#&#039;&#039;&#039;Staff of Azyr&#039;&#039;&#039;: In your hero phase, if the bearer successfully casts any spells that are not unbound, subtract 1 from hit rolls for attacks that target the bearer until your next hero phase&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scrolls Of Power:&#039;&#039;&#039; For Lord-Arcanum or Knight-Incantor only&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Scroll of Unraveling&#039;&#039;&#039;: Once per battle, at the start of the enemy hero phase, the bearer can use this artifact. If they do so, in that hero phase, enemy casting rolls that are equal to the spell&#039;s casting value are unsuccessful, and the caster suffers d3 mortal wounds.  &lt;br /&gt;
#&#039;&#039;&#039;Scroll of Condemnation&#039;&#039;&#039;: Once per battle, in your hero phase, the bearer can use this Artefact. If they do so, pick an enemy &#039;&#039;&#039;Hero&#039;&#039;&#039; within 12&amp;quot; of the bearer. Until the end of that turn add 1 to wound rolls for attacks made by friendly &#039;&#039;&#039;Stormcast Eternals&#039;&#039;&#039; that target that model.&lt;br /&gt;
#&#039;&#039;&#039;Storm Scroll&#039;&#039;&#039;: Once per battle, in your hero phase, the bearer can use this artifact. If they do so, pick up to 6 different enemy units on the battlefield, and give them each a different number from 1 to 6. Then, roll a dice. If the number is the same as the roll, that units suffer D6 mortal wounds.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Prayers of the Stormhosts&amp;lt;/span&amp;gt;===&lt;br /&gt;
Every {{AOSKeyword|PRIEST}} in a {{AOSKeyword|STORMCAST ETERNALS}} army gains an additional prayer to a  which can be used in addition to their other abilities in the hero phase, in the same vein as spells for other armies mages.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Divine Light&#039;&#039;&#039;: 3+ to cast, choose a unit wholly within 18&amp;quot;. If it is an enemy, you may re-roll 1&#039;s to hit when attacking that unit until your next hero phase. If you choose a friendly unit, enemy units re-roll unmodified hit rolls of 6 when attacking that unit until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Bless Weapons&#039;&#039;&#039;: 4+ to cast, a friendly unit wholly within 18&amp;quot; gains an additional hit for every unmodified hit roll of 6 until your next hero phase. &lt;br /&gt;
#&#039;&#039;&#039;Bolster Faith&#039;&#039;&#039;: 3+ to cast, friendly units within 9&amp;quot; do not have to take battleshock tests until your next hero phase. It does not require the unit you cast this on to be wholly within. So use this on units with lots of models.&lt;br /&gt;
#&#039;&#039;&#039;Abjuration&#039;&#039;&#039;: 3+ to cast, pick an enemy {{AOSKeyword|WIZARD}} within 12&amp;quot; from the priest. If successful the priest can attempt to unbind a 1 spell by that {{AOSKeyword|WIZARD}} in that hero phase.&lt;br /&gt;
#&#039;&#039;&#039;God-King&#039;s Aspect&#039;&#039;&#039;: 3+ to cast, subtract 1 from bravery for units that are within 6&amp;quot; from this priest until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Translocation&#039;&#039;&#039;: 3+ to cast, remove a friendly {{AOSKeyword|STORMCAST ETERNAL}} unit wholly within 9&amp;quot; of this priest from the battlefield and set them up again anywhere on the battlefield more than 9&amp;quot; from enemy units. It may not move in the subsequent movement phase.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;color:#01bbe3;&amp;quot;&amp;gt;Steeds of the Celestial Realms&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
One mount in your army (+1 per additional Warscroll Battalion) may be &amp;quot;exceptional&amp;quot; and take a trait from the relevant tables.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;Generic Traits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Lithe-Limbed&#039;&#039;&#039;: +1 to move characteristic.&lt;br /&gt;
#&#039;&#039;&#039;Savage Loyalty&#039;&#039;&#039;: If this HERO is slain in the combat phase, on a 4+ the unit that slew them takes D3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Keen-Clawed&#039;&#039;&#039;: Any wound rolls of 6+ in the combat phase for this HERO&#039;s mount are resolved with a rend of -3.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dracoth Traits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Drake-Kin&#039;&#039;&#039;: If this HERO suffers damage from an attack with a damage characteristic greater than 1, on a 5+ the HERO only suffers 1 Damage from the attack.&lt;br /&gt;
#&#039;&#039;&#039;Thunder Caller&#039;&#039;&#039;: The HERO&#039;s Dracoth&#039;s Storm Breath ability has a range of 16&amp;quot; rather than 12&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Pack Hunter&#039;&#039;&#039;: +2 to Attacks of the HERO&#039;s Dracoth&#039;s Claws and Fangs if another friendly model is riding a Dracoth within 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stardrake Traits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Storm-Winged&#039;&#039;&#039;: After this model has moved you can pick 1 enemy unit that has any models that this model passed across. On a 2+ the unit takes D3 mortal wounds. This was reworded in the latest book so its no longer limited to the movement phase.&lt;br /&gt;
#&#039;&#039;&#039;Thunderlord&#039;&#039;&#039;: Roiling Thunderhead ability has a range of 24&amp;quot; rather than 18&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Star-Branded&#039;&#039;&#039;: When referring to the Damage table of this HERO, treat it as having suffered one fewer wounds than it actually has.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gryph-Charger Traits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Wind Runner&#039;&#039;&#039;: When this HERO rides the Winds Aetheric, roll an extra dice on the distance they can move.&lt;br /&gt;
#&#039;&#039;&#039;Aethereal Stalker&#039;&#039;&#039;: When this HERO is set up, choose an enemy HERO. This HERO can re-roll all failed hit and wound rolls made for its Gryph-charger&#039;s Razor Beak and Claws attacks that are directed against the chosen HERO.&lt;br /&gt;
#&#039;&#039;&#039;Indefatigable&#039;&#039;&#039;:  re-roll the distance when this HERO runs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dracoline Traits:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Bounding Leap&#039;&#039;&#039;: This model is eligible to fight in the combat phase if it is within 6&amp;quot; of an enemy unit instead of 3&amp;quot;, and it can move an extra  3&amp;quot; when it piles in&lt;br /&gt;
#&#039;&#039;&#039;Pride Leader&#039;&#039;&#039;: Add 1 to hit rolls for attacks made by friendly &#039;&#039;&#039;Dracoline&#039;&#039;&#039; units while they are wholly within 9&amp;quot; of this model.&lt;br /&gt;
#&#039;&#039;&#039;Ear-bursting Roar&#039;&#039;&#039;: At the start of the combat phase, you can pick an enemy within 3&amp;quot; of this model and roll a dice. On a 4+ subtract 1 from hit rolls for attacks made by that unit until the end of the phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tauralon Traits:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Swiftwing&#039;&#039;&#039;: You can re-roll run rolls for this model&lt;br /&gt;
#&#039;&#039;&#039;Lashing Tail&#039;&#039;&#039;: At the end of the combat phase, you can pick an enemy unit within 3&amp;quot; of this model and roll a d6, on a 4+ it causes 1 mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Steel Pinions&#039;&#039;&#039;: Roll a d6 every time this model suffer a regular or mortal wound, on a 6+ the wound is negated.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;color:#01bbe3;&amp;quot;&amp;gt;Spells&amp;lt;/span&amp;gt;===&lt;br /&gt;
Your wizards May take one spell either the Lore of Invigoration or Storm&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Lore of Invigoration====&lt;br /&gt;
#&#039;&#039;&#039;Terrifying Aspect:&#039;&#039;&#039; Cast 5, a visible &#039;&#039;&#039;Stormcast&#039;&#039;&#039; unit wholly within 18&amp;quot; gain a 3&amp;quot; aura of -1 Bravery to enemies until the next Hero Phase.&lt;br /&gt;
#&#039;&#039;&#039;Celestial Blades:&#039;&#039;&#039; Cast 5, a visible &#039;&#039;&#039;Stormcast&#039;&#039;&#039; unit wholly within 18&amp;quot; adds 1 to Melee wounds rolls until the next Hero Phase.&lt;br /&gt;
#&#039;&#039;&#039;Speed of Lighting:&#039;&#039;&#039; Cast 5, visible &#039;&#039;&#039;Stormcast&#039;&#039;&#039; units wholly within 9&amp;quot; can Re-roll Charges until the next Hero Phase&lt;br /&gt;
&lt;br /&gt;
====Lore of the Storm====&lt;br /&gt;
#&#039;&#039;&#039;Lightning Blast:&#039;&#039;&#039; Cast 5, a closest Visible unit is dealt d3 Mortal wounds.  Like 40k Smite but with an infinite range.&lt;br /&gt;
#&#039;&#039;&#039;Starfall:&#039;&#039;&#039; Cast 5, pick a visible point within 12&amp;quot;. On a roll of 4+ for each enemy within 3&amp;quot; of that Point they take a Mortal Wound&lt;br /&gt;
#&#039;&#039;&#039;Thundershock:&#039;&#039;&#039; Cast 6, roll a dice for each enemy within 6&amp;quot;. on a 4+ the unit takes a Mortal Wound.  In addition, subtract 1 from hit rolls for attacks made by that unit until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Azyrite halo:&#039;&#039;&#039; Cast 5, Pick a visible &#039;&#039;&#039;Stormcast&#039;&#039;&#039; unit wholly within 12&amp;quot;, until the next hero phase whenever the unit makes an unmodified save roll of 6, the attacker takes a Mortal Wound. Remember that you still make a save roll even if out-Rended.&lt;br /&gt;
#&#039;&#039;&#039;Chain Lightning:&#039;&#039;&#039; Cast 7, a visible enemy unit within 24&amp;quot; suffers D3 Mortal Wounds, then each other enemy unit within 3&amp;quot; of the first take a mortal wound on a 4+.&lt;br /&gt;
#&#039;&#039;&#039;Stormcaller:&#039;&#039;&#039; Cast 7, For each enemy unit on the battlefield, on a roll of 6+ inflict D3 Mortal wounds on the unit.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;color:#01bbe3;&amp;quot;&amp;gt;Endless Spells&amp;lt;/span&amp;gt;===&lt;br /&gt;
These can only be cast by &#039;&#039;&#039;STORMCAST ETERNAL WIZARDS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Everblaze_Comet.pdf Everblaze Comet]:&#039;&#039;&#039; (100pts) Comet of Casandora, Stormcasts edition. When it comes down, it hits everything within 10&amp;quot; for a bunch of Mortal Wounds determined by a D3 roll - on a 1, the unit takes a single Mortal Wound. On a 2, the Unit takes a further D3 Mortal Wounds, and on a 3, the Unit takes 3 Mortal Wounds! On top of this, the Comet remains in play and spits out Mortal Wounds at the start of each battle round at any Units within 5&amp;quot;, though this time on a 1-3 it only does one Mortal Wound, while on a 4+ it does D3 Mortal Wounds. Also, all Wizards must subtract 1 from their casting rolls while they are 5 inches or closer to the comet. This spell has the potential to dish out an obscene amount of Mortal Wounds, but a word of caution: even though the spell continues to damage units and bother Wizards after it has been cast, the Comet cannot be moved once it has been placed in the table (but you can dispel it in a later turn and then cast it again) This, combined with the fact that it costs 100 points, forces you to be &#039;&#039;&#039;extremely&#039;&#039;&#039; cautious about where and when to put it.&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Celestian_Vortex.pdf Celestian Vortex]&#039;&#039;&#039; (40pts) &#039;&#039;&#039;(AKA the HAMMERNADO):&#039;&#039;&#039; It&#039;s a Hurricane of Hammers that dispenses Mortal Wounds (12 dice on 6+) and gives any Unit within 6&amp;quot; of it -1 to hit with Missile Weapons. Additionally, it wounds on a 5+ against &#039;&#039;&#039;Chaos&#039;&#039;&#039; units instead. Thanks to its 8 inch movement and the fact that it can move after being set up, the Hammernado proves to be a cheap (Only 40 points!!!) and effective way to damage Chaos forces and screw ranged units (If you manage to cast it against a Tzeentch or Skaven army, they are in for a bad time).&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Dais_Arcanum.pdf Dais Arcanum]:&#039;&#039;&#039; (30pts) This is what is known as a STORMCAST ETERNAL WIZARD that has ascended past a STORMCAST ETERNAL WIZARD. A big disk for your Wizard to ride on: it grants them Fly, 12-inch movement, +1 to their Save and an additional Unbind. For just 30 points, you can hop in a Knight-Incantor or a Lord Exorcist, and make them go even further beyond. Your opponents are going to love it, trust me...&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;
Common keywords in these warscrolls are {{AOSKeyword|ORDER}}, {{AOSKeyword|CELESTIAL}}, {{AOSKeyword|HUMAN}} and {{AOSKeyword|STORMCAST ETERNAL}}.&lt;br /&gt;
*&#039;&#039;&#039;Stormkeeps:&#039;&#039;&#039; 1 in 4 units in a Free City army may be a Stormcast, so think about that when reading these entries.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Named Leaders&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
The majority of these characters tied to the Hammers of Sigmar.  Note that named characters cannot be given command abilities, relics or mount traits.&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;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Astreia_Solbright.pdf Astreia Solbright]&#039;&#039;&#039;: (200pts) A named HAMMERS OF SIGMAR LORD-ARCANUM on DRACOLINE. Her Unique spell is a 360 degree Storm Lance and her Command Ability is the same as the  LORD-ARCANUM Gryph-Charger.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Aventis_Firestrike.pdf Aventis Firestrike]&#039;&#039;&#039;: (300pts) Named Lord-Arcanum on Tauralon for the Hammers of Sigmar. Regenerates a wound each hero phase and dishes out a mortal wound on a 5+ each time he&#039;s hurt by melee. Trades out Lightning Orb for a 1mm line of [[Awesome|FIRE-LIGHTNING]], inflicting D3 mortal wounds - less range potential, but more reliable since it always hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_stormsires_cursebreakers_en.pdf Averon Stormsire]:&#039;&#039;&#039; (260pts) Only usable with Stormsire&#039;s Cursebreakers. A buffed Knight-Incantor with a buffed spell, adding d3 wounds to enemies within 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-celestantprime-en.pdf Celestant-Prime]:&#039;&#039;&#039; (300pts) &#039;&#039;Only one can be included in a Pitched Battle army.&#039;&#039; While not exactly &#039;&#039;named&#039;&#039;, this here is, bar Vandus Hammerhand, your unique character to hold you over while we wait for the rules for Sigmar that&#039;ll probably also come whenever FW decides to make rules for [[Emperor of Mankind|that bastard]]. The &#039;first&#039; Stormcast Eternal, this is one bad dude. Prime has a very powerful shooting attack, dramatically one-upping the Lord-Celestant on Dracoth by tossing a comet onto the battlefield. His close combat potential seems to have potential, having 3 attacks base. That said, add 2 to the attacks characteristic of Ghal Maraz until the end of the battle (game). Also, whenever he deploys, all enemies within 12&amp;quot; of him suffer -2 Bravery until his next Hero Phase. Let&#039;s put it this way: Nagash will kick his ass. The Glottkin will kick his ass. Archaon... will probably think twice, as might the Mortarchs. The point is, this guy only looks like a combat monster, but he&#039;s your artillery equivalent, except for really big games, where you can afford to leave him off the table for two or three turns. &lt;br /&gt;
**&#039;&#039;Alternatively&#039;&#039; if you build your army to be hyper defensive with a bunch of shielded Liberators with a Castallant&#039;s lantern, you could very easily just set up on the extreme far edge of the board and camp there to force your opponent to spend ages trekking over to you, while you take turns lasting only a couple of seconds (Use a Command Ability, use the Lantern, maybe a quick snipe with the Knight-Venator, turn done.) This way you&#039;ll be in Turn 3 by the time you reach combat and will be able to last a few more turns after that due to your high defense. By the point, you need to bust out the Celestant-Prime to counter-attack, so many turns will have passed that he&#039;ll dominate anything he gets into combat with.&lt;br /&gt;
**In fact, the Prime is a lot better than it would seem at first glance. With his &amp;quot;Orrery of Celestial Fates,&amp;quot; once per turn, you can CHANGE one of his rolls to any result you want. Meaning, each turn you can either: almost guarantee 3 Damage in combat if you change the Hit dice (Ghal Maraz wounds on 2+ and has -3 Rend), or almost guarantee that 9&amp;quot; charge the turn he enters play, or avoid one non-mortal wound to him if you change the Save roll (even against -3 Rend opponents!), or make his meteor attack work in a 12&amp;quot; bubble (that will also give you perfect control to avoid hitting your own guys!). This last option is the best one: usually, you&#039;ll hit at least 3 units, meaning an average 6 mortal wounds, and Battleshock tests for 3 units, at -2 Bravery if they&#039;re at 12&amp;quot; or less! If you make him appear in the right spot, and when many enemy units are at combat with your guys, you&#039;ll force A LOT of Battleshock test at -2 Bravery. Your second turn is ideal for this: most of your units will be engaged, and with 5 Ghal Maraz attacks, if you change the hit dice, the Prime deals each turn something like 9 wounds in combat (except against a handful of super-protected units, like Stonehorns or Phoenix Guard), which is MIGHTY. But in your turn, it&#039;s probably better to change the radius roll for the comet and deal myriads of mortal wounds. This guy requires a lot of skill to play, but if you do it right, his 340 points cost will be repaid in no time. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/Vandus_Hammerhand_CB_Web%20-%20cropped.pdf Vandus Hammerhand]:&#039;&#039;&#039; (260pts) Lord-Celestant of the Hammerhands, the first chamber of the Hammers of Sigmar. He&#039;s Sigmar&#039;s favorite Stormcast, and it shows. On the tabletop he has a brutal command ability, granting all Hammers of Sigmar units within 12 inches an extra attack. His tempestos hammer, Heldensen, deals 3 wounds rather than D3 and his dracoth Calanax has 4 attacks rather than 3. He automatically grants battleshock immunity to all Hammers of Sigmar units within 24 inches.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/Neave_Blacktalon_ENG.pdf Neave Blacktalon]:&#039;&#039;&#039; (110pts) The Stormcast Eternals Hero Hunter. 7 Attacks, 8 on the charge. Her axes and pistol go from Damage 1 to Damage 2 if you target an enemy HERO. She can run and shoot in the same turn. Her best ability is &amp;quot;Windrider&amp;quot; - When a friendly Stormcast Eternal unit within 9&amp;quot; uses their Ride the Winds Aetheric ability, Neave Blacktalon can follow in their wake; she can immediately move in the same manner up to the distance moved by the unit she is following, provided that she ends this move within 9&amp;quot; of them and more than 3&amp;quot; from any enemy models. If she moves in this way, Neave Blacktalon may not run or charge in that turn. Neave Blacktalon is taken from the Hammers of Sigmar Stormhost and always wears their colors in battle.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/aos-warscroll-Gavriel-Sureheart-en.pdf Gavriel Sureheart]:&#039;&#039;&#039; (120pts) Lord-Celestant and yet another member of the Hammers of Sigmar. Despite this, he can be used with any Stormhost, but his +3 to charge rolls within 9&amp;quot; of him applies to ONLY Hammers of Sigmar units. He trades the Lord Celestant&#039;s regular weapons with 2 damage -1 rend sword with 3 attacks (which gets +1 attack when he charges) and a Thundershield.&lt;br /&gt;
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*&#039;&#039;&#039;Lynus Ghalmorian:&#039;&#039;&#039; (240pts) Named Lord Arcanum on Gryph-Charger for the Anvils of the Heldenhammer, found in the August 2019 White Dwarf. Almost identical to the base one, but makes every friendly Anvils of the Heldenhammer unit within 12&amp;quot; reroll save rolls of 1 against missile weapons, replaces the healing spell with one that is cast on a 6+ and deals D3 mortal wounds to a unit within 12&amp;quot; while also giving it -1 to hit rolls until your next hero phase and haves a command ability that gives every friendly Anvils of the Heldenhammer unit within 12&amp;quot; +1 to their hit rolls. 240 points.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Leaders&amp;lt;/span&amp;gt;===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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====Celestant====&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcelestant-en.pdf Lord-Celestant]:&#039;&#039;&#039;(100pts) A strong hero on foot that can do an average of 1.75 mortal wounds in the shooting phase and 1,77 damage at -1 rend + 0,66 damages in the melee phase (more if he charges). when he is within 3&amp;quot; of an enemy he can use command ability to give nearby Stormcast Eternals units(including himself) a +1 to hit during the combat phase. At first, he seems to lose out to his brother on the Dracoth, but in the end, you&#039;re exchanging personal killing power against the powerful support that might end up being worth more than the hilariously unreliable breath attack of the Dracoth. Make sure you surround him with lots of melee units and keep him alive. He&#039;s harder to use than the mounted version, but with careful positioning, he&#039;ll be more effective while taking up fewer Wounds. &lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lord-celestant-dracoth-en.pdf Lord-Celestant on Dracoth]:&#039;&#039;&#039; (200pts) A guy in pompous golden armor and a big cloak who can be equipped with a Dracothian Guard weapon and rides a dragon on lightning. Couldn&#039;t be more Power Metal if he tried. He&#039;s &#039;&#039;very&#039;&#039; killy in close combat and his CA grants a huge bubble in which Stormcast Eternals don&#039;t have to take Battleshock. His ranged attack is potentially devastating, but only if the enemy was stupid enough to bunch up all his important stuff and you get very lucky. With a 50% chance to deal damage, it&#039;s nice to have, but you shouldn&#039;t rely on it. Due to being mounted, he moves at a fast pace and has 7 wounds as opposed to the &amp;quot;general&amp;quot; hero base of 5. This guy is hard-hitting, fast and durable meaning you want him up in the front line where he can lead the charge and give everyone the benefit of his aura.&lt;br /&gt;
**the Celestant Weapon choice:&lt;br /&gt;
*** A glaive that deals more damage on charges, &lt;br /&gt;
***A Hammer that deals Mortal Wounds and stops enemy Pile-ins on hit rolls of 6.&lt;br /&gt;
*** another Hammer that deals more attacks on charges with the best to wound roll and highest damage potential per hit of all the options&lt;br /&gt;
***An Axe that that makes more attacks for each Nearby Stormcast unit cheering you on.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-stormcast-stardrake-en.pdf Lord-Celestant on Stardrake]:&#039;&#039;&#039;(500pts, Behemoth) aka Rage Made Manifest Hoo boy. Recently received a cost reduction from 600 points down to 560. Looking at the stat-wheel, this guy compares quite well to &#039;&#039;Nagash&#039;&#039;, with sixteen wounds at a 3+ save and a high flying Move. Melee-wise, the Drake looks lacking at first, having just about the same profile as a Vampire Lord, with four attacks at 3+/3+/-1/D3, which is a good profile, but not stellar for such a huge model. The Celestant on top adds to the beastie by wielding either the same Hammer you&#039;re used to from the starter set Celestant or a Sword with much worse To Wound rolls (4+ instead of 2+) but which makes 3 To Wound rolls instead of 1 if you rolled a 6+ To Hit, making him nice and blendy and as usual, both profiles get more attacks if you charge. He also bears a Shield, which does the same thing you&#039;re used to and can cause Mortal Wounds on the guys who punch your Celestant. And then you see why the Drake looks so lacking in melee: At range, he can either barf lightning, which works like a Grey Seer&#039;s unique spell, rolling as many D6 as the enemy unit has models and every 6 deals a Mortal Wound or he can instead shoot comets, which have &#039;&#039;&#039;infinite range&#039;&#039;&#039; and hit D6 units for D3 Mortal Wounds, then before combat, he can just flat-out eat up to 3 enemy models, with higher chances to succeed if their Wound-stat is low and after combat, he swings his tail, which deals Mortal Wounds and is more accurate against larger units. His command ability grants all Drakes and Dracoths in your army reroll To Wound with their Claws, Jaws et cetera, including the Celestant&#039;s mount. And he can also adjust casting rolls for all Wizards around him by +/-1. Simply put, this guy is not an auto-win button, and his Command Ability is somewhat lackluster, but he raises holy hell by having a huge threat bubble and crapping out an enormous amount of Mortal Wounds all over the field.&lt;br /&gt;
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====Arcanum====&lt;br /&gt;
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All variants in the GHB 2019 received a 20 point decrease but is canceled out by the increase in Sequitors if you take 10 or more of them. Only really beneficial to lists using an Arcanum for spawning endless spells and no Sequitors (Even then, Incantor is still usually the better option).  &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum.pdf Lord-Arcanum]:&#039;&#039;&#039; (150pts) A wizard and Leader of the Sacrosanct Chamber and has many abilities. Ok in a fight. When surrounded he can Break Spirit Flasks to deal Mortal wounds to everyone around him including himself. Once per turn, he can heal a recently slain Stormcast model (that is not himself) back to 1 wound allowing him to hold the line longer or crawl back to the nearest Cleric. For spells, he can upgrade his Arcane Bolt back to its original d3 Mortal wounds and d6 on casting of 10+. His Unique Spell while on foot is Thunderclap which subtracts 1 from hit rolls of a single enemy unit&#039;s attacks. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_Stormcast_2018.pdf Lord-Arcanum on Gryph-Charger]:&#039;&#039;&#039; (200pts) Comes from the Soul Wars box. The medic of the Arcanum. Like other Gryph-Charger, his movement increased to 12&amp;quot;, Gaining 3/+3/+3/-2/D1 Beak &amp;amp; Claws attack that inflicts a Mortal wound on a natural hit 6. It also gains the ability to &#039;&#039;&#039;Ride the winds Aetheric&#039;&#039;&#039; which lets it make a 6D6&amp;quot; As if it could fly but it can&#039;t charge that turn. It has a different Unique spell that Heals D3 wounds on a Stormcast Model and D6 instead on a cast of +8, this spell can make him good friends with Dracoths. His Command Ability allows a Sacrosanct Evocators to Auto-Cast Empower or allows Castigators and Sequitors to use both options of their Aetheric Channelling&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_on_Celestial_Dracoline.pdf Lord-Arcanum on Celestial Dracoline]:&#039;&#039;&#039; (210pts) Mounted for offense and would lead Evocators on Dracolines. Similar to the Gryph-Charger stats but has one less in rend, but makes up for it by increasing its Claws damage to d3 on Charges. Dracolines also subtract 1 from enemy Bravery. Its unique spell creates a 12&amp;quot; line that inflicts a Mortal wound to an enemy unit on a 5+ for each of its models that falls under the line. its unique Command Ability Gives +1 attack to the Claw weapons of nearby Evocators mounted on Dracoline.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_Tauralon.pdf Lord-Arcanum on Tauralon:]&#039;&#039;&#039; (MONSTER, 280pts) A Lord-Arcanum Riding a flying Ram that has a similar weapons profile to the Dracoline but with +1 Damage. The Tauralon gives a +1 to hit for Stormcast shooting attacks against an enemy it passes over and deals a single mortal wound on a charge. His Unique spell deals d3 mortal wounds to on a 4+ to enemies within 3&amp;quot; of a point you pick. Give a &#039;&#039;&#039;Sacrosanct&#039;&#039;&#039; unit wholly within 18&amp;quot; +2 to run rolls. You will see him flying ahead, hepping Judicators line up their shots and crush that unbubblewrapped wizard.&lt;br /&gt;
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====Other Wizards====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Lord_exorcist.pdf  Lord Exorcist]:&#039;&#039;&#039; (90pts) A Wizard that Specializes in Close Quarters Exorcising. He has the same stats and weapon Profile as the Lord-Arcanum. During the Shooting Phase, he deals a mortal wound to all {{AOSKeyword|Daemon}} and {{AOSKeyword|Nighthaunt}} units within 6&amp;quot; on a 4+. His Unique spell Rolls a dice for each enemy unit within 6&amp;quot;. If (d6 + enemy&#039;s unit&#039;s Bravery &amp;lt; 10 ) than that unit takes d3 Mortal wounds and if that said unit was a {{AOSKeyword|Daemon}} or {{AOSKeyword|Nighthaunt}}, their affective Bravery is Halved (rounded up) for the purposes of this spell. Received a 20 point decrease in the GHB 2019. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Knight_Incantor_Stormcast_2018.pdf Knight-Incantor]:&#039;&#039;&#039; (120pts) The on-foot wizard from Soul Wars. Nothing to write home about in melee, and not a particularly impressive caster with only 1 each cast and deny with no bonus. The Knight Incantor does, on the other hand, come with a Voidstorm Scroll, a once-per-game ability that can be used before rolling to make an Unbinding roll automatically succeed. This can deny your opponent a critical spell, breaking a combo or saving one of your units. Also equipped with Spirit Flasks - once per game at the beginning of a combat phase, the Knight Incantor can choose to shatter up to three spirit flasks. For each one broken, each unit(friendly or enemy, including the Knight Incantor herself) suffers 1 mortal wound, or d3 if there are 10 or more models in the unit. Finally, Her unique spell creates a Storm that inflicts a mortal wound and gives -1 to Charge and Run of all enemies within 18&amp;quot;. The Knight Incantor is a decent all-around wizard who doesn&#039;t stand out in any one area, but can also do almost any task you ask of her. Also a solid ally to any Order faction that doesn&#039;t have wizards of their own.&lt;br /&gt;
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====Priest====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Relictor.pdf Lord-Relictor]:&#039;&#039;&#039; (100pts) Your foot-slogging cleric with a wicked skull helm. He can control the storms, meaning he can choose to either heal a friendly &#039;&#039;model&#039;&#039; for D3 wounds (best used on other Heroes), or to lose what is basically &#039;&#039;Arcane Bolt&#039;&#039; without a casting roll on an enemy, with an excellent bonus that anyone hit also takes a -1 To Hit-penalty in the following turn. You will also choose 1 of the 6 prayers (which can be cast each turn in addition to one of the 2 just described). While no slouch in combat, he&#039;s nowhere near as good as a Lord-Celestant; of course, this isn&#039;t why you take him. The best use for him is in the &amp;quot;secondary&amp;quot; line, using his healing buff to keep your men in fighting shape and lending a hand with the lightning storm anywhere they&#039;re struggling. Heroes and paladins of all types will find him a very good &amp;quot;best bud.&amp;quot; The comparison between him and the Lord-Celestant is easily explained: the Celestant is the fighter of the party while the Relictor is the &amp;lt;strike&amp;gt;chaplain &amp;lt;/strike&amp;gt;  cleric. Remember that the healing storm can&#039;t actually bring things back to life, it only heals stuff that&#039;s still alive. Frankly, the guy is awesome. The advent of Prayers gives him two options to influence the game in the Hero Phase, neither of which can be unbound. Favorite combo - &amp;quot;the FUCK YOU button&amp;quot;: Give him the prayer Divine Light and then use his Lightning in enemy mode. With luck you&#039;ll have a unit that&#039;s taken D3 wounds, is -1 to hit, and your whole army gets to re-roll ones against them. All for the cost of two Gryph-hounds! Bargain!&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Lord-Veritant-ENG.pdf Lord-Veritant]:&#039;&#039;&#039; (110pts) Another Priest, Has an extra wound compared to standard heroes just like the Castellant, and gets a pretty good melee profile (4 attacks at 3/3/-1, 2 damage each). Again, like the Castellant, he gets a Free pet gryph-hound (see Fast Movers below). This guy is a wizard killer. He can unbind one spell in the same way as a wizard, and has a 50/50 chance of doing D3 mortal wounds to an enemy wizard within 7&amp;quot;. Which isn&#039;t a spell so there is no way for the enemy to stop it. Also if the gryph-hound is within 6&amp;quot; of the enemy wizard, you get +3 to your unbinding roll. The gryph-hound is no slouch in combat either, doubling its attacks as long as the enemy is within 3&amp;quot; of the Veritant. Last but not least he is a priest, so don&#039;t forget to throw some extra prayers on him. His role is more of an assassin than the Relictors more support role, choose accordingly for him when deciding on prayers.&lt;br /&gt;
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====Others====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Drakesworn-Templar-en.pdf Drakesworn Templar]:&#039;&#039;&#039; (MONSTER, Behemoth, 420pts) If you like your Drake better without a meh Command Ability. Like Paladins, Dracoths and Dracoth Celestants, the Templar gets the obligatory choice of your three favorite weapons, and again all of them do different things: The Axe gets 6 swings at 1 damage and has a chance of drastically worsening enemy Pile-in moves, great to keep your Templar safe from small gribbles. The Hammer is more or less a Retributor&#039;s hammer but with damage 3, but with the extra goodness of 6+s To Hit making 2 To Wound rolls instead of 1. This can ruin a monster&#039;s day all on its own. Be wary that the Hammer does only get 2 swings, so debuffs will cripple you. The Lance also gets you a nice effect: If you roll a 6+ To Hit against a monster with it, you instantly deal D6 Mortal Wounds. Be aware that D6 Mortal Wounds can potentially be worse than your normal damage of 2, though. Again, the Hammer is the more balanced choice, right between Monster killer and tarpit cleaner, but it&#039;s not as specialized as the other two; pick the one you think is most appropriate, the Drake will probably do most of the work on its own anyway. He gives a +/- of 1 to Nearby Wizards. He also has a bow which pretty much lights the enemy up with phosphorus, granting +1 To Hit for Dracothian Guard in the combat phase. Use this with Concussors for the best effect.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Lord-Aquilor-en.pdf Lord-Aquilor]:&#039;&#039;&#039; (170pts) The post given to the leader of the Vanguard Auxiliary Chambers, aka the Stormcast Eternal Rangers. He&#039;s got decent combat stats and some ranged capability, and also comes with both the &amp;quot;flanking&amp;quot; ability of Vanguard-Hunters and the &amp;quot;jump&amp;quot; of the Vanguard-Palladors (not both at the same time, though). Nice and all, but his real meat comes with his Command Ability: it&#039;s the same flanking thing of the Vanguard-Hunters, but for him AND a unit of either Vanguard-Hunters, Vanguard-Palladors, Vanguard-Raptors or Aetherwings that are within 24&amp;quot; of him. The possibilities are endless: set up an alpha strike with Vanguard-Palladors, save a unit in peril, grab TWO objectives, make Vanguard-Raptors infuriatingly immortal, controlling the flow of the battle, or mess with your opponents&#039; plans (and head). But most of all, he&#039;s loads of fun: teleporting every turn lets you do some strange things and have some strange battles, what with being unpredictable and keeping your opponent guessing. Particularly good if you&#039;re going for a hit-and-run-and-shoot-you-to-death Vanguard Auxiliary Chamber army or if playing an Anvilstrike list (9 Longstrikes in an Anvils of Heldenhammer Stormhost) to keep the Longstrikes out of combat.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcastellant-en.pdf Lord-Castellant]:&#039;&#039;&#039; (120pts) 1 wound more than the standard hero on foot, this hero is slightly better than Lord-Celestant in the combat phase (2,66 damages at -1 rend and 2&amp;quot; range). His lantern&#039;s ability inflicts 1 mortal wound to a {{AOSKeyword|Chaos}} unit or an average of 2 mortal wounds to a {{AOSKeyword|Chaos}} {{AOSKeyword|Daemon}} unit. If there aren&#039;t any such foes around, it can make Stormcast Eternals units more resistant and occasionally heal them. As above, the Celestant may be the fighter, the Relictor is probably the cleric and the Castellant is definitely the paladin. He&#039;s at home upfront where the Celestant could be (though the Castellant lacks any command ability of his own), but equally at home in the secondary line warding your Eternals with his lantern (wording means that you can gain and lose wounds at the same time while your units will have a majority 3+ save thanks to him) or even as a beastmaster if he fights with a bunch of gryph hounds in close proximity. His lantern&#039;s other ability is very nice if a little circumstantial, auto sniping a Chaos Marauder equivalent or letting him damage daemons something fierce without even trying. Finishing off a Chaos hero who&#039;s down to his last wound is fun. All in all, he&#039;s a flexible choice. He&#039;s good at buffing up units that are going to be taking some saves ensuring you&#039;ve got enough men to hold on that little bit longer. Extra rage points when all your opponents attack simply heal a wound back on your Liberator squad.&lt;br /&gt;
**Comes with a free Gryph-hound when he is set-up.&lt;br /&gt;
**Received a 20 point nerf in GHB 2019, but is still worth it for his buff.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_lord_ordinator.pdf Lord-Ordinator]:&#039;&#039;&#039; (140pts) A mustachioed non-Engineer that buffs Warmachines. Add 1 to hit rolls to &#039;&#039;&#039;War Machines&#039;&#039;&#039; wholly within 6&amp;quot;. This pairs very well with the Celestar Ballista which turns every successful hit into d6 hits. Has a Command ability &amp;lt;s&amp;gt; to let a &#039;&#039;&#039;War Machine&#039;&#039;&#039; fire twice.&amp;lt;/s&amp;gt; Was replaced with the ability to give Stormcast whole within 18&amp;quot; of him immunity to Battleshock for the turn. He will find himself in lists with Stormcast Eternals or Free City Warmacines.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightazyros-en.pdf Knight-Azyros]:&#039;&#039;&#039; (100pts) Your flying support Hero. Has the same average melee profile as the Relictor, but gets 2 special rules to make up for it. The first lets any unit re-roll 1s To Hit against enemies if their target is close to the Azyros. He can also deal a bunch of Mortal Wounds to all enemy units within 8&amp;quot; once per game. If you find a situation where this is useful, go for it. Otherwise, the guy isn&#039;t a powerhouse, but he doesn&#039;t want to be. If you want him, simply tweak your army a bit to accommodate him. Prosecutors with Javelins profit a lot from his buff. Keep in mind that Judicators already reroll 1s to hit against Chaos, so he&#039;s better for supporting Prosecutors in general or Judicators against any other army. &lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvenator-en.pdf Knight-Venator]:&#039;&#039;&#039;(110pts) Your flying shooty Hero. Has a whole bunch of good shots at a ridiculously high 30&amp;quot; range, but is by far the worst Stormcast Hero in melee. He can also shoot a special arrow once per game that can either hurt a Monster real bad or murder the face off of a normal Hero with D6+3 Damage &#039;&#039;&#039;IF&#039;&#039;&#039; they fail their saving throw. Thanks to Look Out Sir, the Venator is a whole lot less reliable since its hitting and wounding on a 3+. Hence take the Luckstone and/or an Azyros for maximum benefit.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightheraldor-en.pdf Knight-Heraldor]:&#039;&#039;&#039; (100pts) Your only Hero with a 4+ save. In melee, his profile is slightly worse than the Relictor and the Azyros. Why do you use him? Because he&#039;s got a big, honking Trumpet. With it, he allows a Stormcast unit to Retreat, Run and Charge during the same turn, AND cause damage to opponents huddled up in a terrain piece. Pick a Chaos Dreadhold and cackle &amp;lt;s&amp;gt;maniacally&amp;lt;/s&amp;gt; righteously. Feel free to blow that trumpet wherever you please as your opponent tries to understand how falling rocks only hit his boys! &lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvexillor-en.pdf Knight-Vexillor]:&#039;&#039;&#039; (110pts) Your Standard Bearer. In melee, he&#039;s a Hammer-Liberator with twice the attacks, and he can have a pick of two banners. No matter which you pick, Stormcast Eternals around him get to reroll charge rolls. Also, the banners have these effects: The Meteoric Standard grants you a one-shot version of the Prime&#039;s Cometstrike Scepter, which means a big boom. The Pennant of the Stormbringer, on the other hand, lets you pick up a Stormcast unit and then redeploy it anywhere so long as you stay 9&amp;quot; away from enemies, sadly no longer guaranteeing a charge or dropping mortal wounds on nearby enemies. No Longer the go-to option it was, but still potentially very useful. This guy is the polar opposite of the Lord-Castellant; he&#039;s slow and hard to use, but the potential payout is far greater if you find creative ways to employ him.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-whquest-rules-en.pdf Knight-Questor]:&#039;&#039;&#039; (100pts) Well IF you want to field him, be our guest. The Questor is very self-sufficient, meaning he&#039;s not dependent on any buffs but doesn&#039;t dish any out either. He tries to be a duelist, but in the end, his mediocre combat potential holds him back. On the other hand, he never ever dies thanks to his re-rollable 3+ Save. He&#039;s five Wounds that will always pull their weight but will never bring you in more than you paid for him.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.belloflostsouls.net/wp-content/uploads/2016/08/errant-questor-03.jpg Errant-Questor]:&#039;&#039;&#039; (140pts) Warhammer World exclusive, so expect to pay inflated eBay prices if you can&#039;t get there yourself or ask a friend. Similar profile to the Knight-Questor except instead of a rerollable save, he ignores Rend. This might be preferable when facing armies that pile it on. At setup he can take one of three oaths; the first one lets him take wounds for a nominated Stormcast Hero as long as he&#039;s within 3&amp;quot;, like an automatic Look Out Sir. The second lets you name a Hero in the enemy army, which gives the Errant free rerolls to hit and to wound versus that guy. The final and arguably best oath gets you an extra attack, cumulatively, for every 10 wounds you inflict - and with a base of three attacks at 3+/3+/-1 doing D3 damage each, that isn&#039;t too hard. He also rerolls all failed charge rolls, no catch. All in all a pretty strong character; team him up with a Celestant on foot and Castellant for your own little Stormcast Adventuring Party.&lt;br /&gt;
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*&#039;&#039;&#039;[https://preview.redd.it/lrxsvtaismd11.png?width=843&amp;amp;auto=webp&amp;amp;s=a3507bc6fa940fb4158c8067344778943912e6d4] Knight-Zephyros:&#039;&#039;&#039;* (100pts) 6 Attacks, 7 on the charge. She can run and shoot in the same turn. Her best ability is &amp;quot;Windrider&amp;quot; - When a friendly Stormcast Eternal unit within 9&amp;quot; uses their Ride the Winds Aetheric ability, she can follow in their wake; she can immediately move in the same manner up to the distance moved by the unit she is following, provided that she ends this move within 9&amp;quot; of them and more than 3&amp;quot; from any enemy models. If she moves in this way, she may not run or charge in that turn. Unlike Neave Blacktalon, the Knight-Zephyros can benefit from Command Traits, Artifacts, and can be part of other Stormhosts. In short, she&#039;s a great skirmisher and is a useful asset to keep in your backline to cut off any pesky throw-away squads gunning for an uncontested objective (looking at you, skinks).&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Battleline Units&amp;lt;/span&amp;gt;===&lt;br /&gt;
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All matched play games require 2-4 battleline units as a minimum. Some units are made battleline by your choice of general.&lt;br /&gt;
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====Strike Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-liberators-en.pdf Liberators]:&#039;&#039;&#039; (Battleline, 90/480pts, Min:5, Max:30) Your basic melee troops, strong with average durability (4+ and 2 wounds). Sigmar tweaked those to be used against the strongest Chaos enemies, so always go for the biggest model on the field. Now let&#039;s talk a little about weapon options because you can have four different flavors of Liberators. If you want to arm them with a weapon and shield, it doesn&#039;t matter which weapon, as the math is the same (0,66 damage per model and you can reroll save rolls of 1 improving them from 50% to 58%) so long as there are no buffs and other special rules to change the odds. Really though, the differences between Sword and Hammer are so marginal you won&#039;t really see them; just remember that your Liberators get &#039;&#039;a lot&#039;&#039; better at punching if you heap on the buffs, going from 0,66 Wounds up to 1,29 Wounds per model if you do it juuust right. Also, get a choice to taking paired weapons for doubling hits on 6s or Shields to reroll saves of 1.&lt;br /&gt;
** Always choose to add the special weapon (the same efficiency again between the two, but doubled compared to the normal weapons and with a -1 rend). But even with all this, don&#039;t start to believe that your Liberators are powerful melee units, as a lot of stuff will outclass them on a Wound-to-Damage basis. What they can do is outlast most of those. Their job is to break the charge, hold objectives and keep your heroes safe. &lt;br /&gt;
*** Regarding the shields. With paired weapons granting additional hits on unmodified rolls of 6 means, there is now a legitimate reason to not want to go with the shields. You will lose the re-rolling 1&#039;s for saves but with potential extra damage. With the changes to mystic shield and other buffs from your new mages, it is entirely possible to make them just as survivable (for instance a paired weapon squad with a mystic shield is just as durable as a shield squad but better in combat. Though spells are never guaranteed and there is only a chance at additional hits as you need 6&#039;s unmodified. Though with a big enough squad you can increase your chances of 6 with enough attacks. If you are taking smaller squads it&#039;s probably better to stick with the shields, but in larger groups, the paired weapons may see more viability, especially with a mystic shield on them.&lt;br /&gt;
*** Alternative take: As an earlier anon said, Liberators aren&#039;t your killing machines, they&#039;re there to bear the impact of your opponent&#039;s attacks and survive long enough for Retributors and their other large-and-in-charge cousins to get smacking things. Are exploding sixes useful? Damn, right they are. Are your Liberators there to rain attacks down on your enemies when there are probably other units that can do the job much better? That depends on your personal strategies. But it&#039;s a choice between trading out the equivalent of a permanent, no-cast-required mystic shield on your unit that is built to endure vs. improving the offensive bottom line of a unit that arguably isn&#039;t build to be offensive. The choice is yours.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-judicators-en.pdf Judicators]:&#039;&#039;&#039; (Stormcast Battleline, 140pts , Min:5, Max:20) Battleline if you&#039;re running a Stormcast Eternals army. Your basic ranged troops, same stats as the Liberators. They can reroll hit rolls of 1 against Chaos in the shooting phase. If you arm them with Skybolt Bow, you can do 0,44 damage per model with -1 rend at 24&amp;quot;. With a Boltstorm Crossbow, you can do 0,66 damage per model with at 12&amp;quot; and if you don&#039;t move this number goes up to 0,99 damage per model. As with Liberators, always add the special weapon (1,54 damages per model with -1 rend at 24&amp;quot; for the Shockbolt Bow, 2 mortal wounds with the Thunderbolt Crossbow if it hits; the larger the target unit, the better your chances. It has a 1 in 3 chance of hitting a lone monster, so it isn&#039;t quite impossible to land a hit if there aren&#039;t any blobs of infantry around to blow up). In melee you do an average of 0,33 damage, the bare minimum to reply in combat, which is where these guys don&#039;t want to be. When it comes to weapon choice, different tactics apply. Bows will see you getting a better payoff in the long run; let them hang back and pincushion the enemy&#039;s units and they&#039;ll do fine. However, if you manage to set up the triple shots for the crossbows, you&#039;re going to darken the sky with bolts and chortle heartily at all the saves your opponent is forced to take. Spread your Liberators wide, so they act as a net to trap the enemy, then put Judicators behind them to tear up anyone foolish enough to attack you. This way your crossbowmen will start where they&#039;re most needed, and you needn&#039;t go to any extra effort to set them up.&lt;br /&gt;
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====Sacrosanct Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Sequitors.pdf Sequitors]:&#039;&#039;&#039; (Conditional Battline: Lord Arcanum General, 120pts, Min:5, Max:20) Battleline if &#039;&#039;&#039;LORD-ARCANUM&#039;&#039;&#039; is your General. All in all, Sequitors are upgraded Liberators: firstly, Sequitors&#039; mauls have a To Hit value of 3+ against all targets, while the Liberators&#039; hammers only have said advantage against beefy enemies. In addition, they can also take a sword instead that only wounds on 4&#039;s, but they get three attacks each; These upgrades already sound sweet, but wait until you hear the second one: at the beginning of &#039;&#039;&#039;every&#039;&#039;&#039; combat phase, the unit can choose to be more offensive, rerolling all failed To Hit rolls, or more defensive, rerolling all failed Save rolls. Combining the upgraded shields with a Lord-Castellant or with your trusty Staunch Defender makes them one of the toughest battlelines in the game, both stronger and tankier than regular Liberators. 2 in 5 models in the unit can take a Stormsmite Greatmace, in addition to that the Sequitor-Prime can have a Greatmace too. This makes 3 Greatmaces (3+/3+/-1/2) per Unit. You&#039;ll have to give up the mortal wound on 4+ in combat, which the Prime is able to dish out with his redemption cache when he is not holding that big hammer. In addition, Greatmaces score d3 hits to &#039;&#039;&#039;Daemons&#039;&#039;&#039; or &#039;&#039;&#039;Nighthaunts&#039;&#039;&#039; on a Hit roll of 6+. These upgrades are not free, as Sequitors are slightly more expensive than Liberators, and on another note, you can&#039;t take Sequitors in as big a squad as Liberators (max 20 in comparison to the Liberators 30), but this is more than compensated by the Sequitors inherent effectiveness. They are a great option as a battleline alternative, and a &#039;&#039;&#039;fundamental&#039;&#039;&#039; one in a magic-focused Stormcast Eternals army.&lt;br /&gt;
** Sequitors vs Liberators: This is going to be a tough one going forward as both units have uses to bring. Liberators have gotten some upgrades to their bravery and weapon options that ups their game in comparison to Sequitors a bit, though Sequitors are still obviously better per model. The Sequitors are more effective in combat and on the defense than Liberators, but are more expensive and come in smaller unit sizes. And since you can fit more models into Liberator squads with the potential of their new paired-weapons to generate more attacks they can potentially put out a lot more attacks, but less effective ones. A good option could be to use both. Use Liberators more defensively, using their greater numbers and reasonable combat abilities as objective grabbers and charge breakers, while deepstriking in the Sequitor units into the enemy lines as assault units. Really both have their uses and it is up to the player on what they want to do with both. Against other elite order armies your taking these guys to dunk on Saurus Guard, Hearthguard Beserkers, Sisters of Slaughter,and Lumineth stone hats.&lt;br /&gt;
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====Vanguard Auxiliary Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Hunters-en.pdf Vanguard-Hunters]:&#039;&#039;&#039; (Conditional Battline: Lord Aquilar General, 100pts, Min:5, Max:15) Battleline if &#039;&#039;&#039;LORD-AQUILOR&#039;&#039;&#039; is your General. They are armed with either a sabre or handaxe (which, stat-wise, have the same relationship as the hammer vs. sword on your Liberators) and all carry a Run &amp;amp; Shoot Boltstorm Pistol 9&amp;quot;/2/3+/4+/-/1, making them an odd Jack-Of-All-Trades unit. Further, they have an &#039;Astral Compass&#039;, which affords an ability similar to 40k&#039;s outflank (but better!). Rather than deploying normally with &#039;&#039;&#039;Scions of The Storm&#039;&#039;&#039;, on the first turn during your movement phases, you can just walk them on from any table edge - so long as you are within 6&amp;quot; of that edge, and more than 7&amp;quot; from enemy models. Meaning it&#039;s more probable than not you can make a charge against the thing you just shoot, making them pretty good at alpha strike/beheading first turn offensives.&lt;br /&gt;
**Coming in at more than Liberators and without the option to take that all-important Sigmarite shield, Vanguard-Hunters are notably more squishy than their brethren. Their lack of &#039;special&#039; weapon makes them the only battleline choice that doesn&#039;t have something a little more choppy to fall back on (but between ranged and melee attacks they make 4 each, while Liberators make only 2). That being said, the application of a well-timed Astral Compass can really swing things in your favor.&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Slow Units&amp;lt;/span&amp;gt;===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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====Strike Chamber====&lt;br /&gt;
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All the Paladins have the same basic profile, swapping an inch of movement for an extra wound and point of bravery over their Liberator brethren. 2 in every 5 models of all Paladin units can take a Starsoul Mace that automatically inflicts D3 mortal wounds. &lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-retributors-en.pdf Retributors]:&#039;&#039;&#039; (190pts, Min:5, Max:20) It&#039;s Hammertime! Retributors are the jack of all trades when it comes to Paladins.  With each of them getting 2/3+/3+/-1/D2, they&#039;ll pile on the saves your opponent has to take, your opponent will sorely regret every save he fails. While their special ability isn&#039;t as gimmicky as the others&#039;, it&#039;s the most reliable, with Unmodified 6s to hit inflict 2 MW instead. Probably the best and most consistent all-around choice out of the paladins, there&#039;s not much in the game that&#039;ll enjoy being in combat with these guys.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-decimators-en.pdf Decimators]:&#039;&#039;&#039; (170pts, Min:5, Max:20) These guys have an ax to grind. They don&#039;t like horde infantry, and horde infantry doesn&#039;t like them. With a 2&amp;quot; range per guy, you want these men in the thick of the fight, as deep in an enemy unit as possible. Why do you ask? Because each Decimator gets one attack for every enemy model within that 2&amp;quot; and at 3+/3+/-1/1 they&#039;ll certainly put a combine harvester to shame. Furthermore, enemies have to subtract 2 from their bravery when within 6&amp;quot; of a Decimator, so even more of your opponent&#039;s models will decide to call it a day after seeing their buddies get blenderised. They&#039;re far weaker to monsters or characters since they will generally only get 1 attack per guy. You could potentially add a Starsoul Mace to deal with that, but a previous anon covered this merit of this idea quite nicely. You&#039;re trading a bucketload of attacks against horde infantry for a few guaranteed knocks against a monster you shouldn&#039;t have engaged with Decimators in the first place. &lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-protectors-en.pdf Protectors]:&#039;&#039;&#039; (170pts, Min:5, Max:20) Protectors come with big glaives and are almost as blendy as the Decimators with a whopping 3 attacks each. And thanks to their 3&amp;quot; reach, they can quite easily fight over the top of any other troops you want to put them with. Provides Shooting protection with -1 to hit them and at another unit within 6 inches of them gain Cover if Protectors are closer targets. Despite these fun abilities, though, they&#039;re most at home cutting down monstrous creatures. An Unmodified 6&#039;s to hit Deal D6 Damage instead of 1. Potentially cutting down even dragons with ease. It can also reach over a front rank to shank any dickheads who thought they were safe in the back with their 3&amp;quot; weapons. And never ever forget that, potentially, even a single Protector can murder the Glottkin at full wounds. Sure, the chances are about as high as winning the lottery, but the fact that it&#039;s even possible puts them head and shoulders over a lot of your other choices.&lt;br /&gt;
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*The table below is based on a unit of 5 with no rerolls. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Paladin MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| Retributors || 4.4 || 1.8 || 5.9 || 3.0 || 7.4 || 4.4 || 8.9 || 5.7&lt;br /&gt;
|-&lt;br /&gt;
| Protectors || 3.3 || 1.7 || 4.4 || 2.7 || 5.6 || 3.7 || 6.7 || 4.7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*It is hard to apply MathHammer to Decimators because of their variable number of attacks but when each Decimator is in reach of 3 models each they have the same output as Protectors. When they are within reach of 4 models each they have the same damage output as Retributors although with greater reliability.&lt;br /&gt;
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====Sacrosanct Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Castigators_Stromcast_2018.pdf Castigators]:&#039;&#039;&#039; (70pts, Min:3, Max:18) cheaper Judicators with a smaller unit size and a Skybolt Bow with less range. Like the Sequitors, Castigators have an ability that allows you to choose between 2 different upgrades: during the shooting phase, you can choose to Re-roll 1s to hit or increase their rend by 1. You could also benefit from both by having a Lord-Arcanum use its command ability. Also has d3 exploding hits on 6+ against &#039;&#039;&#039;Daemons&#039;&#039;&#039; and &#039;&#039;&#039;Nighthaunts&#039;&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Celestar_Ballista_Stromcast_2018.pdf Celestar Ballista]:&#039;&#039;&#039; (110pts, Artillary) Did someone want Quad Heavy Bolters in AOS? Well here you go- The Mustash man now doesn&#039;t have to import his guns. The Ballista has 2 firing modes, a 36&amp;quot; shot that hit on 3+ or 4 18&amp;quot; shots that hit on 5+. the best thing about the Ballista is that each successful hit turns into d6 hits with -2 rend. Hordes and single wound elites beware.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Evocators_Stormcast_2018.pdf Evocators]:&#039;&#039;&#039; (210pts, Min:5, Max:20) A cabal of Magical Paladins (No Paladin Keyword). Each Evocator model can choose between Tempest Blade and Stormstave or Grandstave - the paired weapons get 4 attacks at 3+/3+/-1/1 with 1&amp;quot; range, the Grandstave gets 3 attacks at 3+/3+/no rend/2/ with 2&amp;quot; range. &lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
**The table below is based on a unit of 5 with no rerolls. If the unit Empowers itself, then they do 33% more wounds irrespective of load out.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Evocator MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| Tempest Blade and Stormstave || 4.4 || 2.6 || 5.9 || 3.9 || 7.4 || 5.2 || 8.9 || 6.7&lt;br /&gt;
|-&lt;br /&gt;
| Grandstave || 4.4 || 1.7 || 6.7 || 3.4 || 8.9 || 5.4 || 11.1 || 7.4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
:*Based on the MathHammer above, there isn&#039;t much in it. A whole unit of Evocators with Grandstaves will on average do two more wounds against hordes but about the same against more heavily armoured foes. Grandstaves will have the advantage against ethereal foes (not to mention the reach making it more likely they will get in). The Blade and Stave will be much better against units with rerolls however as the rend will have a much greater impact. All in all it is probably better to have a mix although large units will want to lean on the Grandstave more heavily due to the extra reach.&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
:*Unlike true PALADINS, Evocators only have a 4+ save, but on the other hand, they&#039;re still Move of 5. A unit of Evocators counts as a single Wizard so long as it has at least 2 models, and it has access to the Empower spell and the Lore of Invigoration(thanks to an errata) but they cannot cast Arcane Bolt or Mystic Shield. Where Evocators really shine, though, is their ability Celestial Lightning Arc. First, it allows the unit to re-roll save rolls of 1 in the shooting phase, but second, it allows the Evocator unit to, after attacking, roll 2 dice for each Evocator in the unit, and each 4+ deals a mortal wound to an enemy unit within 3&amp;quot; of the Evocator unit. This works on a unit-by-unit basis instead of model by model, so so long as one Evocator is within 3&amp;quot; of an enemy, you can choose that enemy as the target. On average, you&#039;ll do one mortal wound per Evocator. A good way to use this is to select the Evocators as the first unit you activate and pile them in so that one model is within 3&amp;quot; of an important character, resolve all your attacks against another unit, and then deal the mortal wounds from Celestial Lightning Arc to a character, most likely killing the character before they get a chance to attack and denying your opponent critical support abilities. As you can tell, Evocators are very very good right now. Unless you have a compelling argument otherwise, you should be running them.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_stormsires_cursebreakers_en.pdf Stormsire&#039;s Cursebreakers]:&#039;&#039;&#039; Only usable alongside Averon Stormsire. A pair of Evocators with 1 extra attack each and rerolling 1s against Death and Chaos.&lt;br /&gt;
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====Vanguard Auxiliary Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Raptors-with-Longstrike-Crossbows-en.pdf Vanguard-Raptors&#039;&#039;&#039; &#039;&#039;with Longstrike Crossbows]:&#039;&#039; (170pts, Min:3, Max:12) Snipers with magical giant crossbows that shoot thunders. They have 24&amp;quot; range, or 30&amp;quot; if they don&#039;t move; their weapons are very powerful but only shoot once each turn, but with a 6 to hit they instead deal 2 mortal wounds. These are the guys you want for killing commanders/wizards/support heroes/war machines or just elite units that are highly armored and powerful but not very numerous. Just find them some cover and/or high ground and start head shooting; some screening units, particularly Aetherwings, are also welcome. They can also hold pretty well if some fast melee unit catches to them, because they&#039;ve got the basic Liberator stat line (but only 1 melee attack and Bravery 7), but don&#039;t expect them to survive for very long and send them some support asap. Using a Lord Aquilor to teleport them every time the enemy is gonna catch them will give your opponent repeated rage episodes and/or seizures, which are always fun things to see.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Raptors-with-Hurricane-Crossbows-en.pdf Vanguard-Raptors&#039;&#039;&#039; &#039;&#039;with Hurricane Crossbows]:&#039;&#039; (140pts, Min:3, Max:12)&amp;quot;These magical lightning-shooting crossbows my guys have are nice and all&amp;quot;, thought Sigmar one day, &amp;quot;but I can do even better&amp;quot;. Then he gave them magical lightning-shooting machine guns. So, now they only have 18&amp;quot; range, but make 6 attacks, or fucking 9 if they don&#039;t move. Also -1 for enemies charging within 12&amp;quot;. Support them with some Aetherwings or something that can tarpit the enemy well (like Liberators), and even saints will start flipping tables: if all goes well, they&#039;ll never be in melee, while still peppering thing with lots of shots. Use terrain to your advantage, too. They&#039;re excellent against hordes with low saves, slow units, or units with good saves but low numbers (with enough paper cuts, even the mightiest armor will be breached). Be aware of units with both decent numbers and armor, though, as they will survive, reach you and kick your sorry ass. If you&#039;re still not convinced, because of their low range and the high cost and all, use a Lord Aquilor to just go, *Poof*, whenever the enemy is going to reach you. Guaranteed to break even the strongest, years-long, &amp;quot;you-saved-my-life-and-married-my-sister&amp;quot; friendships.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Fast Units&amp;lt;/span&amp;gt;===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Strike Chamber====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorhammers-en.pdf Prosecutors&#039;&#039;&#039; &#039;&#039;with Celestial Hammers]:&#039;&#039;(90pts, Min:3, Max:12) With the ability to fly 12&amp;quot;, these guys are basically assault marines. The hammers shoot 18&amp;quot; at 4+/4+. This goes up to a 3+/3+ when you close to face-smashing range, which won&#039;t be hard considering that they can charge 3D6. Never forget the increased charge range, especially when you are setting them up via Lightning Strike, as it grants them a significantly better chance of making that 10&amp;quot; charge. These guys will lend your army some much-needed mobility. Soften up a big enemy unit for a charge, pick off wizards and war machines, or zoom on to a much-needed objective. For every one in three, one can take a special weapon: Either the Grandblade or Grandhammer you were already used to, or 1&amp;quot; range version of the Decimators&#039; greataxe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorjavelins-en.pdf Prosecutors&#039;&#039;&#039; &#039;&#039;with Stormcall Javelins]:&#039;&#039; (90pts, Min:3, Max:12) Get a completely exclusive Warscroll for some arbitrary reason. Increased in cost from 80 to 100 for three winged, armored spartans with Spear and Shields. Surprisingly poor in melee but pretty damn good at range, they get only 1 attack at 4+/4+/-/1 in melee, but also an 18&amp;quot; shot at 3+/3+/-/1, which goes up to 2 damage at ranges over 9&amp;quot;. One in three can instead get a Stormsurge Trident so you can also rock freaking Poseidon while you&#039;re at it. The Trident is pretty much what you&#039;re used to from the Stormcasts, gaining -1 Rend and 2 damage both in melee and shooting. Their Prime also shoots twice, so stick (hehe) him with the Trident. And to top it off, they get some nice Sigmarite Shields for rerolls of 1s on saves. Never let these guys anywhere NEAR the enemy. Because their damage goes up to 2 outside of 9&amp;quot;, they&#039;re going to do roughly 3.4 wounds per turn whether you stay back for the bonus or charge in to shoot and stab at the same time. One of those options keeps them almost entirely out of harm&#039;s way, so it shouldn&#039;t be a difficult decision. If you need some burst damage, throw your javelins at 10&amp;quot; and then use your 3D6&amp;quot; to make that charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Gryph-Hounds-en.pdf Gryph-hounds]:&#039;&#039;&#039; (120pts, Min:6, Max:18) Your war hounds. 3 wounds and claws of 2/3+/4+/-/D1 that increases to 4 attacks if near a Castellant or Veritant but no Armour saves. They will be found near archer because of Warning Cry let them shoot enemies that think they can deep strike you. If the enemy doesn&#039;t deepstrike, They will be put on chaff duty, Using their attack &amp;amp; retreat ability to annoy heavy hitters by tieing them down and then running away before they can smack them back.&lt;br /&gt;
&lt;br /&gt;
====Sacrosanct Chamber====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Evocators_Celestial_Dracolines.pdf Evocators on Celestial Dracolines]:&#039;&#039;&#039; (260pts, Min:3, Max:12) Evocators riding Dracolines granting them 2 more wounds and a 12&amp;quot; movement. The Dracolines acquit themselves well with similar attack profile to the Tempest Blade and Stormstave, namely 3/3+/3+/-1/D1. In addition to its Evocator ability, the Dracolines give -1 Bravery to nearby enemies and increase their claw damage to d3s on a charge. All of this culminates in something that can kill a lot of people and Skeletons.&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
**The table below is based on a units all armed with Tempest Blades and Stormstaves with no rerolls. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Evocators vs Evocators on Celestial Dracolines MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| 5 Evocators || 4.4 || 2.6 || 5.9 || 3.9 || 7.4 || 5.2 || 8.9 || 6.7&lt;br /&gt;
|-&lt;br /&gt;
| 3 Evocators on Celestial Dracolines || 4.7 || 2.0 || 6.2 || 3.3 || 7.8 || 4.7 || 9.3 || 6.1&lt;br /&gt;
|-&lt;br /&gt;
| 3 Evocators on Celestial Dracolines (charging)|| 6.7 || 2.7 || 8.9 || 4.6 || 11.1 || 6.5 || 13.3 || 8.6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
:* The difference between the two units from a purely MathHammer approach is a bit of a toss up. The EoCD are 36% more expensive than normal Evocators but do 50% more damage on the charge. When charged the difference between the two is minimal. The bravery debuff is largely irrelevant (and probably largely forgotten) so it comes down to your preferred play-style. The normal Evocators are better for buffing Sequitors (especially as part of a Cleansing Phalanx battalion). The EoCD are better for roving around the board bullying small units and taking objectives as they can buff themselves fairly easily.&lt;br /&gt;
&lt;br /&gt;
====Vanguard Auxiliary Chamber====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Raptors-with-Hurricane-Crossbows-en.pdf Aetherwings]:&#039;&#039;&#039; (40pts, Min:3, Max:12) &amp;lt;s&amp;gt;Attack birds&amp;lt;/s&amp;gt; Defense birds. Lovely plumage. At about 8 pts per wound for 4+/4+/-/1, it&#039;s a waste to use them to attack anything. They will kill nothing and promptly die due to &amp;quot;-&amp;quot; armor. Now look at their ability: if they are hanging out close to their masters Vanguard-Raptors, they can move in response to opponent declaring a charge on Raptors. These are designed to be cheap chaff to protect your Vanguard-Raptors with their atrocious melee and can use their 12&amp;quot; movement to swoop about and control objectives when necessary.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Palladors-en.pdf Vanguard-Palladors]:&#039;&#039;&#039; (170pts, Min:3, Max:12) Gryph riders - your new fast cavalry with either javelins or axes. Their mounts are surprisingly powerful for skinny demi-gryphs, having 5 Wounds and a 4+ Save, and -2 Rend mortal-wound-causing attacks, meaning they eat other armies&#039; heavy cavalry for breakfast. So do not think of them as cheap cavalry, in fact, they&#039;re pretty expensive and elite, use gryph hounds/aetherwings for that. They got a good 12&amp;quot; Move, but most of the time you&#039;ll just use their &amp;quot;jump&amp;quot; ability: instead of both moving and running/charging, you can make them move 6D6 inches (so an average 21 inches) as if they could fly. And you can shoot that turn, too! Remember you cannot charge that turn, so this is only for positioning them in strategic places or make them reach things faster. Fast and all-purpose, they&#039;re a simple but excellent unit.&lt;br /&gt;
&lt;br /&gt;
====Extremis Chamber====&lt;br /&gt;
&lt;br /&gt;
Your elite Dragon Riders. In Pitched Battles, they come in units of at least 2 and cost more than 200 points. All Dracothian Guard units have the same profile - 10&amp;quot; move, 3+ save which re-rolls 1s, 5 wounds per model, and bravery 7. In addition, they all have the same attacks for their mounts - Claws and Fangs(3+/3+/-1/1 weapon which up their damage to d6 on natural Wound rolls of 6s) and Storm Breath (shooting  attack, hits on 4+, deals d3 mortal wounds, 12&amp;quot; range) - the primary difference comes from their weapons and a few special abilities. Note that the kit comes with the parts to make all of these, and enough spare arms to magnetize at least two weapons for each model, so you don&#039;t have to commit while you&#039;re building them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Concussors-en.pdf Concussors]:&#039;&#039;&#039; (220pts, Min:2, Max:12) Retributors +1 on dragons. As with the Retributors, Concussors are the jacks of all trades. Their Lightning Hammers get 3 swings each, at 3+/3+/-1/2, and a 6 to hit both inflicts a mortal wound AND prevents the target unit from piling in later in the phase, which means Concussors can land with only one or two enemy models in attack range, do this, and laugh as the enemy as they can&#039;t pile in to attack back. Be sure to activate these guys first, if you&#039;re trying for that.&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Concussor MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Hammer || 2.7 || 0.6 || 3.6 || 1.3 || 4.4 || 2.1 || 5.3 || 2.9&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Combined || 4 || 0.9 || 5.3 || 2 || 6.7 || 3.1 || 8 || 4.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Desolators-en.pdf Desolators]:&#039;&#039;&#039; (190pts, Min:2, Max:12) A &amp;quot;fuck you&amp;quot; to everyone at the table including the guy who bought them. Desolators are at first glance slightly worse than Concussors, with worse To Hit rolls and mostly the same otherwise, then you read their special rule, which increases their attacks the bigger the unit is, going from 3 attacks at 3 or fewer models up to 5 attacks with 6 or more models. Yes, GW expects you to buy four boxes of these just to reliably keep their bonus. Other than that, Desolators are plenty terrifying in small numbers already, but if you don&#039;t want to go the extra mile and field 7 or 8 of them, just use Concussors and have done.&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Desolator MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 2 Desolators || Thunderaxe || 2 || 0.2 || 2.7 || 0.6 || 3.3 || 1.1 || 4 || 1.7&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Combined || 3.3 || 0.5 || 4.4 || 1.3 || 5.6 || 2.2 || 6.7 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| 4 Desolators || Combined || 11.3 || 4.1 || 15.1 || 7 || 18.9 || 10.3 || 22.7 || 13.6&lt;br /&gt;
|-&lt;br /&gt;
| 6 Desolators || Combined || 25.3 || 12.2 || 33.8 || 19.2 || 42.2 || 26.6 || 50.7 || 34.4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Fulminators-en.pdf Fulminators]:&#039;&#039;&#039; (220pts, Min:2, Max:12) YES. Cavalry with actual charge weapons. No, they&#039;re not spears, they&#039;re glaives, like the ones the Protectors get, but cooler. Same stats but shorter range, but here&#039;s where it gets interesting: They don&#039;t give a To Hit penalty to enemy shooters, they give you +1 to your saves against shooters, which stacks with the shields for rerollable 2+ saves against shooting. The glaives also don&#039;t get bonus damage against monsters, their damage just climbs from 1 to 3 in the turn they charge. These are your line breakers. They&#039;re pointless to shoot at with anything less than War Machines and raise holy hell if they make the charge. However, they are a bit less intimidating than Concussors if they don&#039;t charge. Combine these with a Heraldor to make sure you can charge every turn,&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Fulminator MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Not charging || Stormstrike Glaive || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Combined || 2.7 || 0.6 || 3.6 || 1.3 || 4.4 || 2.1 || 5.3 || 2.9&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Charging || Stormstrike Glaive || 4 || 0.9 || 5.3 || 2 || 6.7 || 3.1 || 8 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|- &lt;br /&gt;
| Combined || 5.3 || 1.3 || 7.1 || 2.6 || 8.9 || 4.2 || 10.7 || 5.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Tempestors-en.pdf Tempestors]:&#039;&#039;&#039; (190pts, Min:2, Max:12) The odd one out. These guys want to be shooty, with a 4-shot crossbow. -1 to hit for Enemy shooting within 12&amp;quot; of them. Don&#039;t expect them to shoot something dead or out-damage the other variants. &lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Tempestor MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| Warblade || 1.2 || 0.2 || 1.8 || 0.6 || 2.4 || 1.1 || 3 || 1.6&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Combined || 2.5 || 0.5 || 3.6 || 1.3 || 4.6 || 2.1 || 5.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Volleystorm Crossbow || 0.9 || 0 || 1.3 || 0.3 || 1.8 || 0.6 || 2.2 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that none of the MathHammer above includes the chances of getting D6 damage on a 6 to wound with the Dracoths nor the chance to get mortals with the Concussors. Your choice of draco-chonker depends on your playstyle. If you want to go all in (600 points), 6 Desolators will do big damage to a lot of stuff but it is a not particularly durable basket. If you don&#039;t make your charge out of deepstrike then you are laying out a big target for your opponent to gobble up. If you only want the one &amp;quot;small&amp;quot; unit, then your choice between Fulminators and Concussors is largely a toss up. The damage of the Concussors is more reliable but the Fulminators are more likely to make it into combat unscathed. There is never a place for Tempestors however, the -1 to hit is so short ranged that it won&#039;t come into play often and the damage from the Volleystorm Crossbows is so negligible (2 dead grots on average) that you might as well not bother.&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;
Always weigh the value of the bonus rules, Traits, Command points and artifacts against adding an additional unit to your army. Most battalions now clock in around 150-200 points, which is roughly the average base cost of most Stormcast units.&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;color:#01bbe3;&amp;quot;&amp;gt;Single Battalions&amp;lt;/span&amp;gt;===&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;
*&#039;&#039;&#039;Lords of the Storm&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord Celestant (Either on foot, Dracoth, or on a Stardrake), a Lord-Relictor, an optional Gryph-hound unit, 1-4 Lord-Castellants or -Veritants, and 3-15 Knights-Heraldor, -Vexillor, -Azyros, or -Venator.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
130 points. So long as any heroes from the formation remain on the battlefield, at the beginning of your hero phase you roll a die and on a 4+ you get an extra command point. &lt;br /&gt;
&lt;br /&gt;
Between the cost, the conditional effect and the rather specific/steep requirements you are better off not taking this battalion in most cases.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Phalanx&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2 Evocators or mounted on Dracoline, 2 Sequitors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 points. When Evocators cast Empower on the Sequitors, the Sequitors can re-roll all hit rolls in addition to wound rolls.&lt;br /&gt;
&lt;br /&gt;
Far and away the best battalion we have in the faction. Sequitors are already insane for their cost just on their own. Between the Sequitors and Evocators Stormcast have some of the strongest combat units in the game for their cost and this battalion just requires you take the best units you were probably already going to take. Just imagine 10 sequitors, now imagine you use the command ability on your Lord Arcanum on Gryph-charger guaranteeing the Empower from your Evocators is successful. Your 10 block of BATTLELINE infantry is re-rolling ALL their hits, their wounds AND their saves!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grand Convocation&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 unit with the Lord-Arcanum keyword, 1 Lord-Exorcist, 2+ Knight-Incantor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
130 Points. If one model is wholly within 9&amp;quot; of 2 other models, add +1 to Casting Rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hailstorm Battery&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Lord-Ordinator, 1 Celestar Ballista, 1 Castigators&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 Points. In this Battalion the wounds your Castigators inflict act as markers lights and grant the Ballista a re-roll to hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soulstrike Brotherhood&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Celestar Ballista, 2 Castigators, 2 Vanguard-hunters&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 Points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderhead Brotherhood&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Three gangs of Liberators and two gangs of Judicators.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
150 points. If a Liberator squad is put in front of a judicator squad when they get shot, the Liberators act as cover (Which will get a lot less usage than it sounds). Judicators must be wholly within 3&amp;quot; of the Liberators to benefit from their shields.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Wing&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 packs of Prosecutors and a pack of Liberators as well as judicators in a rather nice formation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
140 points. If the Liberators or judicators are within 16&amp;quot; of the Prosectors and they roll a 6 to hit, they can even inflict 2 wounds for each hit, making dual-wielding an actually useful option.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hammerstrike Force&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two Paladin gangs and a pack of Prosecutors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 points. In the hero phase pick ONE of the Paladin units wholly within 9&amp;quot; of the flyboys, they add +1 to wound rolls for the Paladin unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devastation Brotherhood&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One pack of every sort of Paladin assembled together with a pack of Prosecutors and a group of Judicators.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
110 Points. If the Paladins all wound an enemy unit in the same Combat Phase, that unit will get even further turbo-rekt by d6 additional mortal wounds. The Prosecutors are there to bog down the enemy so you can hit them; they can force an enemy unit within 9&amp;quot; to take -1 Bravery. If Judicators cause any wounds to a unit in the shooting phase, the enemy unit gets -d6 to movement until your next turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Skyborne Slayers&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found on the GW Website [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skyborneslayers-en.pdf Here] and for free on the app.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord-Celestant leads 2 squads of Liberators, 2 squads of Judicators, and a squad each of Decimators and Protectors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
180 points. This entire formation can deep-strike absolutely anywhere they like so long as it&#039;s 5&amp;quot; from any enemies and within 12&amp;quot; of a point, and they never suffer Battleshock. This rule is separate from the normal deepstrike, and allows for all the units in the battalion to set up in the celestial realm, and they all have to come down at the same time also. LUBE UP, THE STORM&#039;S COMING IN DRY! Only semi-legal in tournament play depending on the organizer (not sure why OP thinks this wouldnt be tournament legal, its and official Battalion from GW, and is included in the 2019 Generals Handbook.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warrior Brotherhood&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in the Grand Alliance: Order book.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2 heroes in any combination with 1 unit of prosecutors, 2 units of paladins, 3 units of liberators, and 2 units of judicators.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
170 points. Benefits include +1 bravery to any unit within 6&amp;quot; of another, &amp;lt;s&amp;gt;deep&amp;lt;/s&amp;gt; lightning strike: can start with any unit in reserve and teleport it in the movement phase at least 9&amp;quot; away from enemies, and a re-roll on wound rolls of 1 for any unit within 8&amp;quot; of two other units from the battalion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Angelos Conclave&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1-3 units of Vanguard-Palladors join 3-9 groups of Hunters.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
150 points. The Palladors roll 3 extra dice for their Ride the Winds Aetheric ability.&lt;br /&gt;
&lt;br /&gt;
Fucking garbage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Justicar Conclave&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 units of Raptors and 3 units of Aetherwings&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 points. The Raptors re-roll to hits of 1 when shooting something that&#039;s within 12&amp;quot; of any Aetherwings from this Conclave. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lightning Echelon&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two units each of Fulminators and Tempestors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 points. Once per game, all charging units from this battalion cause d3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderwave Echelon&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two units each of Concussors and Desolators&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
100 points. -1 bravery to units within 3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drakesworn Temple&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Three fucking Drakesworn Templars&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
130 points. Together, they can sparkle so hard they inflict Mortal Wounds on enemies / heal your Stormcasts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sempiternals Hailstorm Battery&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in the August 2019 issue of White Dwarf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord-Ordinator, a Castigators unit and a Celestar Ballista. Everyone must be Anvils of the Heldenhammer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
150 points. Castigators and Ballista can reroll every 1 to wound when shooting if they&#039;re within 12&amp;quot; from the Lord-Ordinator.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sempiternals Cleansing Phalanx&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in the August 2019 issue of White Dwarf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2 units of Evocators and 2 units of Sequitors. Everyone must be Anvils of the Heldenhammer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
170 points. Like the regular Cleansing Phalanx, but instead of rerolls, the Sequitors get +1 Rend when Empowered by the Evocators.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Chamber Battalions&amp;lt;/span&amp;gt;===&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;
*&#039;&#039;&#039;Exemplar Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lords of the Storm instead join 3 Devastation Brotherhoods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
80 points. They get the same Deep-Strike rule but also gain an extra attack if ever a unit dies.  If you piss them off, you better pray you can run from the STORM.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harbinger Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lords of the Storm grab 3 Vanguard Wings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
100 points. This leads to quite a lot of goons. However, any model can deep-strike wherever and whenever they want and they also gain +1 to-hit.  Things that get hit by these boys get wrecked. Especially fun for the Venator and the Prosecutors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sacrosanct Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternal 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Grand Convocation, 3 Cleansing Phalanxes, 3 hailstorm Batteries&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
70 points. For fielding all these units you gain the ability to let one Lord-Arcanum an extra spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Auxiliary Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Take 1 Lord-Aquilor, 3-9 Knights Azyros, Zephyros or Venators, a Vanguard Angelos Conclave, and a Justicar Conclave.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
140 points. You make 1 additional attack for every shooting weapon for every unit in the chamber except heroes. Vanguard-Raptors with 2 shot longstrike crossbows? Thanks to the point changes in the GHB 2020 you can now fit all this stuff in a 2000 points army (1990 points to be precise).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extremis Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One of each of the Lightning Echelon, Thunderwave Echelon and Drakesworn Temple plus a Celestant on Stardrake OR Dracoth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
100 points. For the filthy rich ($980-$3680 to buy directly from GW). In addition to the bonuses they each get on their own, this battalion allows you to deep-strike them via comet: You pick a point on the battlefield. Each enemy unit within 18&amp;quot; takes D3 Mortal Wounds on 4+. Then, deploy all the entire Chamber within 24&amp;quot; of that same spot, more than 9&amp;quot; from the enemy. Kablooey, here comes the dragons to eat your ass. After that, guess what, MOAR Dragons are even MOAR terrifying because enemies close to them roll 2D6 for Battleshock and pick the highest. &lt;br /&gt;
&lt;br /&gt;
This battalion costs a minimum of 3950 points and a maximum of 13690 points as of General’s Handbook 2018.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warrior Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lords of the Storm with 3 Thunderhead Brotherhoods and 3 Hammerstrike Forces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
80 points. They are able to re-roll to wound rolls as long as there are at least 50 models on the table.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sempiternals Sacrosanct Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in the August 2019 White Dwarf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Sempiternals Grand Convocation, 3 Sempiternals Hailstorm Batteries and 3 Sempiternals Cleansing Phalanxes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
90 points. Lynus Ghalmorian gets +9&amp;quot; to the range of his spells.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Defunct Battalions&amp;lt;/span&amp;gt;===&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;
*&#039;&#039;&#039;Wardens of the Realmgate&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord-Castellant (with an optional gryph-hound) joins a gang of Protectors and two gangs of Liberators in protecting a Baleful Realmgate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That gate is set up after the Castellant and any time he&#039;s within 6&amp;quot; of it during the Hero Phase, he can roll a d6 and summon a new set of Sigmarines (or a unit that just died) within 6&amp;quot; of it. All the Protectors do is give anyone in this set re-rollable saves if they&#039;re within 6&amp;quot;. S&#039;yeah, summoning Sigmarines.  Not really worth it considering you need to shell out for that terrain.&lt;br /&gt;
&lt;br /&gt;
Like Nagash, this Battalion is practically a scenario in and of itself. It can&#039;t move away after being placed, but it can crap enormous numbers of Sigmarines onto your opponent and is nigh indestructible with the Castellant&#039;s save bonuses and the rerolls from the Protectors. If you&#039;re going to field this, build a narrative around it, because under normal circumstances, its immobility makes it nearly useless for the Stormcasts, even if it&#039;s actually very powerful.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aetherstrike Force&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Take a Knight-Venator, a Knight-Azyros, 2 blobs of Judicators, 2 units of Raptors, and 2 squads of birds.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your opponent kills a unit from this (like the birds, or heroes), then you get a free shooting attack from one of your units at whatever killed your unit. On top of that, one unit from the battalion can shoot in the hero phase, as long as they shoot at something that&#039;s within 12&amp;quot; of some Aetherwings from this or the Azyros.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Celestial Hunting Pack&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Lord Celestant on Dracoth, 1 Lord-Aquilor, 3 units of &#039;&#039;&#039;DRACOTHIAN GUARD&#039;&#039;&#039;, and 3 units of Vanguard-Palladors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a unit from this moves over an enemy while Riding the Winds Aetheric, AND there&#039;s a unit with the Storm Breath or Storm Blast (basically your Dracothian Guard) within 12&amp;quot; of that enemy unit, that unit takes a single mortal wound. On top of that, if either hero from this is your general, both heroes can use their Command Abilities as though they were your general.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm Vortex Garrison&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Lord-Castellant, 1 Knight-Heraldor, 1 Knight-Vexilllor, and 2 groups each of Liberators, Vanguard-Hunters, and &#039;&#039;&#039;PALADINS&#039;&#039;&#039; (of any kind).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For this, you ignore battleshock for everything in this as long as the unit is within 8&amp;quot; of a &#039;&#039;&#039;HERO&#039;&#039;&#039; from this garrison. And if the Liberators or Paladins die, then they can return from the dead when a unit of Hunters arrive from pursuit. The newly revived unit just has to be 7&amp;quot; away from the enemy, 6&amp;quot; of the table edge, and 6&amp;quot; of the Hunters that led the guys back to the battle. Use with a Lord-Aquilor to keep bringing guys back each turn! &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm Heralds&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord-Celestant on Stardrake, 3 groups of Prosecutors and 3 units of Vanguard-Palladors become a living thunderstorm.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can set up any units from the battalion in the Aetheric Currents when a unit of Palladors Rides the Winds Aetheric, you can set up any of the other units from the battalion within 5&amp;quot; of the Palladors that moved and more than 3&amp;quot; from the enemy. When the Prosecutors show up using that ability, they get to add 1 to the hit and wound rolls in the shooting phase. On top of &#039;&#039;that&#039;&#039;, the Stardrake can use his Roiling Thunderhead ability in the Hero phase and the Shooting phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
* &#039;&#039;&#039;Sigmars Testudo&#039;&#039;&#039;: 30 Shield Liberators in a Line. 20 Protectors directly behind them so they can hit without getting hit back. 2 Units of 5 Bow Judicators behind them who can snipe whilst not be getting sniped back thanks to the Protectors. Lord Castellant to buff your Saves. Lord Relictor to use Divine Light and Healing Storm. Knight Vexillor with the Pennant of Sigmar relic for Battleshock Resistance. 1980 points, 7 drops. Enjoy losing friends.&lt;br /&gt;
** For 2500 points exactly add another unit of Judicators and 6 Vanguard-Raptors with Longstrike Crossbows.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Daylord&#039;s Legion:&#039;&#039;&#039; Stormcast have Access to Bravery Debuffs listing first what you have In faction: Heldenhammer Command trait, Mystic Light Shriving Light Artifact, God-King&#039;s Aspect Player, Terrifying Aspect Spell, Celestant-Prime When he Deepstrike, A Dracoline unit, Decimator, in addition, other things not inside the faction like Allies, endless spells, Realm artifacts, and Realm Effects. If used all the infection abilities together you have a total debuff of -8 to bravery for a turn. You are unlikely to consistently pull this total off. Beware that you have to kill models to get a battleshock test and the effort may be meaningless if the opponent can negate Battleshock tests. To prevent this by you can Focus down the Support units and Heros with Ranged and deep strikes. You can also purposefully Use Inspiring Presence force your opponent to spend his CP so he doesn&#039;t have enough to use his stronger abilities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skyborne Slayers:&#039;&#039;&#039; With 2x5 Libs, 2x5 Judies, 5 Decimators, 15 Protectors, and 1 Lord Celestant, clocking in at 1530 points, and with their own special Deepstrike Ability, you set these guys up your enemy&#039;s face (5&amp;quot;!!) and charge in for the alpha strike. Sure you have to set em all up at the same time and within 12&amp;quot; of a point, but not fully within, so leaving some room on the flanks and behind your line. With the new 2020 points reductions, I think id play them with Celestant Prime, and 1 Incantor and the Everblaze comet. Give the Incantor Staff of Focus. This is a Strong Battalion for Alpha Strike.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Chamber:&#039;&#039;&#039; With the 2020 Points decreases across the board, this Battalion Looks Viable to me in competitive play. This is a Super battalion, meaning it consists of 2 other battalions and some heroes. You can now run 3x3 Longstrikes, and 3x venators.  Everyone shoots and non heroes gets +1 on their missile attack profile. Sending 18 2/3/-2/2, with 2mw on 6s to hit, across the board at 30&amp;quot; range is the main damage. The Venators can open up on enemy heroes or monsters fishing for D6+3 Damage, before helping out with shooting the bulk of the enemy army. Aetherwings as cheap and effective screening units, and are designed to basically lock an enemy into melee in the enemy charge phase, so they cant charge, the bird will most likely die, 2w each with no armor save. Unless your oppenent double turns you, they will guarentee another turn of shooting for the longstrikes. Im excited to build this battalion.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
There is very little that a Stormcast Eternal army can&#039;t do. When you&#039;re building your army, probably the first decision you should make should be the units you want to use for your battleline. You&#039;ve actually got four options here.&lt;br /&gt;
*&#039;&#039;&#039;Liberators&#039;&#039;&#039;: Liberators are your main choice for Battleline, what you&#039;ll be doing unless you have a theme going. Liberators aren&#039;t going to get a huge amount of killing done, but that&#039;s not their job - their job is to stay alive and force the enemy to spend time killing them. With a 4+ save and rerolling 1s thanks to their shields, they&#039;re good at this. Put them in cover for a 3+, keep them near an objective, and watch your enemy&#039;s frustrations mount.&lt;br /&gt;
*&#039;&#039;&#039;Judicators&#039;&#039;&#039;: Your choice for ranged battleline, and only battleline if your allegiance is STORMCAST ETERNALS. Judicators are almost half-again as expensive as Liberators, but have the ability to be involved in the battle more thanks to having ranged weapons. If you give them the bows, they&#039;ll be decent at holding an objective and giving your melee units covering fire. Judicators can&#039;t re-roll saves and don&#039;t have the survivability needed to stand up in melee. Keep another unit around to guard them and help hold the objective.&lt;br /&gt;
*&#039;&#039;&#039;Vanguard-Hunters&#039;&#039;&#039;: Battleline as long as you have a Lord-Aquilor general. Vanguard Hunters are a mixed bag, having some ability to shoot with their boltstorm pistols, an extra inch of move compared to most of your units, and an ability to appear 7&amp;quot; away from the enemy and within 6&amp;quot; of the board edge. For all this, they&#039;re 10% more expensive than Liberators, without any real addition in killing power. Being able to shoot their pistols in melee does bring you up to a respectable 4 attacks per hunter, though. Unless you absolutely love the Vanguard chamber aesthetic, probably best skipped.&lt;br /&gt;
*&#039;&#039;&#039;Sequitors&#039;&#039;&#039;: Sequitors are Battleline as long as you have a Lord-Arcanum general. For the same cost as Vanguard-Hunters(10% more than Liberators), Sequitors are almost strictly better than liberators. Their weapons are strictly better - their mauls are more accurate than liberator hammers, their swords get more attacks than liberator warblades, and they have access to a large mace that&#039;s 3+/3+/-1/2. Sequitors also have shields that let them re-roll save rolls of 1, and an extremely useful unique ability - at the beginning of the combat phase, the unit chooses whether to upgrade its shields to re-roll all saves, or upgrade their weapons to re-roll all misses. All of this combined makes a very powerful unit - the only real downside is that the Lord Arcanum is an unremarkable wizard and for Sequitors he must be your General.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
While playing a Seize Ground Matched Play battle, throwing in a Seraphon / Stormcast Eternal army for the first time, I discovered they made an all right combo. Sure, they don&#039;t have matching keywords or anything, but then Stormcasts don&#039;t really need them anyway. The Seraphon work well with the Stormcasts, as the lizard dudes give a front line of more numerous units - Saurus Warriors, for example - and a cheapish cavalry who can chew at your enemy, before the Paladins can -every and make your opponent cry! What&#039;s more, the Seraphon can give the on for main thing the Stormcasts are lacking - wizards. Now, with a Lord-Relictor and say, even a Skink Starpriest, enjoy as your Lightning Prayers and Arcane Bolt make wonders ... depending on the fortune of the dice, of course! Finally - it seems that, due to the strength of individual Stormcast units, you can basically ally them with any faction - some more fitting than others. But Seraphon, Sylvaneth and, maybe, Fyreslayers - I don&#039;t know! - perhaps ⠋⠊⠞ best.&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;
===[[Age_of_Sigmar/Tactics/Order/Cities_of_Sigmar|Cities of Sigmar]]===&lt;br /&gt;
Hoo boy, did this open some venues.&lt;br /&gt;
&lt;br /&gt;
As a universal rule, Cities of Sigmar armies can grab a unit of Stormcasts as part of their army for every three normal units they hold. Sure, this will rob them of any Stormhost keywords and traits, but you instead gain the city&#039;s keyword and special rules. While we won&#039;t go into the full specifics of how these cities and forces work, here are some basic ideas.&lt;br /&gt;
*{{AOSKeyword|Hammerhal}}: Fun note here - Aventis Firestrike grants a free CP on the first turn if he&#039;s in a Hammerhal army. In addition, any banners (which you&#039;ll lack with exception of the Knight-Vexilor) can grant additional CPs and your entire army ignores battleshock while on their side of the board. You can generally pick anything on this end and not go wrong, but do beware how squishy your humie/stuntie/elfy friends are.&lt;br /&gt;
*{{AOSKeyword|Anvilguard}}: Nothing to really support you here. Stormcast aren&#039;t really the sort that hurt easily in Battleshock, and going {{BLAM}} on one is a terrible idea.&lt;br /&gt;
*{{AOSKeyword|Tempest&#039;s Eye}}: Very keyed towards alpha-striking. Whether it&#039;s getting your Vanguard in place to lay down fire early or helping throw Prosecutors and Paladins right in the enemy&#039;s face, you really wanna make that turn 1 speed-boost worth your while. Also, remember that the Kharadron Overlords can also cover shooting since they can also be included.&lt;br /&gt;
*{{AOSKeyword|Hallowheart}}: Sacrosanct Chamber says hello. Each Evocator squad can now cast Empower twice a turn, allowing them to boost even more of their own, while the Lord Arcanum can try their special spell and then fire an amped-up Arcane Bolt.&lt;br /&gt;
*{{AOSKeyword|The Living City}}: While not the same as your normal deep-strike, this does give you some fun venues for sniping flanks. Wanted to make your Dracothain Guard fire and then smack up? Want your Judicators to volley fire and then slip away? This is no better way for it.&lt;br /&gt;
*{{AOSKeyword|Greywater Fastness}}: Don&#039;t forget your Lord-Ordinator! While Stormcasts lack much in the way of artillery, your Lord-Ordinator can absolutely bolster what war machines you do pack. His command ability doesn&#039;t hurt either, especially if you take some more Stormboys to act as a wall for your war machines.&lt;br /&gt;
*{{AOSKeyword|The Phonecium}}: Kinda hard to work with here. Stormcast are expensive. Sure, you can send packs of chaff to fuel your big boys&#039; strikes, but that&#039;s just whack.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
Rules are here&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;
Here are links to all the warscrolls for the army, in the same order as they are listed in the article. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-celestantprime-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lord-celestant-dracoth-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcelestant-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcastellant-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Lord-Veritant-ENG.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvenator-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightazyros-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightheraldor-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvexillor-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-knight-questor-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-liberators-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-judicators-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-retributors-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-decimators-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-protectors-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorhammers-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorhammers-en.pdf&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A01:CB1C:8D1:7200:F09F:1FE4:1069:A879</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Disciples_of_Tzeentch&amp;diff=20584</id>
		<title>Age of Sigmar/Tactics/Chaos/Disciples of Tzeentch</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Disciples_of_Tzeentch&amp;diff=20584"/>
		<updated>2020-10-28T13:07:07Z</updated>

		<summary type="html">&lt;p&gt;2A01:CB1C:8D1:7200:F09F:1FE4:1069:A879: /* Normal Battalions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Disciples of Tzeentch|Logo=TzeentchianDie.gif|Alliance=Chaos|Lore=Tzeentch|Icon=Tzeentch mark.png|Motto=Just as planned.}}&lt;br /&gt;
&lt;br /&gt;
==Why play Disciples of Tzeentch?==&lt;br /&gt;
Disciples of Tzeentch are all about two things: spells and acting like you know what you&#039;re doing. Most of your heroes are wizards and all of them are smug assholes that if you kick in the dick they&#039;ll act like you kicking them in the dick was a nine year plan that causes them to end up better off somehow. Hell, Lords of Change love to meddle with stuff that more often they fail because they get cocky and meddle too much. On top of a love of all things changing, weirdly colorful and on fire if you want to set up stupid complex strategy for your army and hope they go [[just as planned]], then Disciples of Tzeentch are for you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*With the amount of wizards, spells and abilities surrounding magic Disciples of Tzeentch are undeniably one of, if not &#039;&#039;&#039;the&#039;&#039;&#039;, army for magic. Disciples of Tzeentch is so focused on magic you get to summon free units not just from yourself casting spells, but from anybody casting spells.&lt;br /&gt;
*Some of the best shooting in Chaos, not that Chaos has much competition.&lt;br /&gt;
*An amazing Allegiance ability that helps you make sure those critical rolls are exactly what you need them to be.&lt;br /&gt;
*Very good diversity, with units that can fill the need for good hordes, good elites, good fast units, good shooters. Anything you need, Tzeentch can have or ally into.&lt;br /&gt;
*those endless spells are really powerful right? It&#039;s a shame though that only those wizards can cast then or the points cost of each spells, right? Then you don&#039;t have to worry anymore, because you can steal that endless spells without points cost, cast it with your models unplayed in your army and see the face of your enemy after doing so. JUST AS PLANNED!!!!! &lt;br /&gt;
*Using a mix of endless spells, spells, scroll abilities and faction effects you can get to a total of -6 to hit... ok that&#039;s almost impossible to do reliably but just -2 to hit is crippling and the changling can throw that out stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Any wounds your models have aren&#039;t going to hold up long to some swinging, with your units saves ranging from &amp;quot;bad&amp;quot; to &amp;quot;pretty bad&amp;quot;.&lt;br /&gt;
*&amp;lt;s&amp;gt;Your standard colours, are in fact liable to give headaches.  So many yellows, bright blues and pinks.&amp;lt;/s&amp;gt; This is actually a good thing as it will distract your opponent from your schemes, [[just as planned]].&lt;br /&gt;
*Do you like lords of change? No? You better start liking them. While slaves of darkness and death factions can easily throw around +2-+4 to cast like it&#039;s candy you&#039;re gonna be struggling to get +1 to cast and our casting values are as high as ever. Unless of course you bring a lord of change and play with the faction all about summoning lords of change. Then you can easily log in those tricky spells and make a gaunt summoner mini-nagash.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Disciples of Tzeentch (2020)}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
If your army has a &#039;&#039;&#039;TZEENTCH&#039;&#039;&#039; allegiance and chose to take the &#039;&#039;&#039;TZEENTCH&#039;&#039;&#039; Allegiance abilities, it has the following rule:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of Destiny:&#039;&#039;&#039;&lt;br /&gt;
After set-up but before rolling for first turn, roll nine dice and bank them as &amp;quot;Destiny Dice&amp;quot; that you can use in place of casting, unbinding, dispelling, run, charge, to hit, wound, save, damage, or battleshock rolls. You must use one Destiny Dice per die, so to completely control a charge, you must use two Destiny Dice. At any moment, your army can&#039;t have more than nine dice.&lt;br /&gt;
&lt;br /&gt;
Naturally, as you have a very limited pool of Destiny Dice and most ways of regaining them require either expensive Battalions, wasting spells or more convoluted means, you want to make the most of them. So, in other words, do not disregard 1s and 2s, as they can still be useful.&lt;br /&gt;
&lt;br /&gt;
* 1s and 2s are most useful for Battleshock tests, where rolling low can mean the difference between the unit hanging on (and, in the case of Daemons, potentially regenerating) and the unit being killed off.&lt;br /&gt;
&lt;br /&gt;
* 6s are most useful for when you want to activate some ability that triggers on hit rolls of 6, in your army this will mostly affect Skyfires. &amp;lt;s&amp;gt;If you have a Tzaangor Shaman nearby, 5s can be used for this as well.&amp;lt;/s&amp;gt; By setting three of three to hit rolls in this fashion, you have a very decent chance of removing an opposing Hero with a single barrage. And believe you me, shooting the Bloodsecrator out of a Bloodreaver mob might not make you friends, but it sure as hell can win you the game.&lt;br /&gt;
&lt;br /&gt;
* 3s and 4s are the really awkward ones and are probably best used for casting rolls. A single Destiny Die 4 &amp;lt;s&amp;gt;sacrificed already guarantees a successful casting of &#039;&#039;Daemonic Power&#039;&#039;, which is nice.&amp;lt;/s&amp;gt; can be used with a Lord of Change casting to guarantee a minimum of 8. Roll the other die and see if you can get a 5 or 6.&lt;br /&gt;
**Sorry, new FAQ has stated this is no longer the case; to change a 2d6 roll you need to spend 2 destiny dice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Locus of Change:&#039;&#039;&#039; Tzeentch Daemons wholly within 12&amp;quot; of friendly Tzeentch Daemon Heroes are -1 to be hit in melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summon Daemons of Tzeentch:&#039;&#039;&#039; as of AoS2 summoning Daemons by Spells and using Reinforcement Points are no longer things but have been replaced with the following. To summon Daemons you must spend &#039;&#039;&#039;Fate Points&#039;&#039;&#039; which are generated when either player successfully casts a spell without it getting unbound. You must have at least ten Fate Points to be allowed to summon and after that, you can summon as many units you have points for at the end of the movement phase, set up wholly within 12&amp;quot; of a Tzeentch Hero and more than 9&amp;quot; from any enemy units.&lt;br /&gt;
&lt;br /&gt;
*30 Fate Points: 1 Lord of Change&lt;br /&gt;
*24 Fate Points: 1 Fateskimmer, Herald of Tzeentch on Burning Chariot&lt;br /&gt;
*20 Fate Points: 10 Pink Horrors of Tzeentch&lt;br /&gt;
*18 Fate Points: 1 Burning Chariot of Tzeentch&lt;br /&gt;
*18 Fate Points: 3 Flamers of Tzeentch&lt;br /&gt;
*12 Fate Points: 1 Exalted Flamer of Tzeentch&lt;br /&gt;
*12 Fate Points: 1 Herald of Tzeentch&lt;br /&gt;
*12 Fate Points: 1 Herald of Tzeentch on Disc&lt;br /&gt;
*10 Fate Points: 10 Blue Horrors of Tzeentch&lt;br /&gt;
*10 Fate Points: 10 Brimstone Horrors of Tzeentch&lt;br /&gt;
*10 Fate Points: 3 Screamers of Tzeentch&lt;br /&gt;
&lt;br /&gt;
:: As Tzeentch most heroes and even battlelines are wizards. even with that you&#039;re usually only going to get 9 points per turn unless the opponent is also wizard heavy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifts of Worship:&#039;&#039;&#039; Guess what? You can, at the start of your hero phase, declare one of these objectives. If they&#039;re completed, the unit that completes it gets a buff for the rest of the game. Only one per turn, and you can&#039;t redo them (although if you fail one, you can try it again until it is complete). You have to tell this your opponent.&lt;br /&gt;
&lt;br /&gt;
Mass Conjuration: &lt;br /&gt;
* Agenda- Pick a Tzeentch Wizard. If they cast at least 2 spells that aren&#039;t unbound and got an unmodified 9+ for each:&lt;br /&gt;
* Ability -  they get +1 to casting for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
Ninefold Dismemberment: &lt;br /&gt;
* Agenda- Pick one enemy unit on the battlefield that has 9 or more models, if it is destroyed before the end of the turn: &lt;br /&gt;
* Ability- add 1 to melee hit rolls for the Tzeentch unit that destroyed it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Overthrow Leaders: &lt;br /&gt;
* Agenda- Pick 1 hero or monster on the battlefield with Wounds of 9 or more, kill it before the end of the turn:&lt;br /&gt;
* Ability- add 1 to the save rolls for attacks that target the unit that killed it. &lt;br /&gt;
&lt;br /&gt;
Reckless Abandon:&lt;br /&gt;
* Agenda- At the start of your charge phase pick one unit 9&amp;quot; away from any enemy units. If it charges to within 1/2&amp;quot; of an enemy: &lt;br /&gt;
* Ability- that unit gets +1 attack to melee weapons when charging.  This rule could be open to interpretation - it looks like it&#039;s meant to say you only gain one attack when you charge, but it could be argued that whenever you charge you permanently gain one attack.&lt;br /&gt;
&lt;br /&gt;
Tides of Anarchy:&lt;br /&gt;
* Agenda- If you take an objective from an opponent with a unit of at least 9 models: &lt;br /&gt;
* Ability- in that unit each model counts as 2 for holding that objective.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
There are actually three tables to pick Command Traits from for you: one for Arcanites, one for Daemons and one for Mortals. If you have a combination of those keywords, you can pick which table you take your Command Traits from, though 1-3 are almost exact copy-pastes on all three tables.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;ARCANITE&#039;&#039;&#039; General of an army with a &#039;&#039;&#039;TZEENTCH&#039;&#039;&#039; allegiance and has chosen to take the &#039;&#039;&#039;TZEENTCH&#039;&#039;&#039; Allegiance abilities can choose one of the following Command Traits:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Arch-sorcerer&#039;&#039;&#039;: Allows your Hero to know two more spells from the Lore of Fate. Take it only if your Magister is your leader as he is the only one able to abuse this (with good rolling of course... or just as planned?) Otherwise a nice one for a Gaunt Summoner or a Curseling.&lt;br /&gt;
#&#039;&#039;&#039;Nexus of Fate&#039;&#039;&#039;: Roll a dice at the start of your Hero phase, you can (but don&#039;t have to) replace one of your Destiny Dice with that roll.&lt;br /&gt;
#&#039;&#039;&#039;Magical Supremacy&#039;&#039;&#039;: Increases unbind and dispel range by 12&amp;quot; inches for your general. Abuse this on the Curseling! Adds twelve inches to his dispel range and if he does dispel it then he gets to cast that spell without your opponent being able to dispel in return.&lt;br /&gt;
#&#039;&#039;&#039;Boundless Mutation&#039;&#039;&#039;: Start of your Hero phase on a 2+ d3 wounds are healed. it can keep you alive so you can cast more spells.&lt;br /&gt;
#&#039;&#039;&#039;Cult Demagogue&#039;&#039;&#039;: Casting rolls that are doubles auto succeed (regardless of result). also if not unbound get 2 fate pts instead of 1.  &lt;br /&gt;
#&#039;&#039;&#039;Arcane Sacrifice&#039;&#039;&#039;: In the Hero phase you can deal 1 Mortal wounds on a nearby friendly unit. If you do so then your hero gets +9 to their spell range for that phase. &lt;br /&gt;
&amp;quot;Sooo... that Curseling... I don&#039;t know... but I think he can abuse these Command Traits... He can steal spells on a longer range and if you steal an expensive spell then he is more likely to cast it.&lt;br /&gt;
Good on Gaunt Summoner with Balewind Vortex for maximum range and reliability on their spells. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;DAEMON&#039;&#039;&#039; General of an army with a &#039;&#039;&#039;TZEENTCH&#039;&#039;&#039; allegiance and has chosen to take the &#039;&#039;&#039;TZEENTCH&#039;&#039;&#039; allegiance abilities can choose one of the following Command Traits:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Arch-sorcerer&#039;&#039;&#039;: Allows your hero to know two more spells from the Change Lore. On a Lord of Change, this could be pretty fun, but on Heralds it&#039;s a waste of space.&lt;br /&gt;
#&#039;&#039;&#039;Nexus of Fate&#039;&#039;&#039;: Do you need more 1s for resurrecting Horrors? Or 6s to make your spells unbindable?&lt;br /&gt;
#&#039;&#039;&#039;Magical Supremacy&#039;&#039;&#039;: Put on the leader of an Aether-Eater Host for best effect, though the additional unbinding range is always appreciated.&lt;br /&gt;
#&#039;&#039;&#039;Daemonic Spark&#039;&#039;&#039;: Once per battle, your General can use this to gain 3 fate points. &lt;br /&gt;
#&#039;&#039;&#039;Incorporeal Form&#039;&#039;&#039;: its a +5 save vs spells and endless spells to ignore all spells&lt;br /&gt;
#&#039;&#039;&#039;Aether Tether&#039;&#039;&#039;: +1 to the save of this general. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;MORTAL&#039;&#039;&#039; General of an army with a &#039;&#039;&#039;TZEENTCH&#039;&#039;&#039; allegiance and has chosen to take the &#039;&#039;&#039;TZEENTCH&#039;&#039;&#039; allegiance abilities can choose one of the following Command Traits:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Nexus of Fate&#039;&#039;&#039;: The same as above, but now you have more options to use it with Tzeentch-marked Slaves to Darkness. Need an additional dice for unbindable Daemonic Power? Go for it. Worrying about killiness of your Chaos Lord on Manticore? Go for it.&lt;br /&gt;
#&#039;&#039;&#039;Soul Burn&#039;&#039;&#039;: Wound rolls of 6 or higher damage by an additional Mortal Wound in melee. Interesting on an already killy General like a Marked Chaos Lord or an Ogroid, worthless on a caster.&lt;br /&gt;
#&#039;&#039;&#039;Illusionist&#039;&#039;&#039;: Lower Hit rolls against your General at range by one. This could save his bacon from the inevitable barrage of shots that will doubtless be headed toward your General.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
As per the FAQ, all of the below are Artefacts of Power and thus subject to the normal restrictions on number and usage.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Fated Artefacts&amp;lt;/span&amp;gt;====&lt;br /&gt;
One &#039;&#039;&#039;MORTAL HERO&#039;&#039;&#039; in an army with a &#039;&#039;&#039;TZEENTCH&#039;&#039;&#039; allegiance and has chosen to take the &#039;&#039;&#039;TZEENTCH&#039;&#039;&#039; allegiance abilities, plus one &#039;&#039;&#039;MORTAL HERO&#039;&#039;&#039; for every battalion selected, can choose one of the following Artefacts, though they cannot replace the weapon profiles of a mount:&lt;br /&gt;
#&#039;&#039;&#039;Wicked Shard&#039;&#039;&#039;: Reroll failed toWound rolls with one weapon profile&lt;br /&gt;
#&#039;&#039;&#039;Changeblade&#039;&#039;&#039;: If you get a kill with a weapon chosen as this then whenever you kill an enemy Hero you get a pet Spawn- Oh god N- AGHRBHLAR. Good with a Hero with high mobility so he can run after weak targets, otherwise its an alright weapon. Unfortunately, the Spawn can&#039;t do anything the end of the turn.&lt;br /&gt;
#&#039;&#039;&#039;Nexus Staff&#039;&#039;&#039;: You can automatically dispell an endless spell within 9&amp;quot; once per battle.&lt;br /&gt;
#&#039;&#039;&#039;Timeslip pendant&#039;&#039;&#039;: Once per Combat Phase the Hero can pile in and attack a second time. Thaumaturge or a Lord on Manticore can abuse this.&lt;br /&gt;
#&#039;&#039;&#039;Daemonheart&#039;&#039;&#039;: Once at the beginning of combat you pick an unit within 1&amp;quot;, which takes 3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Paradoxical shield&#039;&#039;&#039;:+2 to save but you re-roll successful saves. Really trolly upgrade, Can easily give one of your Heroes a 2+ but you have to re-roll all your successful saves. This is a hard one to judge as it can easily go wrong or you can roll like a god and laugh at your opponent as you re-roll your 6 into a 6.(just as planned.)  Generally try to put it on something that re-rolls 1s on Saves. &amp;lt;s&amp;gt;You can only re-roll each dice once, so those natural 1s do not have to be re-rolled if they succeed after the re-roll.&amp;lt;/s&amp;gt; all re-rolls occur BEFORE applying modifiers, so it looks like the shield requires you to re-roll only if the unmodified die would succeed.  Gives you a good place to spend your 3s and 4s from the destiny pool.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Treasures of the Cults&amp;lt;/span&amp;gt;====&lt;br /&gt;
One &#039;&#039;&#039;ARCANITE HERO&#039;&#039;&#039; in an army with a &#039;&#039;&#039;TZEENTCH&#039;&#039;&#039; allegiance and has chosen to take the &#039;&#039;&#039;TZEENTCH&#039;&#039;&#039; allegiance abilities, plus one &#039;&#039;&#039;ARCANITE HERO&#039;&#039;&#039; for every battalion selected, can choose one of the following Magical Artefacts (weapons of mounts can&#039;t be upgraded this way):&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Ambition&#039;s End&#039;&#039;&#039;: Once per battle a wizard within 1&amp;quot; cannot unspell until your next hero phase and takes D3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Secret-Eater&#039;&#039;&#039;: If a &#039;&#039;&#039;HERO&#039;&#039;&#039; is slain by this weapon, you can roll and add another dice to your Destiny Dice pool. Against Hero-heavy armies, this might be good, otherwise, pass. No specifications if it is a melee or ranged weapon.&lt;br /&gt;
#&#039;&#039;&#039;Spiteful Shield&#039;&#039;&#039;: on an unmodified save roll of 6, the attacker takes 2 Mortal Wounds after his attacks have been done. Could be a nice deterrent from punching your Hero, but there are better ways to go about it.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Daemonic Weapons&amp;lt;/span&amp;gt;====&lt;br /&gt;
Any &#039;&#039;&#039;TZEENTCH DAEMON HERO&#039;&#039;&#039; can be given one of the following weapons (mount&#039;s weapons are not upgraded).&lt;br /&gt;
#&#039;&#039;&#039;Warpfire Blade&#039;&#039;&#039;: 6s to wound deal two Mortal wounds in addition to its normal wounds on a melee weapon of the Hero&#039;s choosing. Pretty standard upgrade but why are your Daemon Heroes in close combat?&lt;br /&gt;
#&#039;&#039;&#039;Sentient Weapons&#039;&#039;&#039;: On an unmodified hit roll of 6, target looses its Artifact of Power&lt;br /&gt;
#&#039;&#039;&#039;Blade of Fate&#039;&#039;&#039;: Once per battle, on an unmodified hit roll of 6, get a Destiny Dice of 6.&lt;br /&gt;
#&#039;&#039;&#039;Souleater&#039;&#039;&#039;: A weapon gets +1 attack whenever it slays a Hero... To get a good benefit from this your Hero will have to run after most Heroes your opponent controls like a dog chasing a car... not worth it... and do I even have to mention it... You don&#039;t want your Heroes in close combat...&lt;br /&gt;
#&#039;&#039;&#039;Phantasmal Weapons&#039;&#039;&#039;: +1 rend with all weapons. This is actually a nice melee upgrade for your Heroes, especially your Lord of Change. A bonus to Rend on all weapons is mighty strong, especially on your Lord of Change. This and the Sentient Weapons are the only melee upgrades you should be looking at for your deamons as they affect all your Hero attacks, something the Lord of Change can abuse. Unfortunately, Discs&#039; Teeth and Horns are not boosted by this.&lt;br /&gt;
#&#039;&#039;&#039;Pyrofyre Stave&#039;&#039;&#039;: If with one chosen weapon a wound is allocated to an enemy wizard, this wizard can no longer unbind FOR THE WHOLE BATTLE&lt;br /&gt;
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* Alternate Opinion: All these Melee Relics do actually have a decent user: A Daemon Prince. Give a Daemon Prince the Blade of Fate or the Phantasmal Weapons and watch him rip enemies to little, teeny weeny pieces.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Daemonic Powers&amp;lt;/span&amp;gt;====&lt;br /&gt;
Any &#039;&#039;&#039;TZEENTCH DAEMON HERO&#039;&#039;&#039; can be given one of the following Daemonic Powers &lt;br /&gt;
#&#039;&#039;&#039;Aura of Mutability&#039;&#039;&#039;: All your Tzeentch Daemon units wholly within 9&amp;quot; of the Hero get +1 to wound. This works for shooting so put your Hero near big Horror units or Flamer units to allow them to wound more. &lt;br /&gt;
#&#039;&#039;&#039;Wellspring of Arcane Might&#039;&#039;&#039;: reroll casting and unbinding rolls&lt;br /&gt;
#&#039;&#039;&#039;Aspect of Tzeentch&#039;&#039;&#039;: while this Hero is on the field, any time you use a Destiny Dice for anything while he is on the field, you roll a D6, on a 5+ you get a new one right back.&lt;br /&gt;
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====Notable Artifacts of the Realms====&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Change Covens===&lt;br /&gt;
Cause everyone needs Chapter Tactics now.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a player with the {{AOSKeyword|Tzeentch}} Allegiance can instead choose to represent one of the Six Cults. The player is given access to:&lt;br /&gt;
&lt;br /&gt;
*A unique ability&lt;br /&gt;
*A unique mandatory command trait and artefact.&lt;br /&gt;
*The &#039;&#039;&#039;&amp;lt;Cult&amp;gt;&#039;&#039;&#039; keyword &lt;br /&gt;
*unlocks an additional battleline units&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Eternal Conflagation:&#039;&#039;&#039; (&#039;&#039;Turn Daemons of Tzeentch into a shooting army&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;Ability: Twisters of Materiality:&#039;&#039;&#039; Warpflame, Billowing Warpflame, and Magical Flames all gain -1 more rend.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Infernos of Mutation&#039;&#039;&#039; Choose one unit wholly within 12&amp;quot; of a friendly {{AOSKeyword|Daemon Hero}}. Unmodified hit rolls of 6 with Warpflame, Billowing Warpflame or Magical Flames inflict -2 Bravery until end of battle round.  A unit cannot be affected by this command ability more than once per turn.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Coruscating Flames&#039;&#039;&#039; -1 to Hit with shooting against {{AOSKeyword|Daemons}} wholly within 12&amp;quot; of the {{AOSKeyword|Hero}} with Command Trait&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Shroud of Warpflame&#039;&#039;&#039; When allocating a wound or mortal wound to the {{AOSKeyword|Hero}}, roll a D6.  On a 3+, the attacking unit suffers 1 mortal wound.&lt;br /&gt;
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&#039;&#039;&#039;The Hosts of Duplicitous:&#039;&#039;&#039; (&#039;&#039;No escape the tarpits&#039;&#039; )&lt;br /&gt;
*&#039;&#039;&#039;Ability: Rank of Mischievous Mirages&#039;&#039;&#039; Enemy units within 3&amp;quot; of your units cannot retreat&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Impossible to Anticipate&#039;&#039;&#039; Once per battle, if a {{AOSKeyword|Horrors of Tzeentch}} unit is destroyed, on a 5+ bring it back wholly within 12&amp;quot; of a friendly {{AOSKeyword|Hero}} and more than 9&amp;quot; from enemy units&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Will of the Phantom Lord&#039;&#039;&#039; You can reroll casting and unbinding rolls for any {{AOSKeyword|Daemon Wizards}} while they are wholly within 9&amp;quot; of your general&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Brand of the Split Daemon&#039;&#039;&#039; +1 save to the bearer&lt;br /&gt;
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&#039;&#039;&#039;The Hosts Arcanum:&#039;&#039;&#039; (&#039;&#039;Bookworms summon legions of sky sharks&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;Ability: Thieves of All Things Arcane&#039;&#039;&#039; Once per turn during the first, third and fifth battle round, when a friendly {{AOSKeyword|Wizard}} attempts to unbind a spell, that spell is automatically unbound&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Entourage of Sky-sharks&#039;&#039;&#039; Choose a friendly {{AOSKeyword|Screamers of Tzeentch}} unit wholly within 12&amp;quot; of a friendly {{AOSKeyword|Hero}}.  Until your next hero phase, add 1 to save rolls and improve the Rend of that unit&#039;s Lamprey Bite by 1.  A unit cannot benefit from the effects of this ability more than once per turn&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Spell Hunters&#039;&#039;&#039; After armies have been set up but before the first battle round begins, D3 units that can fly can move up to 6&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Artifact: The Fanged Circle&#039;&#039;&#039; Once per battle at the start of your hero phase (NOT MOVEMENT PHASE) add a unit of 6 {{AOSKeyword|Screamers of Tzeentch}} wholly within 9&amp;quot; of the bearer, but more than 9&amp;quot; away from an enemy&lt;br /&gt;
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&#039;&#039;&#039;The Cult of the Transient Form:&#039;&#039;&#039; (&#039;&#039;Acolytes and Tzaangors fighting together at last&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;Ability: The Change-gift&#039;&#039;&#039; On death of a {{AOSKeyword|Kairic Acolyte}} model, roll a dice, on 2-5 it can fight, on 6 add a {{AOSKeyword|Tzaangor}} within 1&amp;quot; of a {{AOSKeyword|Tzaangor}} unit within 9&amp;quot; of the slain model.  The model can only be set up within 3&amp;quot; of an enemy unit if the friendly {{AOSKeyword|Tzaangor}} unit was within 3&amp;quot; of that enemy unit before any models were added&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Fate of Transmutation&#039;&#039;&#039; During your hero phase, choose a friendly {{AOSKeyword|Kairic Acolyte}} unit wholly within 12&amp;quot; of a friendly &#039;&#039;&#039;Hero&#039;&#039;&#039;.  Until your next hero phase, add 1 to the dice roll made for that unit&#039;s Change-gift ability&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Defiant in their pursuit&#039;&#039;&#039; Add +2 Bravery to all units wholly within 12&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Chaotica Amulet&#039;&#039;&#039; Add +1 to the bearer&#039;s Wounds characteristic&lt;br /&gt;
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&#039;&#039;&#039;The Pyrofane Cult:&#039;&#039;&#039; (&#039;&#039;Make Kairic Acolyte thrown fire more dangerous&#039;&#039;))&lt;br /&gt;
*&#039;&#039;&#039;Ability: Arrows of Tzeentch&#039;&#039;&#039; +1 To Hit with friendly {{AOSKeyword|Kairic Acolytes}} Sorcerous Bolts.  In addition, roll a die at the end of the shooting phase for every enemy unit that suffered any wounds inflicted by Sorcerous Bolts.  On a 5+, that unit suffers D3 mortal wounds&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Immolate&#039;&#039;&#039; During your shooting phase, pick a {{AOSKeyword|Kairic Acolytes}} unit wholly within 12&amp;quot; of a friendly &#039;&#039;&#039;Hero&#039;&#039;&#039;.  You can re-roll wound rolls for attacks made by that unit until the end of the shooting phase&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Shrouded in Unnatural Flame&#039;&#039;&#039; -1 To Hit for shooting against your general&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Chainfire Amulet&#039;&#039;&#039; Unmodified rolls of 6 for missile weapons cause D3 mortal wounds, and the attack sequence ends&lt;br /&gt;
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&#039;&#039;&#039;The Guild of Summoners:&#039;&#039;&#039; (&#039;&#039;Spam magic so you can spam more magic&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;Ability: Scions of the Exiled&#039;&#039;&#039; Your Fate Points can only be used to summon &#039;&#039;&#039;Lords of Change&#039;&#039;&#039;.  You first summon costs 9 FP, your second costs 18 FP, and every summons after that costs 30 FP&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:  Will of the Arcane Lords&#039;&#039;&#039; During your hero phase, choose a friendly &#039;&#039;&#039;Wizard&#039;&#039;&#039; wholly within 9&amp;quot; of a friendly &#039;&#039;&#039;Hero&#039;&#039;&#039; or 18&amp;quot; of your General.  Until the end of that phase, add 1 to that &#039;&#039;&#039;Wizards&#039;&#039;&#039; casting rolls.  A unit cannot benefit from this command ability more than once per turn&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Prophet of the Ostensible&#039;&#039;&#039; If this general is part of your army and on the battlefield at the start of the hero phase, gain a Command Point on a roll of 4+&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Brimstone Familiar&#039;&#039;&#039; Friendly units wholly within 12&amp;quot; of the bearer of this artifact do not take battleshock tests&lt;br /&gt;
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&#039;&#039;&#039;The Unbound Flux:&#039;&#039;&#039; (&#039;&#039;You love spamming Heralds and want to up their DPS&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;Ability: Maddening cascade &#039;&#039;&#039; roll for each unit that suffered an MW from an {{AOSKeyword|Unbound Flux deamon wizard}}&#039;s spell, the unit suffers another MW on 4+.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:  Followed by Madness&#039;&#039;&#039; During Hero phase, an {{AOSKeyword|Unbound Flux deamon wizard}} wholly within 9&amp;quot; of a hero or 18&amp;quot; if general, +1 casting for phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: aegis of insanity&#039;&#039;&#039; Daemons ignore Battleshock within  9&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: The enlightener&#039;&#039;&#039; pick a Melee weapon, on a hit roll of 6, inflicts d3 MW and sequence ends.&lt;br /&gt;
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&#039;&#039;&#039;The Cult of a thousand Eyes:&#039;&#039;&#039; (&#039;&#039;Play Tzeench the old Warriors of chaos way&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;Ability: Marked for Death&#039;&#039;&#039; at start of game pick D3 enemies. Cult of a {{AOSKeyword|thousand Eyes Mortals}} units rerolls hits in melee against them.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:  Eyes everywhere&#039;&#039;&#039; at start of hero phase, pick {{AOSKeyword|thousand Eyes Mortals}} unit wholly within 12&amp;quot; of a Hero, They ignore enemy cover until next hero phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Tzeentch is pleased&#039;&#039;&#039; each time you spend a CP, on a 5+ roll, heal D3.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Crown of Whispers&#039;&#039;&#039; + 1 save against targeted attacks.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Lore of Fate&amp;lt;/span&amp;gt;===&lt;br /&gt;
Every &#039;&#039;&#039;ARCANITE&#039;&#039;&#039; and &#039;&#039;&#039;MORTAL WIZARD&#039;&#039;&#039; in an army with a &#039;&#039;&#039;TZEENTCH&#039;&#039;&#039; allegiance and has chosen to take the &#039;&#039;&#039;TZEENTCH&#039;&#039;&#039; allegiance abilities can choose one of the following Spells (Alternatively, you can pick or roll one spell of Fate for all &#039;&#039;&#039;MORTAL&#039;&#039;&#039; and &#039;&#039;&#039;ARCANITE WIZARDS&#039;&#039;&#039; per army) :&lt;br /&gt;
#&#039;&#039;&#039;Bolt of Tzeentch&#039;&#039;&#039;:  Casting value of 7 now, and D6 Mortal Wounds at 18&amp;quot; are nothing to sneeze at. Just make sure your caster has some way of making the casting easier on himself, though. Arcane Sacrifice, Souldraught, the Tzaangor Shaman&#039;s energy drink, anything.&lt;br /&gt;
#&#039;&#039;&#039;Arcane Suggestion&#039;&#039;&#039;: &amp;lt;s&amp;gt;Theoretically a wonderful debuff for casting value of 7, but too random to be of much use. You either deal D3 Mortal Wounds OR drop their Hit and Wound rolls OR drop their saves by 1. Awkward if you were trying to neuter the enemy but made them more fragile instead or you deal one Mortal wound to a horde unit instead of de-buffing it. Ideally, this could be used to weaken enemy Heroes and Monsters, [[Fail|but unfortunately this can&#039;t be cast on them.]]&amp;lt;/s&amp;gt;&lt;br /&gt;
#* Now much better!  No more random result, you now choose which you want to do, and it can be cast on whoever you want! The only downside is this now has a casting value of 8.&lt;br /&gt;
#&#039;&#039;&#039;Glimpse the Future&#039;&#039;&#039;: Considering how bloody useful Destiny Dice is, it should come as no surprise that the spell that gives you more has a high casting value of 7 and, even without the First Rule of One, is restricted to one per turn. Still worth it, especially on something that has multiple casting attempt, like a Magister in an Arcanite Cabal.&lt;br /&gt;
#&#039;&#039;&#039;Shield of Fate&#039;&#039;&#039;: &amp;lt;s&amp;gt;Odd. This cheap one (casting value 5) grants you re-rolls on your saves that get worse the fewer Destiny Dice you have. Do you sincerely want something that hinges on a precious resource not being expended?. It&#039;s flat out better then Mystic Shield now but the person casting it could just know another spell if they feel like it. Worse case it&#039;s just as good as Mystic Shield so you can give different things a bit more protection at least.&amp;lt;/s&amp;gt; Now much better (with a cost of 6), the effect becomes worse the more Destiny Dice you&#039;ve used.  At 7-9 remaining, you ignore spells and endless spells on a 4+ and can re-roll ALL failed saves, at 4-6 you just reroll all failed saves, and at 1-3 it&#039;s Mystic Shield.&lt;br /&gt;
#&#039;&#039;&#039;Infusion Arcanum&#039;&#039;&#039;: The Curseling and the Ogroid love this baby. Pathetically low casting value of 5? Check. Increases both Hit and Wound rolls of the caster by one? Check. Take a powerful melee Hero and turn him into a terrifying melee Hero. For true dickishness, give it to Archaon. Yes, Ol&#039;Topknot is both &#039;&#039;&#039;MORTAL&#039;&#039;&#039; and &#039;&#039;&#039;TZEENTCH&#039;&#039;&#039; and so is entitled to this spell if he&#039;s put in a Tzeentch army.&lt;br /&gt;
#&#039;&#039;&#039;Treacherous Bond&#039;&#039;&#039;: Exactly what the Gaunt Summoner wants. The casting value is 6. Different now.  Cast on a unit wholly within 9&amp;quot; of the &#039;&#039;&#039;Wizard&#039;&#039;&#039; and whenever the &#039;&#039;&#039;Wizard&#039;&#039;&#039; would take a wound or mortal wound, pass it off to the unit on a 3+.  Regardless of distance.&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Lore of Change&amp;lt;/span&amp;gt;===&lt;br /&gt;
Every &#039;&#039;&#039;DAEMON WIZARD&#039;&#039;&#039; in an army with a &#039;&#039;&#039;TZEENTCH&#039;&#039;&#039; allegiance and has chosen to take the &#039;&#039;&#039;TZEENTCH&#039;&#039;&#039; allegiance abilities can choose one of the following Spells:&lt;br /&gt;
#&#039;&#039;&#039;Bolt of Tzeentch&#039;&#039;&#039;: Casting value of 7, D6 Mortal Wounds on a unit within 18&amp;quot;. Best on a Lord of Change with his amazing casting roll modification rule.&lt;br /&gt;
#&#039;&#039;&#039;Treason of Tzeentch&#039;&#039;&#039;: Casting on 5+, pick a unit within 18&amp;quot;. Roll a die for each model in that unit and deal a mortal wound for every 6+. &amp;lt;s&amp;gt;This can&#039;t damage the last model in a unit. Not bad against large hordes, but if you have a Gaunt Summoner in your army already this is significantly worse.&amp;lt;/s&amp;gt; In addition, the affected unit suffers -1 to Hit until your next hero phase, when at least one model was slain.&lt;br /&gt;
#&#039;&#039;&#039;Arcane Transformation&#039;&#039;&#039;: Casting value of 6, now, and you choose whether to increase the &#039;&#039;&#039;Hero&#039;&#039;&#039;&#039;s Move AND Bravery stat by 1, or increase the Attacks of one of the &#039;&#039;&#039;Hero&#039;&#039;&#039;&#039;s melee weapons by 1.  Still good on the Ogroid, but...&lt;br /&gt;
#&#039;&#039;&#039;Unchecked Mutation&#039;&#039;&#039;: Casting value of 6, an enemy unit within 18&amp;quot; suffers D3 mortal wounds, then if any models are slain, roll a D6; on a 3+, they take another D3 mortal wounds, and the spell ends.&lt;br /&gt;
#&#039;&#039;&#039;Fold Reality&#039;&#039;&#039;: This is a mixed bag: The spell casts on a 7+. Roll a D6, on a 2+, you add that many slain models to a friendly &#039;&#039;&#039;TZEENTCH DAEMON&#039;&#039;&#039; unit. On a 1, however, the whole unit goes poof. The logical choice is to only ever use this on units that are near death already, like a lone Pink Horror trying to get some new buddies. The question is, do you want to leave a whole unit&#039;s fate to a single dice roll? And no, don&#039;t think you can cheese this via Destiny Dice. &#039;&#039;Masters of Destiny&#039;&#039; Tells you which rolls you are allowed to change and &#039;&#039;rolls made by specific spells that you really really wish you could set&#039;&#039; isn&#039;t among them. &lt;br /&gt;
#* In fact, you only have 1/6 chance of messing up with this spell, while the other five times you resurrect an average 3 guys, so it&#039;s pretty good. Just use it on units with low numbers, and that you can comfortably lose, and you&#039;re set. &amp;lt;s&amp;gt;Or just take Kairos and a unit of 6 Tzaangor Skyfires, to have a unit that will probably never die; changing that 1 on a 6 one time per battle should ensure you never lose the unit.&amp;lt;/s&amp;gt; (This no longer works.  Kairos doesn&#039;t let you replace any die you want, and Tzaangors aren&#039;t &#039;&#039;&#039;Daemons&#039;&#039;&#039;) If you&#039;re in a really big battle, instead take a unit of 3 Burning Chariots, but keep in mind your opponent will refuse to play with you ever again after this. And I can&#039;t blame him. Neither would I.&lt;br /&gt;
#&#039;&#039;&#039;Tzeentch&#039;s Inferno&#039;&#039;&#039;: If Lady Luck and Admiral Awesome are on your side, this is a damn game-winner. If not, you&#039;ll waste casting attempts on it. Casting value 9(!) so you need a Lord of Change or Kairos just to cast it reliably. Roll 9 D6, each 6 generates D3 Mortal Wounds. On average, that&#039;s 3 Mortal Wounds. Woo. If, however, you roll well, you could go all the way to a unit killer with this. Combine this with &#039;&#039;Infernal Gateway,&#039;&#039; and your Lord of Change can unleash some serious fireworks.&lt;br /&gt;
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*A question: What if a Hero is both Daemon and Mortal/Arcanite? Can he know spells from both Lores? &amp;lt;s&amp;gt;the heroes that fit on that category are the Tzaangor Shamans, Gaunt Summoners and Archaon himself, the rules for both lores is &amp;quot;each wizard in a Tzeentch army knows and additional spell chosen from the Lores&amp;quot;, so until FAQ&#039;d, technically he can know one (or two if he is an Arch-Sorcerer) of both&amp;lt;/s&amp;gt;. It&#039;s been FAQ&#039;d, only one Lore can be taken, not one from each Lore table.&lt;br /&gt;
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===Endless Spells===&lt;br /&gt;
Tzeentch only&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Burning-Sigil-of-Tzeentch-en.pdf Burning Sigil of Tzeentch]:&#039;&#039;&#039; (40pts) Summons a floating 12&amp;quot; bubble of RANDOM, with a mix of results helpful and harmful to a single unit. (d3 MWs that risks a Chaos Spawn if someone dies, halved movement, d6&amp;quot; movement after running, +1 attacks, or -1 to hit) The issue is that this sigil cannot move on its own, meaning that you really need to find a good place to set it up and then pray some more that Tzeentch blesses your rolls for the right results.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tome-of-Eyes-en.pdf Tome of Eyes]:&#039;&#039;&#039; (40pts) Summons a magical book that becomes part of the caster&#039;s unit. Alongside letting the caster reroll any casting tests, it lets results of snake eyes or double 6s count as auto-casting with immunity to dispels (though the caster also takes d3 MWs in the process) and grants a special spell that deals mortal wounds and robs the target of 1 point of Bravery for each casualty you deal. What better way to stick it to those filthy rats than to smite them with your evil spellbook and then see them fail battleshock for once?&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Daemonic-Simulacrum-en.pdf Daemonic Simulacrum]:&#039;&#039;&#039; (50pts) This predatory spell has a...thematic move speed of 9&amp;quot;, and each turn it has 9 chances to deal MWs to the closest unit within 6&amp;quot; on a 5+ (4+ if they&#039;re wizards). While the range is nice for a spell that would otherwise be considered underwhelming, it also leaves you very open to the chance of it all being for naught on a bad roll. Potential to backfire horribly if your opponent gets to move it so be wary of positioning or have a Lord of Change eat it.&lt;br /&gt;
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Beasts of Chaos - available to Tzaangor Shaman and Great Bray Shaman.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Doomblast_Dirgehorn.pdf Doomblast Dirgehorn]:&#039;&#039;&#039; Subtract 1 from hit rolls for attacks made by units within 3&amp;quot; of this model. &#039;&#039;&#039;BEASTS OF CHAOS&#039;&#039;&#039; models are not affected. Grows by 3&amp;quot; at the start of each battle round. This one is pretty damn cool but comes with the problem of having a casting value of 6 and thus being fairly easy to dispell.&lt;br /&gt;
** On the other hand, it presents the opponent with the interesting dilemma of either wasting his casting attempts to dispel it or letting it get bigger and bigger.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Wildfire_Taurus.pdf Balefire Taurus]:&#039;&#039;&#039; A big horde cleaning Endless Spell. It moves 12&amp;quot; a turn and has the Fly keyword. Anything it moves over or ends within 1&amp;quot; of it takes D3 Mortal Wounds, and if the unit has more than ten models, it takes D6 Mortal Wounds instead. Furthermore, Units it damages must fight last at the end of any Combat Phase. While brutal in most situations, it really shines when cleaning up blobs of infantry.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ravening_Direflock.pdf Ravening Direflock]:&#039;&#039;&#039;Spawns three tokens of evil Chaos murderbirds. Anything that is not a &#039;&#039;&#039;BEASTS OF CHAOS&#039;&#039;&#039; unit within 6&amp;quot; of one of these tokens has their Bravery reduced by -2. However, if any unit finishes a move within 1&amp;quot; of the tokens, they have to set the Tokens up again somewhere within 3D6&amp;quot; of the place they were previously.&lt;br /&gt;
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Slave to Darkness - Available for all flavors of Gaunt Summoner or imported StD casters.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Eightfold_Doom-Sigil_eng.pdf Eightfold Doom-Sigil]:&#039;&#039;&#039; (40pts) CV 5. This spell will only have use when things die around it, so you&#039;d best make sure you make at least one model go down so you can power them up. Now a bonus attack won&#039;t sound too scary for your Chaos Lord, but throw it on a band of marauders and they won&#039;t be laughing anymore.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Darkfire_Daemonrift_eng.pdf Darkfire Daemonrift]:&#039;&#039;&#039; (50pts) CV 6. This is a purely predatory spell, dealing d3 MWs to anything it goes through. It&#039;s damage potential also powered up by other Wizards and Endless spells 12&amp;quot; of it. Guess what you have? Yep, you&#039;ll be enjoying this.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Reamscourge_Rapture_eng.pdf Realmscourge Rapture]:&#039;&#039;&#039; (60pts) CV 7. This Predatory spell is like the Pendulum in that it can only move in straight lines. Anything that this goes through suffers not only d3 MWs, but their movement will also be halved, which can positively cripple a unit just in time for your Vikings to flatten them.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#dda16f;&amp;quot;&amp;gt;Leaders&amp;lt;/span&amp;gt;===&lt;br /&gt;
====Named Leaders====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Kairos-Fateweaver-2019-en.pdf Kairos Fateweaver]:&#039;&#039;&#039; (400pts, Deamon Wizard) Kairos has a pretty decent melee profile and decent survivability, just like all Lords of Change. He also shares their rule for better casting rolls and auto dispell endless spells. one of his minor gimmick that can replace one dice rolled by any player with any desired result like fate dice. His primary ability is being a Master wizard, able to cast/unbind 3 times and he knows all spells from friendly Wizards&#039; warscrolls wholly within 18&amp;quot;. Woo. (No seriously woo! So long as Kairos is within 18&amp;quot; of a Changecaster, he knows Pink Fire which he is much better at casting. Having access to the Curseling&#039;s Glean Magic spell can yield fun results, steal a spell and execute the enemy wizard with the following) his unique spell  &#039;&#039;Gift of Change&#039;&#039; is fairly strong as it deals a flat 6 MW while Kairos is full health, one shotting most heroes and turning them into spawns. The downside of taking him is he&#039;s less versatile or less support than a normal Lord of Change; he costs more and can&#039;t take Artefacts and Command Traits. Still useful for that single, guaranteed dice roll. Ensure an opponent fails a critical save. &lt;br /&gt;
**The spawn is created in the hero phase. This means you can retreat in the movement phase and run your spawn to an objective, force a unit in melee to pile-in towards the spawn, use it to string out huge infantry blobs or maybe just block your enemy&#039;s movement phase with the 3&amp;quot; don&#039;t-come-near-me.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-The-Changeling-2019-en.pdf The Changeling]:&#039;&#039;&#039; (140pts, Deamon Wizard) A fun little hero unit. Can redeploy him be for the game on your opponent&#039;s side of the board 3&amp;quot; from everything at the end of your first movement phase and at the start of each enemy turn you can give a unit within -1 to hit and half their movement Until your turn. Good on certain occasions like when your enemy brings a few fast units to keep you from moving up the board or getting close to artillery. Also interesting is that he can use the spells of &#039;&#039;all&#039;&#039; Wizards around him. He has lost his copy enemy weapon attacks, but gained the ability to cast two spells per turn, so you&#039;ll wan him further from melee than before.&lt;br /&gt;
**Use the Changeling in conjunction with Changehost to land a Purple Sun of Shyish or Realmscourge Rapture in your enemy&#039;s lines. Coupled with Kairos, they will wreak havoc in your enemy&#039;s army.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-The-Blue-Scribes-en.pdf The Blue Scribes]:&#039;&#039;&#039; (120pts, Deamon Wizard) Now a very powerful caster. They can automatically cast anything on 2+ with 1d6 and to unbind their attempt, thought you needed a 9 or more? This allows you to cast &#039;&#039;any&#039;&#039; overpowered spell with impunity. Don&#039;t want to be a jerk? No problem, you can also just use their own spell, which gives nearby Tzeentch Wizards re-rolls to cast. Those Casting Value 9 Herald Spells getting you down? Don&#039;t forget the Blue Scribes can attempt to learn any spell cast near them so if you get your Pink Fire off using your arcane tome, the Blue Scribes can learn it on a 4+ and in subsequent turns cast it on a 2+. Give them Tzeentchs&#039;s Inferno too and have fun.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_eyes_of_the_nine_en.pdf Vortemis the All-Seeing]:&#039;&#039;&#039; (140pts, Arcanites, Mortal, Wizard) Must be taken with the Eyes of the Nine. He&#039;s essentially just a magister with a unique spell that gives a free CP to spend on the At the Double, Forward to Victory, or Inspiring Presence commands.&lt;br /&gt;
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====Arcanites &amp;amp; Daemons====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Gaunt-Summoner-of-Tzeentch-2019-en.pdf Gaunt Summoner]:&#039;&#039;&#039; (Arcanites Mortal Daemon Wizard 240pts) A very mediocre Wizard statline but attached to some impressive magic. The Gaunt Summoner a great horde-roasting spell, can cast twice per turn and can use one cast once per game to summon a Daemon unit, making him an excellent addition to any army. The fact that he has the Daemon keyword-only makes him better. The only real problem is the lack of mobility and survivability. To use his impressive spell to best effect, you want him close to the enemy, but 5 Wounds and a 6+ save aren&#039;t too helpful in letting him survive that.&lt;br /&gt;
**uses for summons: Bloodletters can inflict MWs, Daemonettes are still the best shredders and fast movers, Plaguebearers are walls, Horrors provide shooting and annoying way to be survivable, while [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos_Furies_eng.pdf Furys] can grab objectives.&lt;br /&gt;
** The Balewind Vortex can help mitigate the need to be close. If an entire horde of enemies wishes to approach, they do not want to be within the 18&amp;quot; bubble of death that his spell becomes while atop the vortex.&lt;br /&gt;
**Can also have his save pimped out. Give him Paradoxical Shield, stick him in a Balewind Vortex, and he&#039;s got a 3+ save, 2+ if you can get him in cover. Suddenly your squishy wizard is not so squishy anymore. &lt;br /&gt;
**The Balewind Vortex combined with the Arcane Sacrifice command trait gives your Infernal Flames spell a truly sickening 27&amp;quot; range.  The changes to the spell make this huge range less necessary, but the threat range is very intimidating, and although wiping out a 40 man horde with one cast is a lot less likely now it&#039;s still a whole lot of damage that it can kick out.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Gaunt_Summoner_eng.pdf Gaunt Summoner on Disc of Tzeentch]&#039;&#039;&#039;: (Arcanites Mortal Daemon Wizard 260pts.) give a summoner +1 wounds, 16&amp;quot; Flying movement and a +2 for melee save if normal ground fighter catches him.  Not bad for 20 points.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Curseling-en.pdf Curseling, Eye of Tzeentch]:&#039;&#039;&#039; (160pts. Arcanites Mortal Wizard) Wow. Vilitch, who used to be overcosted and underpowered, may now be one of the best Chaos casters, albeit he is now a generic Hero. He can cast and dispel two spells a turn. Any spell he unbinds, he can immediately cast himself with nobody being allowed to unbind his attempt. He also has the Glean Magic spell with which he can steal unique spells off enemy Wizards. And in combat, he&#039;s awesome, too. He has three weapons, one a Sorcerer staff with bad To Wound and worse To Hit rolls, but d3 damage if it connects and then two weapons which are basically Crom&#039;s weapons except one of them has extra Rend. Yeah. He hits hard, he can cast twice, and he can cast everything he unbinds. His main problem is the First Rule of One. He only has three spells, two of them the generic spells and the third one that only works if the enemy is packing Wizards, and even then the result may not help him, so unless you give him a good lore spell, he will be dead weight on the spells you can cast.&lt;br /&gt;
**Can also be decent in combat with Paradoxical Shield giving him a 3+ rerollable save. Since he can cast twice a turn, have him cast Mystic Shield and Arcane Infusion on himself to make him kill and nearly indestructible. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Fatemaster-en.pdf Fatemaster]:&#039;&#039;&#039; (120pts. Arcanites Mortal) a pure Flying melee leader in a magic focused faction.  while not the strongest fighter he does have a 2+ save in melee unless his opponent is a monster or flys. His Command ability is why you&#039;d take him, as it lets all Tzeentch units wholly within 9&amp;quot; re-roll hit rolls - you can squeeze a lot of stuff into that radius, especially small, hard hitting units like flamers, Ogroids or Skyfires.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Magister-en.pdf Magister]:&#039;&#039;&#039; (100pts. Arcanites Mortal Wizard) One of your good cheap mortal wizard that can also shoot a bolt from his staff and like to turn things into Spawns. He can cast additional spells if your casting roll was a double, even if it failed but the additional attempt is also a double he dies and may turn into a Spawn instead. His strong unique spell creates a spawn each turn it kills something right into combat (this will be FAQed soon) creating dangerous disruption. you may use him as a cheaper Gaunt Summoner, Using Fate dice to grant 2  successful casts, and tying down foes with free spawn.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Magister-on-Disc-of-Tzeentch-en.pdf Magister on Disc of Tzeentch]:&#039;&#039;&#039; (140pts. Arcanites Mortal Wizard) take a Magister and let him fly around the battlefield with +1 wound and better melee saves.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Shaman-en.pdf Tzaangor Shaman]:&#039;&#039;&#039; (150pts. Arcanites Brayherd Wizard) The mage you want in a Tzaangor-heavy army. Thanks to his Disc, he&#039;s not all that bad in melee, but that is still only a last resort, as he&#039;s too important to risk. The fun part is that he is a 6 wound Mage with high movement and a decent spell: Enemy unit takes D3 Mortal Wounds. Afterward, you can add a Tzaangor to a nearby unit for every model the spell killed. Roast some Saurus Guard and fill up your Beastmen all in the same breath. The Shaman also carries a nice energy drink with him that, once per game, lets him cast twice and re-roll casting rolls while he&#039;s at it. Use to best effect in an Arcanite Cabal Battalion for three re-rollable spells.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Ogroid-Thaumaturge-en.pdf Ogroid Thaumaturge]:&#039;&#039;&#039; (160pts Arcanites Mortal Wizard) For all intents and purposes, the Ogroid Thaumaturge is a Tzeentch-marked Doombull. He has eight Wounds without counting as a monster, a 5+ save, rerolls hits &amp;amp; wounds if he took damage earlier in the phase, and his spell deals D6 MW and heals him for each kill, so he&#039;s pretty tanky. He also moves 6&amp;quot;, deals D3 Mortal Wounds for successfully charging and has three weapon profiles in melee, all of them good. His staff is just like any other mage staff, but hitting on 3+ and dealing three knocks, then his horns have two attacks with great Hit and Wound rolls, great Rend and constant damage 3, and finally, his hooves are exactly 2 Hammer-Liberators worth of knocks. But wait, that&#039;s not all. This guy is just amazing. Having him and a Tzeentch army and NOT playing him is akin to sacrilege. He&#039;s powerful, he&#039;s versatile, and his model looks amazing.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Lord-of-Change-2019-en.pdf Lord of Change]:&#039;&#039;&#039; (380pts. Daemon Wizard, Behemoth, 30 Fate Points) Casty, scary lord, now with fourteen Wounds because he got a new model. Can choose between a bunch of weapon profiles in addition to his staff but the Gatling Rod of Sorcery will generally be your best bet because a Lord of Change in melee is a dead Lord of Change unless you&#039;re sending him war machine hunting. His true power is the hero phase, were he can Auto ends an endless spell for free, leans any spell he unbinding on a 9+, and can always get double of the highest dice rolled when he rolls for magic&lt;br /&gt;
*{{anchor|FWExalted}}&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/AOS-Exalted-Daemon-of-Tzeentch.pdf Exalted Daemon of Tzeentch] (Forge World):&#039;&#039;&#039; (480pts  Daemon, Behemoth), A Lord of Change pre-new model, with 20 wounds. This also means it only has the staff to fight with, severely hampering its usefulness with the new freshness available.  He also has a Casting Value of 9 as opposed to 10 for some reason.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Changecaster-en.pdf Changecaster, Herald of Tzeentch]:&#039;&#039;&#039; (110pts. Daemon Wizard, 12 Fate Points) in addition to throwing small firebolts behind other Horrors, Has a pretty cool combination of tricks going for him. He has a unique spell with a casting value of nine, which is pretty fucking high for dealing D6 MW. Also, once per game, he can cast with three dice instead of two, making nine much more reachable. Also, if he manages to cast a spell with a roll of 9+, he can cast an extra spell that turn.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Fluxmaster-en.pdf Fluxmaster, Herald of Tzeentch on Disc]:&#039;&#039;&#039; (130pts. Daemon Wizard, 12 Fate Points) Oddly the disc is disturbingly powerful in melee. However, the Herald on it wants absolutely nothing to do with melee. Ultimately, the Herald on Disc is a confusing beast, best left alone. His unique spell can potentially do nine Mortal wounds for a casting value of 5, though it will average only one and a half, but hey in Matched Play you only get one Arcane Bolt anyway so it&#039;s better than your herald sitting on their fucking hands. His real usefulness is that he is manic fast and can keep up with your Flamers and Screamers so they benefit from the loci. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Fateskimmer-en.pdf Fateskimmer, Herald of Tzeentch on Burning Chariot]:&#039;&#039;&#039; (140pts, Daemon Wizard, 24 Fate Points) put a Herald on a battle chariot, equipped with both the better casting roll tome and extra weapon and drawn by Screamers that deal more damage to monster and MW something on the flyby. His unique spell can damages each enemy that surrounds it. the main reason to actually take this guy is to make Burning Chariots Battleline if he&#039;s your general, which allows you to spam them in low points games. This is an 8 wound, fast moving spellcaster so pretty good for the 140 pts you pay.&lt;br /&gt;
&lt;br /&gt;
====Slaves to Darkness====&lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Deamon_Prince_eng.pdf Daemon Prince]:&#039;&#039;&#039; (210pts. Slave to Darkness, Daemon) Fast and decently killy. Isn’t a Wizard any more. He’s gone through a reworking since his last outing. Now he gains a unique command ability for each of the gods. Like a discount Lord of change, his CA only adds +1 to one friendly StD wizard’s casting roll. You take him because he is a melee-oriented Daemon hero that helps a little with casting.&lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-daemonprince-en.pdf Daemon Prince]:&#039;&#039;&#039; (160pts. Tzeentch, Daemon) You can use this Prince of Chaos, if you need a Wizard with a bunch of melee damage. He is still part of the Warscroll-Builder.&lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Exalted_Hero_of_Chaos_eng.pdf Exalted Hero of Chaos]:&#039;&#039;&#039; (90pts. Slave to Darkness, Mortal) A shit Aspiring Deathbringer with D6 3+/3+/-1/1 attacks and can fight twice. He gets a +1 to hit vs Characters and Monsters and if he somehow kills one he heals D3 wounds. Yeah, probably don&#039;t?&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_eng.pdf Lord of Chaos]:&#039;&#039;&#039; (110pts. Slave to Darkness, Mortal) Cheaper and more killy, with a decent command ability to boot. Don&#039;t send him alone against characters more expensive than he is, or he will die. If your taking large units of StD for melee, he is a big Force multiplier, letting them fight twice. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Demonic_Mount_eng.pdf Chaos Lord on Daemonic Mount]:&#039;&#039;&#039; (170pts. Slave to Darkness, Mortal) Your budget (for a Slaves to Darkness character) mounted Lord. He is eligible to take both mortal and Daemon items (that&#039;s getting to be a rarity these days), ignores MW on 5+ and heals when killing things with his hammer. His Command Ability allows a Chariot or Knight unit to re-roll charge rolls and adds +1 to their Hit rolls. Gorebeast Chariots hitting on 3+? Yes, please. A good pick if you want a Tzeentch melee goon.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Karkadrak_eng.pdf Chaos Lord on Karkadrak]:&#039;&#039;&#039; (250pts. Slave to Darkness, Mortal) The new mounted lord has arrived, and he rode in style as a full plastic kit. How does this character scream build around? Movement 9&amp;quot;, 9 wounds and the always welcomed 3+ save, this lord on battle lizard loves keeping up with his fellow cavalry and bring nothing short of utter destruction. Without any enhancements, this character boasts no less than 13(!) attacks across 4 profiles, has mortal wound potential both on the charge and with his sword, and can heal with his attacks with his big axe. Sporting classic mortal wound protection that Slaves to Darkness units are spoiled with, and the same command ability as his horse-riding brethren, he is an excellent pick for a Slaves focused army. Pair him with some Chaos Knights or Chariots and reap all the skulls you can.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Manticore_eng.pdf Chaos Lord on Manticore]:&#039;&#039;&#039; (280pts. Slave to Darkness, Mortal, monster, Behemoth) The Lord on Manticore can have a choice between Flail and Sword, with the Sword being better in most circumstances and a choice between Runeshield, Daggerfist, and Lance. The Lance might be awesome, but since everyone and their grandma will be gunning for your Manticore, the 5+ save against Mortal Wounds might be the best choice. The beasty hits at least as hard as the lord, and re-rolls all Hits against Monsters for its Fangs and Claws attacks. His Command Ability allows a unit of Chaos Warriors wholly within 18&amp;quot; to re-roll charge, wound, and Battleshock rolls.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Sorcerer_Lord_eng.pdf Chaos Sorcerer Lord]:&#039;&#039;&#039; (110pts. Slave to Darkness, Mortal, wizard) Yes. he is one of the best cheap wizards you can take. While an ok fighter by wizard standards, he is amazing at support for Mortal StD. First, without even casting anything, he can grant one friendly Std unit re-rolling saves. Then, when he casts, his unique spell that provides re-roll Hit, Wound and Saves for a friendly StD unit wholly within 18&amp;quot;.  If your running Mauders or Chaos warriors consider a Sorcerer Lord instead of a Magister.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Sorcerer_Lord_on_Manticore_eng.pdf Chaos Sorcerer Lord on Manticore]:&#039;&#039;&#039; (260pts. Slave to Darkness, Mortal, wizard, Monster, Behemoth) Blessed with the same awesome &amp;quot;re-roll saves&amp;quot; ability as the normal Lord, this here rides a Manticore, who is just as killy as the one the normal Lord gets. Additionally, the Sorcerer Lord gets the Wind of Chaos spell, which is potentially devastating to a large unit blob.  Due to the different spell, this version is a better fit for the army than the foot sorcerer if you&#039;re not running many other StD units as he he can buff his own save with his ability and nuke things with his spell.&lt;br /&gt;
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====Beasts Of Chaos====&lt;br /&gt;
must be included in a Phantasmagoria of Fate battalion&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-beastlord-en.pdf Beastlord]:&#039;&#039;&#039; (90pts) A melee fighter but can&#039;t keep up with his compatriates (GW expected you to always but them in BoC Ambush and let the rest of the army run and charge). are good and cheap heroes that can improve the rest of beastmen combat if they kill something.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-great-bray-shaman-en.pdf Great Bray Shaman]:&#039;&#039;&#039; (100pts) your Beastman speed booster (especially Tzangors)  and your other BEASTS OF CHAOS endless spell caster. They know Devolve for dragging enemies closer to you and away from objectives and support auras.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doombull-en.pdf Doombull]:&#039;&#039;&#039; (100pts) the leader bullgor, a Big guy with a big axe, that let other Bullgors wound better.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-dragon-ogor-shaggoth-en.pdf Dragon Ogor Shaggoth]:&#039;&#039;&#039; (180pts) Lots of attacks that can explode into more, some speed, lot of wounds, and the most useful is the ability to heal when ties for going first is rolled and having a healing spell.&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#dda16f;&amp;quot;&amp;gt;Battleline&amp;lt;/span&amp;gt;===&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Kairic-Acolytes-en.pdf Kairic Acolytes]:&#039;&#039;&#039; (Mortal Arcanites, Min10, Max:30 100pts.) Tzeentch-themed Marauders, just as Bloodreavers are Khorne-themed Marauders, but magic focused. They can take the dual-wielder hits better or shields that give a &#039;&#039;model&#039;&#039; a 6+ save-before-the-save against normal and mortal wounds, with 3 in 10 can get big Glaives. This is all okay, but not terribly impressive. What sets them apart is that each is also a magical dabbler, being wizards that only spam a buff spell to their minor magic missile weapon to a (18&amp;quot;/1/4+/3+/-1/1), and can disrupt enemy wizards. Having a bunch of Acolytes will help you quickly rack up summon points.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangors-en.pdf Tzaangors]:&#039;&#039;&#039; (Arcanite BoC, Min10, Max:30 180pts.) Incredible. They are, at first glance, Chaos Warriors with a lower save. Then you look at their weapons. No matter what you equip them with, they will always have a 4+/5+/-/1 beak attack each. Then you can choose between two swords, a sword and board, and a glaive (only two on every five models). The shield gives you a nice save-after-the-save for that model, the twin swords get you better hit rolls and the glaives only give you 1 attack instead of 2 but at damage 2 and Rend -1. They also have a rule to gain +1 attack on all their melee weapons if they have 9+ modules. Since this stacks nicely with the few strong attacks from the glaives, you want glaives if you want to go for raw damage output and shields to keep them safe, and they can have one mutant for every 5 models, who always have two blades and make 1 additional hit with them. Most of the unit must be armed the same, but the mutants always have two blades and the glaives replace the normal equipment, so you can have a nice spread of options. They can also run and charge like normal Beastmen, thanks to their musician and can channel mortal wounds onto enemy units if near any wizards (friend or foe). Having an Arcanite Hero hanging with them also gets them better Wound rolls, so keep that Tzaangor Shaman nearby to buff and replenish.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Horrors-of-Tzeentch-en.pdf Horrors of Tzeentch]:&#039;&#039;&#039; (Conditional Battleline: unit only contains Pink Horrors, Daemon, Min10, Max:20 220pts. 20 Fate Points for a unit of 10 Pink Horrors) As the Nature of their god these things keep on getting reinvented. One of the best and annoying infantry units in the game, as a unit of 10 actually has 50 wounds (assuming you can deploy all of them validly). A Starting unit of Pinks will have a high volume of 12&amp;quot; firebolts and is a wizard as long as there are 9+ pinks, but only can cast a spell that gives them +1 to all their hits (at the recommended unit size, your bolts hit on 3s). Their annoying power is each dying pink turns into 2 Blues and each blue turns into a Brimstone, actually increasing the number of attacks. The pinks always have to be the first ones to die though.&lt;br /&gt;
**Horrors are not tough and will die in numbers and then more will flee from Battleshock, but if you roll a 1 (use a Fate dice) and you still have a pink with an Icon alive, you gain back D6 slain models instead.&lt;br /&gt;
**if you care for everyone sanity, don&#039;t want to buy 40+ Blue/Brimstone horrors, and/or don&#039;t think setting up more models will work out this phase, your pink horrors can instead explode and deal mortals on a 5+.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Screamers-of-Tzeentch-en.pdf Screamer]:&#039;&#039;&#039; (Conditional Battleline: Hosts Arcanum army, Daemon Min:3 Max:12 80pts 10 Fate Points for a unit of 3) zipping objective claimers and light bombers, but their offense is a bit pillow-fisted outside The Hosts Arcanum and other buffs. Three of them won&#039;t do much, they want to be in bigger units to achieve anything (but wizards now take a heavy beating when Screamers fly over them) and you&#039;re unlikely to put plenty of wounds on units, but monsters really don&#039;t enjoy the damage upgrade to D3. Do remember you can do the slashing fins attack if you &amp;quot;retreat&amp;quot; from combat they&#039;re not going to win by flying over the unit they were fighting. Being that they are only 10 fate points and have an exceptional move speed, you will often be summoning these to grab an objective left in the open.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Flamers-of-Tzeentch-en.pdf Flamers]:&#039;&#039;&#039; (Conditional Battleline: Eternal Conflaguration army, Daemon Min:3 Max:12 120pts 18 Fate Points for a unit of 3) Pretty bloody great. They die very easily, so keep them in cover, but their ranged flame attack is possibly the best thing Tzeentch daemons can bring you, massed shots (10 from 3 of them) causing D3 wounds on anything that gets through is awesome, and they that gains +1/+2 hit if the target had 10/20 models. They are not fun to fight in melee as each lost wound inflicts an MW on a 5+. Lastly, they have 9&amp;quot; Move and can fly, so you can use them as ultra-powered horse archers, leaping here and there while puking multi-colored death from a safe distance. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Burning-Chariots-of-Tzeentch-en.pdf Burning Chariots of Tzeentch]:&#039;&#039;&#039; (Optional Battleline: Fateskimmer General, Daemon Min1, Max:3 150pts, 18 Fate Points)This is what you get when you put an exalted flamer on a disk pulled by two Screamers. It can damage units it flies over, has the same powerful missile weapon as the standard Exalted Flamer and a bunch of melee attacks, including the Screamers&#039;, who make 6 attacks, each of which deals D3 damage whilst targeting a Monster, all of which gain a bonus to hit against bigger units. But realistically it&#039;s so fragile and inaccurate you should only use it to pick off opportune targets in melee while shooting at whatever you feel like. They&#039;re super fast and they fly but they&#039;ll die if the opponent even thinks about shooting and flamers aren&#039;t slow anyway. They are great however at dealing a lot of damage against monsters and 20+ units or if you want it to circle around and take the side objectives that the opponent only has a token force for just make sure it attacks first in most cases because it won&#039;t last long otherwise.  They do also give normal flames their +1 to hit with shooting, but the foot versions just seem a better fit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Warriors_eng.pdf Chaos Warriors]:&#039;&#039;&#039; (Mortal STD, Min5, Max:30 100pts.) The same heavily armored Vikings you know and love. Do you like the Liberators&#039; bullshit profile but want to go a bit more Chaosy? Then these guys are what you are looking for. They have the same stats, and their normal hand weapons better than the swords Liberators carry. Their other options include a halberd that is worse than the hand weapon but with a better range, two hand weapons giving a flat re-roll to hit rolls, and a greatblade with the same stats as a Liberator hammer but with a -1 rend, however unlike them taking this will cost you your shield. Their shields work a little differently as they give you a special save of 5+ against mortal wounds. While giving them greater durability against Mortal wounds than Liberators they have worse saves against regular damage attacks. If you want to be an asshole, use them in units of 20+, where they will be re-rolling saves for longer. All in all, strong chaos rivals to liberators, while Liberators can be argued as a more balanced unit with an equal focus on attack and defence and also containing special weapons. Chaos Warriors are more offensively focused, they are less about holding the line than smashing through it, with their weapon options favouring frontal assault more.&lt;br /&gt;
**Take 20, give them halberds so you can attack in two ranks. Enjoy your 60 attacks. &lt;br /&gt;
**Take 20, give them shields, string them out in front of your army and run them forward. Don&#039;t worry about being charged: these guys are bait. Take the aforementioned Halberd Warriors and destroy whatever dumbass takes that bait.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauders_eng.pdf Marauders]:&#039;&#039;&#039; (Mortal STD, Min20, Max:40 150pts.) Our favorite Vikings are back and bringing the pain to bear! They did not get a model update, which they sorely need in comparison to the new models being released. I for one will be using Warcry models and kitbashing them to represent Marauders. But down to brass tacks, they boast an average stat line that is bolstered by numbers. 10 or more and your get +1 to hit, 20 or more you get +1 to Rend. But the most important ability boost they got is their charge ability. They can change the lower die on a charge roll to a 6 automatically. Add in a drummer and you&#039;ll be making a minimum 8&amp;quot; charge every time.&lt;br /&gt;
&lt;br /&gt;
====Beasts Of Chaos====&lt;br /&gt;
must be included in a Phantasmagoria of Fate battalion&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ungors-en.pdf Ungors]:&#039;&#039;&#039; (Min10 Max:40 60/200pts) beastmen Marauders. Not strong but you can take swarms of them and they are able to cross a lot of ground.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Gors.pdf Gors]:&#039;&#039;&#039; (Min10 Max:30 70/200pts)  A step above Ungors. while Ungors are only effective in large packs, you can comfortably take smaller units of Gors.&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
&lt;br /&gt;
====Daemon====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Exalted-Flamers-of-Tzeentch-en.pdf Exalted Flamers]:&#039;&#039;&#039; (Daemon Min: 1 Max: 6 100pts 12 Fate Points for 1) A leader of the Flamers, being a Fusion two normal Flamers into one model with double the attacks, wounds and rend on their Warpflame attacks. not on his scroll but he also provides +1 to hit for other Flamers, often letting them hit on 2s. In tighter points games he has better value when you saving 50 points for 2 models worth and require fewer Fate Points to summon (could appear by round 2 with your own casting while Flamers could show at soonest by round 3).  Still, less points-efficient than normal flamers except as a force multiplier - oddly, if near a flamer unit, the standard guys get more accurate than these ones, as they both hit on 4+ before buffs.&lt;br /&gt;
&lt;br /&gt;
====Arcanite====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Enlightened-en.pdf Tzaangor Enlightened]:&#039;&#039;&#039; (BoC Min:3 Max9 100pts) Elite Tzaangors. They hit hard and get better when a Tzaangor Shaman is nearby. Other than that, they have a beautiful psychological tool in the &#039;&#039;Guided by the Past&#039;&#039; ability, which grants them full rerolls To Hit and Wound if an enemy unit within 3&amp;quot; has already attacked this turn. This puts your opponent into an unpleasant situation: Either attack them first and give the survivors powerful re-rolls or let them attack first and pray he&#039;ll still have models left once they&#039;re done. You use the Foot variant if you&#039;re saving points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Enlightened-on-Disc-en.pdf Tzaangor Enlightened on Disc]:&#039;&#039;&#039; (BoC Min:3 Max9 180pts) The better Enlightened the most people use. All your Enlightened gain 16&amp;quot; Fly Move, extra Wound and a massively scary melee profile on top of their own massively scary melee profile (both affected by &#039;&#039;Guided by the Past&#039;&#039;). Now Enlightened and Shaman can move together at full speed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Skyfires-en.pdf Tzaangor Skyfires]:&#039;&#039;&#039; (BoC, Min:3 Max9 200pts) Ranged Elite Tzaangors. These fellows are the unholy cross between a Tzaangor Enlightened, a Kurnoth Hunter and a Warplock Jezzail (guess who did what, I don&#039;t wanna imagine that scene). In addition to having serviceable melee stats, Skyfires have the obscene 16&amp;quot; Movement of the Enlightened, the 24&amp;quot; range of the Kurnoth Hunters and unmodified 6 To Hit rolls immediately deal d3 Mortal Wounds instead (incredible for sniping characters with a good destiny dice pool). This is even stronger considering that close proximity to a Tzaangor Shaman grants them +1 To Hit, and the leader already has an additional +1, making still be dangerous even if 6s are not rolled.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_eyes_of_the_nine_en.pdf Eyes of the Nine]:&#039;&#039;&#039; A mixed unit of 4 models including two named kairic acolytes, a named tzaangor wielding a savage greatblade and a blue horror. Must be taken alongside Vortemis the All-Seeing.&lt;br /&gt;
&lt;br /&gt;
====Mortal====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Chosen_eng.pdf Chaos Chosen]:&#039;&#039;&#039; (STD Min5, Max:20, 140pts.) Warriors with +1 Ld and armed with Great Weapons, which is basically a Protector&#039;s Halberd without the cool special rules. What&#039;s so special about Chosen, then? If they kill at least one model in combat, all nearby Slaves to Darkness re-roll To Wound until the end of the phase. This is pretty devastating and nowhere does it say that multiple Chosen squads can&#039;t affect each other with this (actually, they even affect themselves if an ability allows them to fight more than once a phase, they&#039;re just that pleased with themselves). So a good way to look at Chosen is as a potential buffing unit with high damage potential. Don&#039;t compare them to Paladins as they really don&#039;t like that. Get them into the thick of things and start killing to buff everyone up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Chariots_eng.pdf Chaos Chariots]:&#039;&#039;&#039; (STD Min1, Max:3 120pts.) Our favourite Shock and Awe Chariot got the Ogor Charge rule, big win. And while they seem to want to be taken in units of 2 to maximize the number of exalted upgrades you can take, an argument can be made to take a unit of 2-3. A Chaos Lord on Karkadrak (or demonic mount) with an Undivided Mark will give them an immunity to Battleshock (while wholly within 12&amp;quot;) and the Chaos Lord&#039;s command ability will affect more than 1 chariot. This will maximise the hurt dealt when they charge. The Chariot&#039;s innate ability to run and charge once per game will only increase this benefit and possibly ensure a turn 1 charge. A 12&amp;quot; move, plus a run, plus a re-rollable charge will catch many an unwary opponent off-guard.  Although, units of one could lead to a HUGE increase in mortal wounds from their charge damage as you roll once for the unit rather than once per model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Gorebeast_Chariots_eng.pdf Gorebeast Chariots]:&#039;&#039;&#039; (STD 150pts) Don&#039;t get the same movement rule as the normal Chaos Chariots but they have the absolutely devastating Gorebeast to make up for it. The beast is just that in combat and also grants you a nice rule similar to Khorne Skullcrushers get where you can potentially inflict Mortal Wounds on whatever you charge in the Charge Phase.  Like the normal chariot, this rule triggers for the unit rather than per model as Skullcrushers do - but it can affect more than one unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Knights_eng.pdf Chaos Knights]:&#039;&#039;&#039; (STD Min5, Max:20, 180pts.) Chaos Warriors on pretty good horses. They aren&#039;t the bullshit they used to be, but they are still strong. They can either have the same weapon as a Warrior but with three attacks and rend or they can take lances, which are exactly like a Liberator with a Warhammer but gain a bonus to Rend and Damage if they charge.  You probably won&#039;t wipe out too many unis on the charge so the normal weapon will be better in most circumstances.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauder_Horsemen_eng.pdf Chaos Marauder Horsemen]:&#039;&#039;&#039; (STD Min5, Max:30 90pts.) Marauders on horseback. They are in almost every way normal Marauders on mediocre horses. However, they can still take Javelins, which beat every other weapon the guys can have by simple virtue of being a missile weapon in addition to a close combat weapon. Considering this is an army that can be at a desperate lacking in ranged weaponry, it can be a good rule-of-thumb to include a few goods ranged harassers. Feigned Flight allows for Mongolian-style hit and run tactics, as it allows the Marauders to shoot and charge even if they retreated. Meaning these guys can run circles around slower moving units while they gradually shoot them down before multi-charging them to death.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Varanguard_eng.pdf Varanguard]&#039;&#039;&#039;: (STD Min:3, Max:12, 300pts) Super Warriors lent out by Archaon. They are giant chaos knights with 5 wounds 3+ armour and ignore magic on a 5+, able to Fight twice once per game and get +1 to hit if you have Archaon. The unit can be armed with an Ensorcelled Weapon for consistency, Fellspear for better charge damage, or Daemonforged Blade can more inflict Damage and MW with good RNG.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzeentch-Chaos-Spawn-en.pdf Chaos Spawn]:&#039;&#039;&#039; (STD Min:1 Max:6 50pts.) [[Chaos Spawn | That Which Must Not Be Named]]. Not actually terrible anymore, though far from reliable. A Move of 2D6&amp;quot; makes for potentially fast movement. Similarly, 2D6 attacks per Spawn is potentially strong, but even better is the special rule these attacks come with: If you roll a Double, instead of Hitting and Wounding on 4+, you Hit and Wound on 3+. Just think about it, 12 attacks apiece with good Hit and Wound rolls... Also, five Wounds with a 5+ save to make for pretty hardy models.&lt;br /&gt;
** Tzeentch has many ways to summon them for free, Either to replace specific Heros that die or right into enemy lines, stopping them from shooting and charging your wizards.&lt;br /&gt;
&lt;br /&gt;
====Beasts Of Chaos====&lt;br /&gt;
must be included in a Phantasmagoria of Fate battalion&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bestigors-en.pdf Bestigors]:&#039;&#039;&#039; (Min10 Max:30 120/300pts) A step above Gors but below Tzaangors. They do have Rending attacks over Tzaangors. If you can stack all their bonuses you can get up to the Tzaangors killing power.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Bullgors.pdf Bullgors]:&#039;&#039;&#039; (Min3 Max:12 140pts) Get the same Bloodgreed rule as the Doombull, а weapon choice of great axes (2x 4+/3+/-2/3) or axe(s)(3x 4+/3+/-1/2) with the option of an additional axe to reroll hit rolls of 1, or bull shields which add +1 to the save rolls against attacks from melee weapons. These options are in addition to horn attacks made by each bullgor (2x 4+/4+/-/1). But the really interesting trait is their Drummer and Banner Bearer abilities: namely, they give +1 respectively to charge rolls and Bravery for each enemy unit within 12&amp;quot; from them. If you want to go full Warherd, take one unit of each and see which ones perform best, but if you take only one unit of them and a Doombull, you&#039;re going to want great axes.&lt;br /&gt;
**Arguably the dual axes may be the better option for a higher chance of mortal wounds with the additional attack and rerolling 1&#039;s to hit. The loss of rend isn&#039;t that big of a deal as we have many ways of reducing saves already.&lt;br /&gt;
**Other than that, they&#039;re fast, have more raw, balls-out power than almost anything in the game and have lots of Wounds. The high Wound-count combined with the meh Save also means that targeting them with Mortal Wounds will almost feel like a waste to your opponent, which might keep them safe longer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dragon-ogors-en.pdf Dragon Ogors]:&#039;&#039;&#039; (Min3 Max:12 140pts) Five Wounds with a 4+ save, okay Bravery and scary weapons. Each has what is basically a Chaos Knight&#039;s horse bolted to it and in addition fights with a big weapon. You get either Ancient Weapons which are three Double-Hammer Liberators in one, Glaives which exchange 2 attacks with 1 more inch of range and a Rend of -1, or Crushers which only have 3 attacks, but with 2 damage each. Re-roll hit rolls of 1 if wholly within 12&amp;quot; of a Shaggoth.&lt;br /&gt;
**Glaives have an interesting use in that you can hide your dragon ogors behind your 25mm/32mm based guys (just in case may want 2 ranks of 25mm bases to have maximum distance). Enemies with 1&amp;quot; weapons won&#039;t be able to touch your DO, while the glaives let your DO wack enemies (though you do lose your claw attacks).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ungor_Raiders.pdf Ungor Raiders]:&#039;&#039;&#039; (Min:10 Max40 80pts) Same as Ungors, but with bows instead of shields and a basic scouting rule. Don&#039;t think their bows are good, by the way, but the mass of shots really helps. Don&#039;t underestimate 30-40 strong ungor raider units. They can output a surprising amount of dakka (for Beasts anyways, they&#039;re not crossbow freeguild!). in a melee-centric and focused faction that can quickly get into melee, missiles will be taken out of you horde budget, can damage distant enemies while holding objectives.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-centigors-en.pdf Centigors]:&#039;&#039;&#039; (Min:5 Max20 80pts) Light Brayherd cavalry unit that can Run and Charge. Fairly useless as the other player can lay down even light fire and wipe them out. Their good to at moving across the board, harassing, tieing down or grabbing an objective but not much else. Each turn you can decide to have them get drunk on beast piss to add +1 to their hit rolls but at the cost of your opponent getting +1 on them.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tuskgor-chariot-en.pdf Tuskgor Chariots]:&#039;&#039;&#039; (Min:1 Max4 60/200pts) It&#039;s a chariot. Aside from the fact that the model is painfully showing its age, it&#039;s actually damn good. Lots of Wounds, good Save, tons of attacks that are great on the charge and okay normally. Play three of them and make sure they have a Bray Shaman close to them in your first movement phase. Like Bestigors, its Despoiler Axe can re-roll 1s against Order units and add 1 to hit rolls if the unit has 10 or more units. Fill your army with chariots! they are one of the best beast units! If you don&#039;t like the Tuskgors, simply build your own chariots from Gors, Warhounds and assorted wood splinters.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#dda16f;&amp;quot;&amp;gt;Behemoths&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Warshrine_eng.pdf Chaos Warshrine]:&#039;&#039;&#039; (Totem, Priest, Behemoth, 170pts.) What it does is pretty cool, too. First, it has an Aura that grants {{AOSKeyword|Mortal Slaves to Darkness}} an additional 6+ save after their normal save. It Can also pray for buffs to Mortal STD units. There is one buff for Undivided and every God. The Undivided buff is the best by default, granting rerolls of To Hit and To Wound. However, the God-specific buffs can be cast on whatever you want, but get better if you cast it on a unit of the same God. The favor of Tzeentch let your reroll saves and ignore magic on a 4+. And yes, this does mean a Shrine can bless units of rival Gods, just for shits and giggles. Also of note is the fact that this thing can easily hold its own in combat with a monster-like profile and a bunch of strong attacks. Awful Rend, yes, but they plow through low armour tarpits like nobody&#039;s business. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Soul_Grinder_eng.pdf Soul Grinder]:&#039;&#039;&#039;(Daemon, Behemoth, 210pts) Ever wanted a beast that can throw ranged shots AND be great in melee? This daemon might be for you. Same price as a Daemon Prince but with less special abilities. It makes up for it by giving you a boatload of attacks for very good damage. Two ranged attack profiles, one at 20&amp;quot; and six at 16&amp;quot;, the 20&amp;quot; does flat 3 damage the rest do 1 damage. CC has six attacks for 1 damage each, 1 attack -2 Rend for D6 damage, and either: two attacks -2 Rend flat 3 damage, OR 4 attacks -1 Rend D3 damage. Big, ugly, and killy, he fills the hammer role. The biggest downside for it is the mostly 4+ to hit. And since it is a Daemon, it can&#039;t benefit from CSL Demonic Power spell or the Warshrine. But at 16 wounds and a 4+ save, you can probably find a spot in the army.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Mutalith_Vortec_Beast_eng.pdf Mutalith Vortex Beast]:&#039;&#039;&#039; (Monster, Behemoth, 170pts) A regenerating monster with many attacks. other monsters hit harder but it provides a random debuff to one enemy each of your hero phases. They may permanently lower Bravery or Slow, inflict MWs or make a Chaos spawn if it kills with D6 MWs. The 18&amp;quot; range on the ability is quite threatening and if you keep rolling 5s and 6s your opponent will learn to fear this beast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/aos-monstrous-arcanum.pdf#page=7 Chaos War Mammoth]:&#039;&#039;&#039; (Monster, Behemoth, 320pts) (Monster, Behemoth, 320pts) This monster has 22 wounds! Although it&#039;s only packing a 5+ save. All of his attacks cause at least D3 wounds, making it an exceptional monster-killer when at full strength as well as imposing -2 to any Battleshock tests to any unfortunate unit that gets charged. Wounding and even killing this thing just makes it cause more damage. If you&#039;re playing with a big Chaos horde then there&#039;s no finer feeling than running this guy into the enemy&#039;s biggest and toughest-looking infantry blob, although expect a few dirty looks for doing so. Keep in mind that he doesn&#039;t like magic missiles or war machine fire, however.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-gigantic-chaos-spawn.pdf Gigantic Chaos Spawn]:&#039;&#039;&#039; A strong but unreliable monster burdened with random movement, random attacks, and regeneration. He can put out a fair amount of damage with a mix of its tongues and maws, and has 12 wounds and has a good chance to regenerate and possibly gain more wounds each turn. It&#039;s worth remembering that he can be given any Chaos God as a keyword, which opens up amusing possibilities like running a Khornate Spawn alongside a Bloodsecrator.&lt;br /&gt;
&lt;br /&gt;
====Beasts Of Chaos====&lt;br /&gt;
must be included in a Phantasmagoria of Fate battalion&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-cygor-en.pdf Cygor]:&#039;&#039;&#039; (140pts) Can unbind two spells in each Hero Phase: If he manages to do it, he deals a mortal wound to the caster healing a wound for himself. He can also reroll hit rolls when attacking wizards, which he really really needs, having Hit rolls of 4+ across the board. Two of them can add some okay shooting, but the fact that the damage table influences his range makes him unreliable at best.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ghorgon-en.pdf Ghorgon]:&#039;&#039;&#039; (160pts) Same Blood Frenzy as Doombull and Bullgors, but deals d3 mortal wounds on an unmodified 6. Also, he can slay a specific model within 1&amp;quot; after he makes all his attack if he rolls a dice equal or greater than its wounds characteristic, do remember that it&#039;s a model so you can chomp on any leader or musician you can get your grubby hands on. This thing is your sledgehammer, with insanely strong attacks, but very slow for a monster. If you manage the charge and a Doombull is nearby, this thing can rip apart whole units, otherwise, it will stop cannonballs with its face for two turns and then die.&lt;br /&gt;
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==Normal Battalions==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Ab-het&#039;s Skyseekers&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;(110 pts, Min: 630 pts Max: 710 pts)&#039;&#039;&#039; &#039;&#039;1 Magister on Disc of Tzeentch, 1 unit of 3 Tzaangor Skyfires, 1 unit of 3 Tzaangor Enlightened and 1 unit of 3 Screamers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This battalion comes from the Aether War set that pitches Disciples of Tzeentch against Kharadrons. You can play the minimum points by simply fielding the Enlightened without their discs, or max by using them with their discs. Fielding the battalion grants you the following benefit :&lt;br /&gt;
&lt;br /&gt;
Foreseen Maneuvers : When making a charge roll for a unit from this battalion, roll 3D6, remove one dice of your choice and then use the remaining 2D6 to determine the charge roll.&lt;br /&gt;
&lt;br /&gt;
While good (and a cheap way to grab an extra command point given that in small scale games you&#039;re very likely to use those units), this battalion is only of use for two of its units, the enlightened and the screamers, as you may not want to stick your skyfires in melee and definitely should not drop your magister anywhere near the frontlines.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Aether-Eater Host&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;(140 pts, Min: -pts Max:)&#039;&#039;&#039; &#039;&#039;1 Herald of Tzeentch on Burning Chariot and 3-8 (in any combination of) The Blue Scribes, Herald on Burning Chariot, Herald on Disc, or Screamers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whenever a model in this battalion unbinds a spell, that model heals D3 Wounds. 1 unit of Screamers can also unbind one spell per enemy Hero phase as well. Let&#039;s be honest here, unless you&#039;re running some gimmick list or are trying to make your 40k Screamerstar work in AoS, this Battalion will be hard to make worthwhile. Play against an army with little magic like Stormcast often and you won&#039;t reap many benefits.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Alter-Kin Coven&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;(140 pts; Min: - pts; Max - pts)&#039;&#039;&#039; &#039;&#039;1 unit of Kairic Acolytes, 1 unit of Tzaangors and 1 unit of Tzaangor Skyfires&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A unit of Kairic Acolytes, a unit of Tzaangors and a unit of Tzaangor Skyfires get an aura of mutation that works basically like Nurgle&#039;s Rot but every model killed lets you add a Tzaangor to a nearby unit. Not too shabby. An inexpensive Battalion with a decent bonus and no dead weight at all. Not bad, but not great. Let&#039;s be honest here, you take this because you want to turn it into a &#039;&#039;Cult of the Transient Form&#039;&#039; later. No shame in admitting that. As you are already running these units in a Arcanite army, why not run this?!?&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Arcanite Cabal&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;(140 pts; Min - pts; Max - pts)&#039;&#039;&#039; &#039;&#039;3-9 &#039;&#039;&#039;MAGISTER&#039;&#039;&#039;, Fatemasters or Tzaangor Shamans, in any combination.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
If you use Destiny Dice for models of this Battalion, you have a 50% chance of recycling the Dice and if they stick close to each other, they can cast an additional spell in each friendly Hero Phase. What is interesting about this is that the Fatemaster isn&#039;t a Wizard, but the wording reads as though he gets a spell as well... Either way, the Magisters and the Shamans really love both of these abilities. The Magister gets more chances of rolling doubles and casting EVEN more and the Tzaangor Shaman has a wonderful opportunity to make the most out of his one-use ability.&lt;br /&gt;
&lt;br /&gt;
A fun thing you can do here is use two matching destiny dice on your magister to guarantee an additional spell casting and potentially get them both back. If you have him cast Glimpse of Fate with double fours, you statistically break even on destiny dice, while gaining fate points and getting more chances of 1s or 6s on your DD. Repeat until you are out of spells to cast, which could be a while thanks to realm and endless spells.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Changehost&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;(180 pts; Min: - pts; Max:)&#039;&#039;&#039; &#039;&#039;1 Lord of Change and 8 (In any combination of) &#039;&#039;&#039;HORROR HERO&#039;&#039;&#039;, Exalted Flamer, Horrors of Tzeench, Flamers, Screamers, or Burning Chariots&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of each of your hero phases, as long as the  Lord of Change is alive, you can redeploy &amp;lt;s&amp;gt;2&amp;lt;/s&amp;gt; one other unit from this battalion to anywhere more than 9&amp;quot; from enemy models. They can&#039;t move in the following movement phase.&lt;br /&gt;
Nerfed as per the errata two weeks after the battletome dropped, thanks to Changehosts absolutely dominating tournaments immediately&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Multitudinous Host&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;(160 pts; min- pts; Max:-)&#039;&#039;&#039; &#039;&#039;1 Changecaster and 8 units or Horrors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In every friendly Hero Phase, you return D3 slain models to each Horror unit. And no, the Herald&#039;s position or surviving is not a condition for this. Hoo boy, you could end up with a hell of a lot of Horrors with this. You need big units to take advantage of it. Or, just saying, run an Endless Lifeswarm for less points and don&#039;t spam unneeded Horrors.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Overseer&#039;s Fate-Twisters&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;(160 pts; Min - pts; Max: -)&#039;&#039;&#039; &#039;&#039;1 Lord of Change and 8+ (in any combination of) &#039;&#039;&#039;HORROR HERO&#039;&#039;&#039;, Exalted Flamer, or Burning Chariots&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oh. Oh, my. If this weren&#039;t so insanely big and expensive, it&#039;d be absolutely mandatory. As it is, it won&#039;t see much use. Combined with the Battalion cost, you&#039;re looking at 1240 points bare minimum, though the benefits speak for themselves: First, every Hero Phase, you get another Destiny Die. Second, you get to re-roll one Destiny Die every Hero Phase. Third, and this is the Cheddar, so long as there are 9+ models in the Battalion, you can wait until after you&#039;ve made a roll before you decide to sub Destiny Dice in. This not only lowers your consumption of Destiny Dice drastically, but it&#039;s also a wonderful psychological tool that lets the opponent know you have almost complete control over your dice rolls and puts you at ease as you have &#039;&#039;almost complete control over your dice rolls&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Omniscient Oracles&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;(160 pts; Min: pts; Max:)&#039;&#039;&#039; &#039;&#039;Kairos Fateweaver and 3 Lords of Change&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Really, really not worth the price of admission. You get to re-roll all 1s on Hit, Wound, and Save rolls. Now, to be honest, this is a massive fucking load of bullshit. It&#039;s &#039;&#039;Daemonic Power&#039;&#039; on steroids for four powerful Behemoths. Never mind that they can still take unique spells, gear and magical gear on top of this. On the other hand, even in a 2500 point game, you just spent well over half your points on four models. Never mind all the cash you&#039;d have to throw down for this...if only it also gave you better castings. Cool, but hard pass.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Skyshoal Coven&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;(140 pts; Min - pts; Max - pts)&#039;&#039;&#039; &#039;&#039; 2 units of Tzaangor Enlightened (Must be on discs) and 2 units of Tzaangor Skyfires&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After a unit from this Battalion flys over an enemy unit, you role a d6. On a 2+ that unit takes D3 mortal wounds. Sorta expensive for what it does, but its at least 1 free mortal wound and you get an extra artifact out of it.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Tzaangor Coven&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;(180 pts; Min  - pts; Max - pts)&#039;&#039;&#039; &#039;&#039;2 units of Tzaangors, 2 units of Tzaangor Skyfires and 2 units of Tzaangor Enlightened&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you like Tzaangors, and let&#039;s be honest, of course you do, then this one is damn good but really expensive. Your Tzaangores likely will be in units of 20, and at least 1 unit of Enlightened will likely be 6 big. At the start of YOUR hero phase, nominate 1 of these 6 units within 3&amp;quot; of an enemy unit. That unit can either fight or shoot. Having a Tzaangor Shaman nearby is pretty horrifying as he buffs your Disc Gors alot, and 6 Enlightened fighting 2x (and their discs) can kill Nagash.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Warpflame Host&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;(140 pts) (Min 500 pts)&#039;&#039;&#039; &#039;&#039;An Exalted Flamer, 3-8 (in any combination) of Exalted Flamers, Flamers or Burning Chariots&#039;&#039;&lt;br /&gt;
*at start of charge phase, on a roll of 6 for each enemy within 9&amp;quot; of this battalion takes D3 MW.&lt;br /&gt;
Together, they have a small chance of dealing additional Mortal Wounds in the Hero Phase, similar to Nurgle&#039;s Rot. Not really that good, as all the models are already plenty killy, don&#039;t want enemies anywhere near that close to them and the chance of triggering damage at all is fairly low. Best to use those points of 3 more Flamers.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Witchfyre Coven&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;(160 pts; Min - pts; Max - pts)&#039;&#039;&#039; &#039;&#039;Three units of Kairic Acolytes and a unit of Tzaangor Enlightened. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This nets you the ability to shoot your Sorcerous Bolts in the Hero Phase as well as in the Shooting Phase. This has a lot of uses, most of it boiling down to &amp;quot;more dakka&amp;quot;. Acolytes got a big boost in the new book, and a unit of 30 will bring some serious hurt. If you want to get this as cheap as possible, remember to leave your Enlightened on foot so you save some points (&amp;lt;strike&amp;gt;the battalion requires footsloggers, as the warscroll uses the unit name Tzaangor Enlightened, not the keyword &#039;&#039;&#039;TZAANGOR ENLIGHTENED&#039;&#039;&#039;&amp;lt;/strike&amp;gt; Per the rules you can ignore the sub-headers under the title unless they are included in the entry for that unit. &amp;quot;on discs of Tzeentch&amp;quot; is a sub-header for Tzaangor enlightened).&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt; Phantasmagoria of Fate &amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;(200 pts) (Min: 470 pts; Max: 11400 pts)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;1-4 combination of any Beast of Chaos Hero; 3-9 combination of Bestigors, Gors, Tzaangors, Ungors, Ungor Raiders; 0-9 combination of Bullgors, Centigors, Dragon Ogors, Tzaangor Enlightened, Tzaangor Skyfires, Tuskgor Chariots; 0-2 combination of Cygors or Ghorgons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From the Beasts of Chaos Battletome but since it gives all units the &#039;&#039;&#039;TZEENTCH&#039;&#039;&#039; keyword you can use it. Non-wizards in the battalion can unbind spells within 9&amp;quot; as if they were wizards. Might just as well use only Tzaangors. Also grants you access to a larger selection of beastmen not traditionally found in Tzeentch Rosters if you want to go heavier in melee.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Daemon Cohort of Tzeentch &amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;(Open Play Only)&#039;&#039;&#039;&lt;br /&gt;
Could be fairly nasty if you play fair. Extra spells means you could reliably be casting Arcane Bolt and Mystic Shield with every unit (including your Horrors) every turn. Having most of your army with +1 saves while throwing multiple sets of D3 mortal wounds across the field, plus normal shooting, could be nasty. You&#039;ll probably want to borrow some speed bumps from somewhere to keep enemy units at arm&#039;s length. Lord of Change probably best for his command ability giving a bonus to cast. And all of this is not taking into account the fact that you could use summoning magic with all your casting attempts. As of 2.0 this battalion has no point cost and can only be used in open play.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Arcanite Cult&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;(120 pts) (min 1800 pts; max 18,190 pts)&#039;&#039;&#039;&lt;br /&gt;
Like with the Sylvaneth, this super Battalion is the blueprint. It has the most rigid structure and the fewest bonuses. Avoid at all cost. The other two Arcanite super Battalions are literally this one, but tricked out and with more choice. Either way, to start, you need an Arcanite Cabal, then 3-9 of the other Arcanite Battalions and then you can take up to one Curseling, Ogroid and Gaunt Summoner each. For that, you get +1 Bravery on everything (don&#039;t scoff, your Tzaangors and Acolytes have horrible Bravery) and you get to choose three of your Destiny Dice rather than rolling them at the start of the game.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
&lt;br /&gt;
===1000 pt.===&lt;br /&gt;
Here the core tax is 1 &#039;&#039;&#039;Leader&#039;&#039;&#039; and 2 &#039;&#039;&#039;Battleline&#039;&#039;&#039; units.&lt;br /&gt;
&lt;br /&gt;
Your basic choices here are to focus either on Daemons, Tzaangor, Mortals or a combination thereof. A Lord of Change is probably overkill, and an Ogroid and another support mage working in tandem will likely serve you better. Taking Kairic Acolytes over Pink Horrors is seldom a good idea unless you have a specific Battalion in mind. Also, do not be too proud to look into the Slaves to Darkness. The Chaos Sorcerer Lord provides wonderful support, and Chaos Warriors provide a hardy Battleline choice. Avoid Chosen and Chaos Knights, though, as your Tzaangor Enlightened leave them in the dust regarding mobility and damage output. Also, hands off those Flamers. A single unit is already 20% of your points budget. They are massively scary, but once the opponent has a target lock on their asses, you&#039;ll lose a huge part of your army.&lt;br /&gt;
&lt;br /&gt;
Another possibility is to buy a Start Collecting: Slaves to Darkness box. Since all those Mortals can elect to take the &#039;&#039;&#039;TZEENTCH&#039;&#039;&#039; keyword, they are entirely compatible with your allegiance, though not with your Battalions. The Chaos Warriors give you some more survivable Battlelines, the Knights and the Chariot give you a nice balance of beefy and fast and the Chaos Sorcerer Lord is just flat-out better than your Magister.&lt;br /&gt;
&lt;br /&gt;
Yet another option is to pick one of the Battalions from the Battletome and build your army around it. A Changehost can complement just about any Tzeentch Daemons and provides a fun bonus for example. Ideally, for this you want to pick a Battalion you can expand upon when taking the hurdle to 2000 points.&lt;br /&gt;
&lt;br /&gt;
An example Arcanite list could be:&lt;br /&gt;
&lt;br /&gt;
* Tzaangor Shaman (General)&lt;br /&gt;
* Ogroid Thaumaturge&lt;br /&gt;
* 10 Tzaangors (Battleline)&lt;br /&gt;
* 10 Kairic Acolytes (Battleline)&lt;br /&gt;
* 3 Tzaangor Enlightened on Disc&lt;br /&gt;
* 3 Tzaangor Skyfires&lt;br /&gt;
&lt;br /&gt;
Now that Generals Handbook 2.0 has dropped Acolytes got cheaper and all Tzeentch wizards and Skyfires got pricier. The Tzaangor coven battalion is now a no go as it&#039;s also more expensive to take. The above list &amp;lt;strike&amp;gt;gives you dead on 1000&amp;lt;/strike&amp;gt; is 950 points (following drop in points in GHB2019) and with a squishy force like the Arcanites it&#039;s probably better to prioritize bodies over trying to fit a battalion in. You could also remove the Tzaangors and Enlightened and replace them with another unit of Skyfires and Acolytes and have 40 points left for an endless spell, but this leaves you without any melee units.&lt;br /&gt;
&lt;br /&gt;
===2000 pt.===&lt;br /&gt;
Here the core tax is 1 &#039;&#039;&#039;Leader&#039;&#039;&#039; and 3 &#039;&#039;&#039;Battleline&#039;&#039;&#039; units.&lt;br /&gt;
&lt;br /&gt;
Example list with 0 Battalions but could still be pretty fun. Decided on a Balewind Vortex for the Curseling to really annoy other magic users with crazy reliable unbinding and spell stealing ability 48&amp;quot; range on glean magic sounds pretty fun. Comes to 1980 points.&lt;br /&gt;
&lt;br /&gt;
Heroes&lt;br /&gt;
&lt;br /&gt;
*Lord of Change&lt;br /&gt;
*Tzaangor Shaman&lt;br /&gt;
*Ogroid Thuamaturge&lt;br /&gt;
*Curseling, Eye of Tzeentch&lt;br /&gt;
&lt;br /&gt;
Battleline&lt;br /&gt;
&lt;br /&gt;
*20 Tzaangors&lt;br /&gt;
*10 Kairic Acolytes&lt;br /&gt;
*10 Kairic Acolytes&lt;br /&gt;
&lt;br /&gt;
Other Units&lt;br /&gt;
&lt;br /&gt;
*3 Tzaangor Skyfires&lt;br /&gt;
*3 Tzaangor Skyfires&lt;br /&gt;
*3 Tzaangor Enlightened&lt;br /&gt;
&lt;br /&gt;
Scenery &lt;br /&gt;
&lt;br /&gt;
*Balewind Vortex&lt;br /&gt;
&lt;br /&gt;
===2500 pt.===&lt;br /&gt;
Here the core tax is 1 &#039;&#039;&#039;Leader&#039;&#039;&#039; and 4 &#039;&#039;&#039;Battleline&#039;&#039;&#039; units.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
The rule of one can be quite detrimental to Tzeentch. Many of your wizards are able to cast multiple spells a turn, and some of them don&#039;t even have their own warscroll spell. Make sure to diversify the Lore spells you take with them so you don&#039;t have wizards standing around not having anything to cast. Taking one or two endless spells helps with this issue as well.&lt;br /&gt;
&lt;br /&gt;
===Cults===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;The Eternal Conflagration&amp;lt;/span&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
All of your Flamers, Exalted Flamers, and Horrors get an additional +1 rend to their shooting. The Command Ability is sub-par, but a -2 to an enemy&#039;s bravery can make or break a unit holding a position. The Command Traits makes it so that enemies firing at units within 12&amp;quot; of your general now hit you on a -1, keeping your glass cannons alive longer. The Artifact makes it so that in combat if hit you can burn your opponent back with easy Mortal Wounds. besides magic, you can make spamming horrors and Flammers work. One of the better Allegiances, especially in a Changehost. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;The Hosts of Duplicitous&amp;lt;/span&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Do you like annoying your foe, do you like catching your opponent off guard? Well, enemies units within 3&amp;quot; cannot retreat, making it good for all Tzeentch armies; daemons or arcanists. 1x per game, you can use the Command Ability that when a Horror unit dies you can bring it back in full on a 5+; no using DD here sadly. The General&#039;s Command Trait lets you reroll ALL casting and unbinding rolls for Daemon Wizards within 9&amp;quot;, so that LoC really is gonna get that spell off. The Artifact lets you get a better save, and in AoS that&#039;s cash $. Your other Changehost build, this one likes Horror spam.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;The Cult of the Transient Form&amp;lt;/span&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Turns your early Fate point generators into a lot of melee power. When one of your Kairic Acolytes dies, they can fight back in combat, or he/she/they turn into Tzaangors when they die! and using the Command Ability makes dead dudes/dudettes into Tzaangors easily. Your Command Trait grants your cult gets +2 bravery, and sadly Arcanites have really poor to begin with so this is really appreciated, and a +1W Artifact is nothing remarkable but still good. Run with an Alter-Kin Coven and buy more Tzaangors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;The Pyrofane Cult&amp;lt;/span&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
All of your Acolytes throw their Sorcerous Bolts a bit better. I blame sorcery. If a unit suffered any, yes, any wounds then there is a 5+ chance they will be lit on fire and take D3 mortal wounds too. Your Command trait lets you pick a unit within 12&amp;quot; of any Hero and make them re-roll wound rolls. 30 Acolytes just got a lot scarier. Your General is also a little harder to hit due to Command Trait, nothing special. The Artifact is only useful on Heros with missile attacks, so maybe add in an LoC and fish for 6s to hit? This is meant for Arcanite players only and will put lots of heat on opponents small, elites armies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;The Hosts Arcanum&amp;lt;/span&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Tzeentch as a Fast Flying force. In addition to auto-stop one spell during 1,3,5 round (when mobility and then game-changers will happen). it&#039;s built to make Screamers better with a 6&amp;quot; head start, summon a big Screamers unit,  and make a unit tougher and better attacks. First tun they could move up to 22 + 6&amp;quot;, kill an over-eager wizard with a Passover then tear up a monster.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;The Guild of Summoners&amp;lt;/span&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
The Pure focused is spam magic so you can summon supper casters. Cram as many Wizards (especially Magisters for cheapness), Horror/acolytes in a list and spam all the spell Tzeentch has. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;The Unbound Flux&amp;lt;/span&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
A similar premise to Guild of Summoners except focused only on spamming Deamon wizards Heros to maximize MW output. Your going to Spam MW spell and unlike the Guild, you can use those points on other deamon when needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;The Cult of a thousand Eyes&amp;lt;/span&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
encourages an old Warriors of chaos approach entails using a  Slaves to Darkness Hammer + Tzeench magic to annihilate particle targets. Your taking a lot of calvaries to quickly catch marked units and Chaos lords to make them better. If you use a lot of CP, this also a good faction to have a monster General as each CA used can heal him.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slaves to Darkness:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beasts of Chaos:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Great Bray-Shaman&#039;&#039;&#039;: Useful in a Tzaangor heavy list, has an ability that gives 3&amp;quot; of extra movement to nearby &#039;&#039;&#039;Brayherd&#039;&#039;&#039; units. This includes all variants of tzaangor. His built in spell can pull units out of position as well.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;One-Eyed Grunnok&#039;&#039;&#039;: A Warstomper Mega-Gargant available to all Chaos factions. Recruit a your own monstrous centerpiece at the cost of your entire allied points allowance. He’s a best used right in the heat of combat where he can throw enemies at each other and disrupt enemy formations. Re-rolls jump attacks of 1, plus enemies get -1 to hits on previous jump attacks of 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A01:CB1C:8D1:7200:F09F:1FE4:1069:A879</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Stormcast_Eternals&amp;diff=37158</id>
		<title>Age of Sigmar/Tactics/Order/Stormcast Eternals</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Stormcast_Eternals&amp;diff=37158"/>
		<updated>2020-10-28T11:57:42Z</updated>

		<summary type="html">&lt;p&gt;2A01:CB1C:8D1:7200:F09F:1FE4:1069:A879: /* Leaders */&lt;/p&gt;
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&lt;div&gt;{{Age of Sigmar Faction|Faction=Stormcast Eternals|Logo=Ae7063ba280b6a7f3c9ec61c2bfa2d45-768x1000.png|Alliance=Order|Motto=[https://www.youtube.com/watch?v=Ga-q0F7oWnU Cue the power-metal.]}}&lt;br /&gt;
&lt;br /&gt;
Lo and behold the might of the Stormcast Eternals!&lt;br /&gt;
&lt;br /&gt;
If you want to always have multiple wounds and fight for Sigmar, the Stormcast Eternals are for you! Stormcast Eternals all have at least a 4+ save and 2 wounds per model making them a tough force to take down in hand to hand combat. At the moment they seem more focused on having X models and ensuring those X models survive until the end of the game through various hero abilities (immune to Battleshock, regain wounds, increase their already durable (for AoS at least) 4+ save and bonuses to hit). At the same time, your guys don&#039;t punch all that hard, though your Paladins (read: Elite) more than make up for that. Thanks to their hardiness and comparatively low damage output, they are the epitome of &amp;quot;easy to learn, hard to master,&amp;quot; much like their 40k cousins. They recently got an update as of February 2017 and another in 2018, tactical page in the process of being updated.&lt;br /&gt;
&lt;br /&gt;
The new book in 2017 included the vanguard wing auxiliary chamber, rules for using specific Stormhosts and new battalions. Also included are new warlord traits, relics, prayers for your priests (read Lord-Relictor and Lord Veritant), and mount traits to make that Stardrake an even bigger threat.&lt;br /&gt;
&lt;br /&gt;
The book released in 2018 introduced the Sacrosanct Chamber. Mostly comprised of warrior wizards but also contained the Stormcast&#039;s first dedicated artillery piece and accompanying engineer style hero to go with it. Stormhost rules were overhauled, two new faction-specific lores were added in addition to three faction-specific endless spells.&lt;br /&gt;
&lt;br /&gt;
==Why play Stormcast Eternals?==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*Fairly tough, well-armored Troops.&lt;br /&gt;
*Newbie friendly, very forgiving of mistakes.&lt;br /&gt;
*You have a constant supply of new models. Seriously, you&#039;ve had one big release per year every year since the game launched. The Lord Sigmar saw his legions in 2019 and saw it was good enough for the moment.&lt;br /&gt;
*Lots of options in both Heroes and Units to pick from, making it possible to fill out a wide variety of battle strategies.&lt;br /&gt;
*Have many abilities to restore Wounds.&lt;br /&gt;
*If you&#039;re into metal music, there&#039;s plenty of thematic songs to choose from.&lt;br /&gt;
*They are Space Marines in Fantasy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Expect to throw out your previous Battletome every year with all the new models coming out.&lt;br /&gt;
*Your Bravery Scores are relatively low.&lt;br /&gt;
*When you bring 5 guys, almost everybody else brings 10. So if your opponent is on an objective you need to smash him in the knee caps to do it.&lt;br /&gt;
*No real way to stop Mortal Wounds and with your high saves and elite units they can really sting.  Between this and your low bravery, Nighthaunt will hurt you bad.&lt;br /&gt;
*They are Space Marines in Fantasy.&lt;br /&gt;
*Currently the most played army and basically have all the same issues that Space Marines do in 40k. Foremost among them is that just about everyone you will ever face will have some kind of plan or optimization to counter your Sigmarines.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Stormcast Eternals (2018)|points=[https://www.warhammer-community.com/wp-content/uploads/2019/10/c3e42c6e.pdf Stormcast Eternals Errata]}}&lt;br /&gt;
&lt;br /&gt;
Don&#039;t use the original Stormcast Eternals Battletome or the Stormcast Extremis Battletome.&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
If your army has a {{AOSKeyword|STORMCAST ETERNALS}} allegiance and chose to take the {{AOSKeyword|STORMCAST ETERNALS}} allegiance abilities, it has the following rule:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scions of The Storm:&#039;&#039;&#039; 40K Deep Strike. You may hold up to half of your units (rounding down) in reserve instead of deploying, and at the end of each movement phase, decided if you want to set up one or more reserve units on the battlefield. Each unit not set up this way before round 4 is slain. Setting up anywhere more than 9&amp;quot; away from any enemy models. Very useful, especially for an otherwise relatively slow army. It does let your heavy-hitters get across the board really fast as well as set up your ranged units in prime firing positions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shock And Awe:&#039;&#039;&#039; Subtract 1 from hit rolls for attacks that target friendly {{AOSKeyword|STORMCAST ETERNAL}} units that were set up on the battlefield during the same turn. A nice little bonus that makes your Sigmarines just a little bit harder to kill as they rush into combat from deepstrike. Keep in mind that this battle trait only affects units that arrived &amp;quot;that turn&amp;quot;, meaning on yours, when you dropped them. The effects are no longer in effect when your turn ends.&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;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Stormhosts&amp;lt;/span&amp;gt;===&lt;br /&gt;
If your army is a Stormcast Eternals army, you can give it a Stormhost Keyword. ALL {{AOSKeyword|Stormcast Eternal}} units in your army gain that keyword, if they already have a Stormhost, like Vandus or Neave (Side note, all named characters, save for the Celestant-Prime are part of the {{AOSKeyword|Hammers of Sigmar}} Stormhost.), it does not replace it, but it also doesn&#039;t prevent other units in your army for having a different Stormhost keyword. Furthermore, it&#039;s worth noting that unlike 40K Chapter Tactics, picking one of these forces your General to take a unique Command Trait, and &amp;quot;the first hero to receive an Artifact of Power&amp;quot; (so probably your General again) is forced to take a specific unique Artifact that only that specific Stormhost has access to. In other words, while you gain a new special rule and a unique Command Ability, you are forcibly locked in for some important decisions. It&#039;s up to you if you want to be more freeform and have more choice with your Command Traits and Artifacts, or play with a specific Stormhost. &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;
=====Hallowed Knights=====&lt;br /&gt;
The [[Black Templars]] of Stormcast. Ignore magic and charge into the fray.&lt;br /&gt;
*&#039;&#039;&#039;Only the Faithful:&#039;&#039;&#039; The anti-spell-caster Sigmarines, if a friendly {{AOSKeyword|Hallowed Knights}} unit is affected by a spell or endless spell, on a roll of a 6+, they ignore the effects of the spell for a turn. &lt;br /&gt;
**Sadly this counts for your own spells too. Very nice for dealing with those pesky Nighthaunt armies who basically chain cast as many spells as they please with a silly amount of bonuses to cast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Holy Crusaders:&#039;&#039;&#039; A {{AOSKeyword|Hallowed Knights}} Wholly within 9&amp;quot; of a  {{AOSKeyword|Hallowed Knights}} Hero (18&#039; if it is your General) it gains +1 to run and charge rolls and can do both during the same turn&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Martyr&#039;s Strength:&#039;&#039;&#039; During the Combat phase when your general is slain. On a roll of 2+, your general Musters the Strength to Pile-in and attack with all its Melee weapons.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Parchment of Purity:&#039;&#039;&#039; Heal a wound each hero phase.&lt;br /&gt;
&lt;br /&gt;
=====Celestial Vindicators=====&lt;br /&gt;
Vicious Hatefilled melee combatants. This is one of the more melee/charge heavy Stormhosts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Driven by Vengeance:&#039;&#039;&#039; they get to reroll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Celestial Vindicators}} units if they made a charge roll this turn. &lt;br /&gt;
**A nice addition if you&#039;re split up and charging multiple different units at once. But, again, our Prayers and spells can imitate this fairly well, so don&#039;t feel strong-armed into it. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Righteous Hatred:&#039;&#039;&#039;  Gives a unit within 9&amp;quot; of one of your Heroes (or 18&amp;quot; if your General is using it) an extra Melee attack. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Single-Minded Fury:&#039;&#039;&#039;  which gives any of his unmodified hit rolls of six to cause an extra point of damage. &lt;br /&gt;
*&#039;&#039;&#039;Artifact: Stormrage Blade:&#039;&#039;&#039; which upgrades one of your Melee Weapons with the ability to (if you choose to use the ability) gain +2 attacks, in exchange for lowering his Armour Save by one.&lt;br /&gt;
&lt;br /&gt;
=====Hammers of Sigmar===== &lt;br /&gt;
GW&#039;s special golden boys got treated pretty well. They have many names and they don&#039;t die easy. &lt;br /&gt;
*&#039;&#039;&#039;First to be Forged:&#039;&#039;&#039;  +1 to the bravery of friendly {{AOSKeyword|Hammers of Sigmar}} units, &lt;br /&gt;
**isn&#039;t the most exciting but it&#039;s rarely a buff you won&#039;t appreciate, though like all the others it&#039;s more useful in certain matchups (Legions of Nagash in particular).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Soul of the Stormhost:&#039;&#039;&#039; When a friendly {{AOSKeyword|HAMMERS OF SIGMAR REDEEMER}} unit (Liberators, Sequitors and Steelheart&#039;s Champions) is destroyed, roll a dice; on a 5+ you may return it to the battlefield 9&amp;quot; away from enemy models. &lt;br /&gt;
**It&#039;s hardly reliable but for 1CP the chance to put a 20 man Sequitor unit back on the battlefield is worth it just for the look on your opponents face if nothing else. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait: We Cannot Fail:&#039;&#039;&#039;  which grants him a 9&amp;quot; entirely within bubble of a 6+ save on mortal wounds and wounds allocated. Yeah we can bring back units and get Deathless &lt;br /&gt;
*&#039;&#039;&#039;Artifact: God-Forged Blade:&#039;&#039;&#039; which upgrades one of the Hero&#039;s Melee Weapons to let his Hit rolls of 6+ have +1 damage. This is alright I guess.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Special Characters:&#039;&#039;&#039; In short? All of them(with official models) (except the Celestant Prime which we can still take). &lt;br /&gt;
**Vandus Hammerhand is really good with a battleshock immunity bubble and one of the best command Abilities in the army.&lt;br /&gt;
**Gavriel Sureheart&#039;s Command ability is amazing with the army Allegiance ability as it&#039;s confirmed to stack meaning for 2CP you can deep strike Paladins 9&amp;quot; away and charge them in with a +6&amp;quot; to range all but guaranteeing the charge.&lt;br /&gt;
&lt;br /&gt;
=====Anvils of the Heldenhammer=====&lt;br /&gt;
Shyish Heros Resurrected. Shyish flavored and lets a Deathstar swing twice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;No True Death:&#039;&#039;&#039; These guys got stuck with the old Stormcast army wide rules, allowing you to reroll failed battleshock tests for all &#039;&#039;&#039;Anvils Of The Heldenhammer&#039;&#039;&#039; units. &lt;br /&gt;
**Considering the relatively low bravery for most of our units, this might come in handy, but, is overshadowed by someone like Vandus, who just ignores battleshock for all units within 24&amp;quot; of him from the Hammers of Sigmar Stormhost. Overall not bad, but there are ways to do this better.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Heroes of Another Age:&#039;&#039;&#039;  Allows a unit within 9&amp;quot; of the Hero using it (or 18&amp;quot; if it&#039;s your General) to either attack with all the Missile Weapons the unit has, or make a Pile-In move and attack with all the Melee Weapons they&#039;re carrying, a unit can only benefit from this ability once per phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Deathly Aura:&#039;&#039;&#039;  which lowers enemy Bravery by -1 within 6&amp;quot; of him&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Soulthief:&#039;&#039;&#039; which upgrades one of the Hero&#039;s Melee Weapons to let it deal a Mortal Wound on a 3+ to any enemy models it wounded but failed to kill.&lt;br /&gt;
&lt;br /&gt;
=====Knights Excelsior=====&lt;br /&gt;
Annihilators of all Chaos. Getting Rerolls for attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Annihilation:&#039;&#039;&#039;An interesting Stomhost to be sure, though it requires a bit of bookkeeping, especially in higher point value games against hordes of units. If a &#039;&#039;&#039;Knights Excelsior&#039;&#039;&#039; unit makes an attack that destroys an enemy unit, you can re-roll hit rolls of 1 for attacks made by that &#039;&#039;&#039;Knights Excelsior&#039;&#039;&#039; unit for the rest of the battle. &lt;br /&gt;
**The thing to note is that it does not specify in melee, so, perhaps a good use for your Knight-Venator, or your Celestial Ballistae, for potential character sniping abilities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: No Mercy:&#039;&#039;&#039; a &#039;&#039;&#039;Knight Excelsior&#039;&#039;&#039; unit or hero within 9&amp;quot; of the Hero using it (or 18&amp;quot; if it&#039;s your General) to re-roll Wound rolls of 1 until the end of the turn.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Divine Executioner:&#039;&#039;&#039; add 1 Damage to all Melee weapons if the General targets a hero.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Chains of celestial Lightning:&#039;&#039;&#039; Once per Battle, Select an Enemy Hero or Monster within 3&amp;quot;. Roll 3d6 of against your opponent (your opponent rolls 2d6 if the target isn&#039;t a monster), if you win the target halves(Rounding up) its movement, Run and charge rolls, and Melee Weapon Attacks until the next Hero Phase.&lt;br /&gt;
&lt;br /&gt;
=====Celestial Warbringers=====&lt;br /&gt;
Prophets and Wizards proficent.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fearless Foresight:&#039;&#039;&#039; These guys are pretty tricky, as their ability is that at the start of the first battleround, after determining who goes first, but before the first turn begins, you can set up D3 friendly &#039;&#039;&#039; Celestial Warbingers&#039;&#039;&#039; units and set them up again. &lt;br /&gt;
**It could be very interesting, especially in combination with the ability to deep-strike again. You could potentially bait some enemy firepower with a juicy target, only to set it up in deep strike instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Astral Conjunction:&#039;&#039;&#039; Gives a Warbringers wizard wholly 9&amp;quot; (or 18&amp;quot; if done by the General) +1 to Casting Rolls.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Portents and Omens:&#039;&#039;&#039; Once per turn, the general can re-roll one of his failed Hit, Wound or Save roll of 1.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Hammers of Augury:&#039;&#039;&#039; At the end of the combat phase, an enemy within 3&amp;quot; takes a Mortal wound on a 3+ and then another one on a 4+.&lt;br /&gt;
&lt;br /&gt;
=====Tempest Lords=====&lt;br /&gt;
Warrior Tacticians, Generating CP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grand Strategists:&#039;&#039;&#039; At the start of your Hero phase, roll a dice, on a 4+ you receive 1 extra command point. &lt;br /&gt;
**Relatively boring, but, for armies that are command point hungry, this could be a lifesaver. Also, innately very powerful even if you&#039;re not super command point hungry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Rousing Oratory:&#039;&#039;&#039;  Allows a &#039;&#039;&#039;TEMPEST LORDS&#039;&#039;&#039; unit or hero within 9&amp;quot; of the Hero using it (or 18&amp;quot; if it&#039;s your General) to re-roll Wound rolls of 1 until your next Hero Phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Bonds of Noble Duty:&#039;&#039;&#039; which adds 1 to any wound rolls with Melee Weapons if he is within 6&amp;quot; of another &#039;&#039;&#039;TEMPEST LORDS&#039;&#039;&#039; Unit.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Patrician&#039;s Helm:&#039;&#039;&#039; which allows you to get a Command Point on a roll of a 5+ every time you use a Command Point. Combined with the ability you gain when you pick the Tempest Lords, enjoy endlessly shitting CP all over the place!&lt;br /&gt;
&lt;br /&gt;
=====Astral Templars=====&lt;br /&gt;
The [[Space Wolf|Storm Wolfeves]], Specalizing in Monster and Hero hunting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beast Stalkers:&#039;&#039;&#039; Add 1 to hit rolls for attacks made by Astral Templars units that target a monster. &lt;br /&gt;
**Unless you&#039;re fighting a whole ton of monsters in your particular Meta, I don&#039;t think this will be getting much use. Especially with Lay Low the Tyrant. Situationally useful, probably not worth the Stormhost.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Cut off the Head:&#039;&#039;&#039; Allows an Astral Templars unit or hero within 9&amp;quot; of the Hero using it (or 18&amp;quot; if it&#039;s your General) to add 1 to Wound rolls that target Heros.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Dauntless hunter:&#039;&#039;&#039; an improved version of Cunning Strategist. After set-up is done, all Astral Templars units wholly within 12&amp;quot; move up to 6&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;Artifact: Godbeast Plate:&#039;&#039;&#039; -1 to wound rolls made by Monsters that target the Bearer.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
A {{AOSKeyword|STORMCAST ETERNALS}} General of an army with a {{AOSKeyword|STORMCAST ETERNALS}} allegiance and has chosen to take the {{AOSKeyword|STORMCAST ETERNALS}} allegiance abilities can choose one of the following Command Traits:&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;
#&#039;&#039;&#039;Shielded by Faith&#039;&#039;&#039;: A 5+ save for your general for mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Consummate Commander&#039;&#039;&#039;: While your general is on the battlefield roll a D6 at the start of your hero phase, on a 4+ you also receive +1 command point&lt;br /&gt;
#*necessary in a CP centric build.&lt;br /&gt;
#&#039;&#039;&#039;Cunning Strategist&#039;&#039;&#039;: D3 {{AOSKeyword|STORMCAST ETERNALS}} get a 5&amp;quot; move before the first battle round begins.&lt;br /&gt;
#&#039;&#039;&#039;Zealous Crusader&#039;&#039;&#039;: Your general can re-roll charge distances.&lt;br /&gt;
#&#039;&#039;&#039;Staunch Defender&#039;&#039;&#039;: Your general and every {{AOSKeyword|STORMCAST ETERNALS}} unit wholly within 9&amp;quot; add 1 to saves if they have not charged this turn. &lt;br /&gt;
#*By far our best command trait, it&#039;s the primary reason you don&#039;t really see Stormhosts being taken outside of Sureheart shenanigans lists.&lt;br /&gt;
#&#039;&#039;&#039;Champion of the Realms&#039;&#039;&#039;: +1 attack for a weapon on your general.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;color:#01bbe3;&amp;quot;&amp;gt;Artefacts of Power&amp;lt;/span&amp;gt;===&lt;br /&gt;
One {{AOSKeyword|HERO}} in your army (+1 per additional Warscroll Battalion) may take a relic from the following tables:&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;
* &#039;&#039;&#039;Storm-Forged Weapons:&#039;&#039;&#039; Pick a weapon that is not used by a mount for one of the following bonuses&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Strife-ender&#039;&#039;&#039;: +1 attack for a melee weapon (+2 against a CHAOS unit).&lt;br /&gt;
#&#039;&#039;&#039;Blade of Heroes&#039;&#039;&#039;: re-roll failed to hit rolls made with a melee weapon against HEROES or MONSTERS.&lt;br /&gt;
#&#039;&#039;&#039;Hammer of Might&#039;&#039;&#039;: wound rolls of 6+ cause double damage for a melee weapon.&lt;br /&gt;
#&#039;&#039;&#039;Fang of Dracothian&#039;&#039;&#039;: re-roll wound rolls of 1 for a melee weapon.&lt;br /&gt;
#&#039;&#039;&#039;Obsidian Blade&#039;&#039;&#039;: improve the rend characteristic of a melee weapon by 1.&lt;br /&gt;
#&#039;&#039;&#039;Gift of the Six Smiths&#039;&#039;&#039;: pick a melee weapon, each turn you may re-roll one hit, wound or damage roll for an attack made with this weapon.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Heaven-Wrought Armour:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Armour of Destiny&#039;&#039;&#039;: A 6+ save after the save for an unsaved wound or mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Armour of Silvered Sigmarite&#039;&#039;&#039;: -1 to hit for melee weapons directed at the HERO&lt;br /&gt;
#&#039;&#039;&#039;Drakenscale Armour&#039;&#039;&#039;: Re-roll failed saves for this HERO against weapons with a Damage characteristic greater than 1.&lt;br /&gt;
#&#039;&#039;&#039;Mirrorshield&#039;&#039;&#039;: -2 to hit for missile weapons directed at this HERO.&lt;br /&gt;
#&#039;&#039;&#039;Spellshield&#039;&#039;&#039;: This HERO may unbind a single spell in each enemy hero phase as if it were a WIZARD and if the HERO is a WIZARD it may unbind 1 additional spell&lt;br /&gt;
#&#039;&#039;&#039;Featherfoe Torc&#039;&#039;&#039;: Units which can fly must re-roll successful hit rolls for attacks directed against this HERO.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Artefacts Of The Tempest:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Talisman of Endurance&#039;&#039;&#039;: +1 wounds.&lt;br /&gt;
#&#039;&#039;&#039;Obsidian Amulet&#039;&#039;&#039;: negate a spell used on this hero on a 4+, other units are affected as normal.&lt;br /&gt;
#&#039;&#039;&#039;Luckstone&#039;&#039;&#039;: Once per battle you can change the results of one hit, wound, damage or save roll for this HERO to the result of your choice.&lt;br /&gt;
#&#039;&#039;&#039;Seed of Rebirth&#039;&#039;&#039;: On a 4+ in each hero phase you heal 1 wound.&lt;br /&gt;
#&#039;&#039;&#039;Sigmarite Pendant&#039;&#039;&#039;: When this hero is slain, cause D6 mortal wounds to the unit that slew them on a 4+.&lt;br /&gt;
#&#039;&#039;&#039;Quicksilver Draught&#039;&#039;&#039;: Once per battle this HERO may pile in and attack in the combat phase before any other units, even if it is your opponent&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Treasured Standards:&#039;&#039;&#039; For heroes with the {{AOSKeyword|TOTEM}} keyword, AKA Knight-Vexillor&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Hurricane Banner&#039;&#039;&#039;: This HERO and any friendly STORMCAST ETERNALS units within 12&amp;quot; can re-roll all rolls when running and charging.&lt;br /&gt;
#&#039;&#039;&#039;Lichbone Standard&#039;&#039;&#039;: Friendly STORMCAST ETERNALS units wholly within 9&amp;quot; of this HERO heal one wound in each of their hero phases.&lt;br /&gt;
#&#039;&#039;&#039;Pennant of Sigmaron&#039;&#039;&#039;: If a friendly STORMCAST ETERNALS unit within 24&amp;quot; of this HERO fails a battleshock test, on a 2+ only one model flees from that unit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mystic Lights:&#039;&#039;&#039; For any hero with a lantern - Lord-Castellant, Lord-Veritant or Knight-Azyros&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Shriving Light&#039;&#039;&#039;: -1 to enemy bravery (-2 for CHAOS) within 6&amp;quot; of this hero.&lt;br /&gt;
#&#039;&#039;&#039;Fury Brand&#039;&#039;&#039;: In the hero phase, give +1 to attacks for one weapon on a HERO within 6&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Lantern of the Tempest&#039;&#039;&#039;: Enemy units that direct missile attacks against friendly STORMCAST ETERNALS units wholly within 12&amp;quot; of the bearer must re-roll hit rolls of 6+.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Celestial Staves:&#039;&#039;&#039; For Lord-Arcanum or Knight-Incantor only&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Staff of Focus&#039;&#039;&#039;: Once per battle, in your hero phase, the bearer can add 1 to casting rolls for the bearer until the end of the phase. In addition, if the barer casts a spell that inflicts any mortal wounds during that phase, add 1 to the number of mortal wounds inflicted on each unit that the spell effects.&lt;br /&gt;
#&#039;&#039;&#039;Mindlock Staff&#039;&#039;&#039;: Once per battle, at the start of the enemy hero phase, you can pick an enemy &#039;&#039;&#039;Wizard&#039;&#039;&#039; within 12&amp;quot; of the bearer. That Wizard Cannot cast any spells that phase.&lt;br /&gt;
#&#039;&#039;&#039;Staff of Azyr&#039;&#039;&#039;: In your hero phase, if the bearer successfully casts any spells that are not unbound, subtract 1 from hit rolls for attacks that target the bearer until your next hero phase&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scrolls Of Power:&#039;&#039;&#039; For Lord-Arcanum or Knight-Incantor only&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Scroll of Unraveling&#039;&#039;&#039;: Once per battle, at the start of the enemy hero phase, the bearer can use this artifact. If they do so, in that hero phase, enemy casting rolls that are equal to the spell&#039;s casting value are unsuccessful, and the caster suffers d3 mortal wounds.  &lt;br /&gt;
#&#039;&#039;&#039;Scroll of Condemnation&#039;&#039;&#039;: Once per battle, in your hero phase, the bearer can use this Artefact. If they do so, pick an enemy &#039;&#039;&#039;Hero&#039;&#039;&#039; within 12&amp;quot; of the bearer. Until the end of that turn add 1 to wound rolls for attacks made by friendly &#039;&#039;&#039;Stormcast Eternals&#039;&#039;&#039; that target that model.&lt;br /&gt;
#&#039;&#039;&#039;Storm Scroll&#039;&#039;&#039;: Once per battle, in your hero phase, the bearer can use this artifact. If they do so, pick up to 6 different enemy units on the battlefield, and give them each a different number from 1 to 6. Then, roll a dice. If the number is the same as the roll, that units suffer D6 mortal wounds.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Prayers of the Stormhosts&amp;lt;/span&amp;gt;===&lt;br /&gt;
Every {{AOSKeyword|PRIEST}} in a {{AOSKeyword|STORMCAST ETERNALS}} army gains an additional prayer to a  which can be used in addition to their other abilities in the hero phase, in the same vein as spells for other armies mages.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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#&#039;&#039;&#039;Divine Light&#039;&#039;&#039;: 3+ to cast, choose a unit wholly within 18&amp;quot;. If it is an enemy, you may re-roll 1&#039;s to hit when attacking that unit until your next hero phase. If you choose a friendly unit, enemy units re-roll unmodified hit rolls of 6 when attacking that unit until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Bless Weapons&#039;&#039;&#039;: 4+ to cast, a friendly unit wholly within 18&amp;quot; gains an additional hit for every unmodified hit roll of 6 until your next hero phase. &lt;br /&gt;
#&#039;&#039;&#039;Bolster Faith&#039;&#039;&#039;: 3+ to cast, friendly units within 9&amp;quot; do not have to take battleshock tests until your next hero phase. It does not require the unit you cast this on to be wholly within. So use this on units with lots of models.&lt;br /&gt;
#&#039;&#039;&#039;Abjuration&#039;&#039;&#039;: 3+ to cast, pick an enemy {{AOSKeyword|WIZARD}} within 12&amp;quot; from the priest. If successful the priest can attempt to unbind a 1 spell by that {{AOSKeyword|WIZARD}} in that hero phase.&lt;br /&gt;
#&#039;&#039;&#039;God-King&#039;s Aspect&#039;&#039;&#039;: 3+ to cast, subtract 1 from bravery for units that are within 6&amp;quot; from this priest until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Translocation&#039;&#039;&#039;: 3+ to cast, remove a friendly {{AOSKeyword|STORMCAST ETERNAL}} unit wholly within 9&amp;quot; of this priest from the battlefield and set them up again anywhere on the battlefield more than 9&amp;quot; from enemy units. It may not move in the subsequent movement phase.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;color:#01bbe3;&amp;quot;&amp;gt;Steeds of the Celestial Realms&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
One mount in your army (+1 per additional Warscroll Battalion) may be &amp;quot;exceptional&amp;quot; and take a trait from the relevant tables.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;Generic Traits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Lithe-Limbed&#039;&#039;&#039;: +1 to move characteristic.&lt;br /&gt;
#&#039;&#039;&#039;Savage Loyalty&#039;&#039;&#039;: If this HERO is slain in the combat phase, on a 4+ the unit that slew them takes D3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Keen-Clawed&#039;&#039;&#039;: Any wound rolls of 6+ in the combat phase for this HERO&#039;s mount are resolved with a rend of -3.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dracoth Traits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Drake-Kin&#039;&#039;&#039;: If this HERO suffers damage from an attack with a damage characteristic greater than 1, on a 5+ the HERO only suffers 1 Damage from the attack.&lt;br /&gt;
#&#039;&#039;&#039;Thunder Caller&#039;&#039;&#039;: The HERO&#039;s Dracoth&#039;s Storm Breath ability has a range of 16&amp;quot; rather than 12&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Pack Hunter&#039;&#039;&#039;: +2 to Attacks of the HERO&#039;s Dracoth&#039;s Claws and Fangs if another friendly model is riding a Dracoth within 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stardrake Traits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Storm-Winged&#039;&#039;&#039;: After this model has moved you can pick 1 enemy unit that has any models that this model passed across. On a 2+ the unit takes D3 mortal wounds. This was reworded in the latest book so its no longer limited to the movement phase.&lt;br /&gt;
#&#039;&#039;&#039;Thunderlord&#039;&#039;&#039;: Roiling Thunderhead ability has a range of 24&amp;quot; rather than 18&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Star-Branded&#039;&#039;&#039;: When referring to the Damage table of this HERO, treat it as having suffered one fewer wounds than it actually has.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gryph-Charger Traits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Wind Runner&#039;&#039;&#039;: When this HERO rides the Winds Aetheric, roll an extra dice on the distance they can move.&lt;br /&gt;
#&#039;&#039;&#039;Aethereal Stalker&#039;&#039;&#039;: When this HERO is set up, choose an enemy HERO. This HERO can re-roll all failed hit and wound rolls made for its Gryph-charger&#039;s Razor Beak and Claws attacks that are directed against the chosen HERO.&lt;br /&gt;
#&#039;&#039;&#039;Indefatigable&#039;&#039;&#039;:  re-roll the distance when this HERO runs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dracoline Traits:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Bounding Leap&#039;&#039;&#039;: This model is eligible to fight in the combat phase if it is within 6&amp;quot; of an enemy unit instead of 3&amp;quot;, and it can move an extra  3&amp;quot; when it piles in&lt;br /&gt;
#&#039;&#039;&#039;Pride Leader&#039;&#039;&#039;: Add 1 to hit rolls for attacks made by friendly &#039;&#039;&#039;Dracoline&#039;&#039;&#039; units while they are wholly within 9&amp;quot; of this model.&lt;br /&gt;
#&#039;&#039;&#039;Ear-bursting Roar&#039;&#039;&#039;: At the start of the combat phase, you can pick an enemy within 3&amp;quot; of this model and roll a dice. On a 4+ subtract 1 from hit rolls for attacks made by that unit until the end of the phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tauralon Traits:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Swiftwing&#039;&#039;&#039;: You can re-roll run rolls for this model&lt;br /&gt;
#&#039;&#039;&#039;Lashing Tail&#039;&#039;&#039;: At the end of the combat phase, you can pick an enemy unit within 3&amp;quot; of this model and roll a d6, on a 4+ it causes 1 mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Steel Pinions&#039;&#039;&#039;: Roll a d6 every time this model suffer a regular or mortal wound, on a 6+ the wound is negated.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Spells&amp;lt;/span&amp;gt;===&lt;br /&gt;
Your wizards May take one spell either the Lore of Invigoration or Storm&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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====Lore of Invigoration====&lt;br /&gt;
#&#039;&#039;&#039;Terrifying Aspect:&#039;&#039;&#039; Cast 5, a visible &#039;&#039;&#039;Stormcast&#039;&#039;&#039; unit wholly within 18&amp;quot; gain a 3&amp;quot; aura of -1 Bravery to enemies until the next Hero Phase.&lt;br /&gt;
#&#039;&#039;&#039;Celestial Blades:&#039;&#039;&#039; Cast 5, a visible &#039;&#039;&#039;Stormcast&#039;&#039;&#039; unit wholly within 18&amp;quot; adds 1 to Melee wounds rolls until the next Hero Phase.&lt;br /&gt;
#&#039;&#039;&#039;Speed of Lighting:&#039;&#039;&#039; Cast 5, visible &#039;&#039;&#039;Stormcast&#039;&#039;&#039; units wholly within 9&amp;quot; can Re-roll Charges until the next Hero Phase&lt;br /&gt;
&lt;br /&gt;
====Lore of the Storm====&lt;br /&gt;
#&#039;&#039;&#039;Lightning Blast:&#039;&#039;&#039; Cast 5, a closest Visible unit is dealt d3 Mortal wounds.  Like 40k Smite but with an infinite range.&lt;br /&gt;
#&#039;&#039;&#039;Starfall:&#039;&#039;&#039; Cast 5, pick a visible point within 12&amp;quot;. On a roll of 4+ for each enemy within 3&amp;quot; of that Point they take a Mortal Wound&lt;br /&gt;
#&#039;&#039;&#039;Thundershock:&#039;&#039;&#039; Cast 6, roll a dice for each enemy within 6&amp;quot;. on a 4+ the unit takes a Mortal Wound.  In addition, subtract 1 from hit rolls for attacks made by that unit until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Azyrite halo:&#039;&#039;&#039; Cast 5, Pick a visible &#039;&#039;&#039;Stormcast&#039;&#039;&#039; unit wholly within 12&amp;quot;, until the next hero phase whenever the unit makes an unmodified save roll of 6, the attacker takes a Mortal Wound. Remember that you still make a save roll even if out-Rended.&lt;br /&gt;
#&#039;&#039;&#039;Chain Lightning:&#039;&#039;&#039; Cast 7, a visible enemy unit within 24&amp;quot; suffers D3 Mortal Wounds, then each other enemy unit within 3&amp;quot; of the first take a mortal wound on a 4+.&lt;br /&gt;
#&#039;&#039;&#039;Stormcaller:&#039;&#039;&#039; Cast 7, For each enemy unit on the battlefield, on a roll of 6+ inflict D3 Mortal wounds on the unit.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Endless Spells&amp;lt;/span&amp;gt;===&lt;br /&gt;
These can only be cast by &#039;&#039;&#039;STORMCAST ETERNAL WIZARDS&#039;&#039;&#039;.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Everblaze_Comet.pdf Everblaze Comet]:&#039;&#039;&#039; (100pts) Comet of Casandora, Stormcasts edition. When it comes down, it hits everything within 10&amp;quot; for a bunch of Mortal Wounds determined by a D3 roll - on a 1, the unit takes a single Mortal Wound. On a 2, the Unit takes a further D3 Mortal Wounds, and on a 3, the Unit takes 3 Mortal Wounds! On top of this, the Comet remains in play and spits out Mortal Wounds at the start of each battle round at any Units within 5&amp;quot;, though this time on a 1-3 it only does one Mortal Wound, while on a 4+ it does D3 Mortal Wounds. Also, all Wizards must subtract 1 from their casting rolls while they are 5 inches or closer to the comet. This spell has the potential to dish out an obscene amount of Mortal Wounds, but a word of caution: even though the spell continues to damage units and bother Wizards after it has been cast, the Comet cannot be moved once it has been placed in the table (but you can dispel it in a later turn and then cast it again) This, combined with the fact that it costs 100 points, forces you to be &#039;&#039;&#039;extremely&#039;&#039;&#039; cautious about where and when to put it.&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Celestian_Vortex.pdf Celestian Vortex]&#039;&#039;&#039; (40pts) &#039;&#039;&#039;(AKA the HAMMERNADO):&#039;&#039;&#039; It&#039;s a Hurricane of Hammers that dispenses Mortal Wounds (12 dice on 6+) and gives any Unit within 6&amp;quot; of it -1 to hit with Missile Weapons. Additionally, it wounds on a 5+ against &#039;&#039;&#039;Chaos&#039;&#039;&#039; units instead. Thanks to its 8 inch movement and the fact that it can move after being set up, the Hammernado proves to be a cheap (Only 40 points!!!) and effective way to damage Chaos forces and screw ranged units (If you manage to cast it against a Tzeentch or Skaven army, they are in for a bad time).&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Dais_Arcanum.pdf Dais Arcanum]:&#039;&#039;&#039; (30pts) This is what is known as a STORMCAST ETERNAL WIZARD that has ascended past a STORMCAST ETERNAL WIZARD. A big disk for your Wizard to ride on: it grants them Fly, 12-inch movement, +1 to their Save and an additional Unbind. For just 30 points, you can hop in a Knight-Incantor or a Lord Exorcist, and make them go even further beyond. Your opponents are going to love it, trust me...&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;
Common keywords in these warscrolls are {{AOSKeyword|ORDER}}, {{AOSKeyword|CELESTIAL}}, {{AOSKeyword|HUMAN}} and {{AOSKeyword|STORMCAST ETERNAL}}.&lt;br /&gt;
*&#039;&#039;&#039;Stormkeeps:&#039;&#039;&#039; 1 in 4 units in a Free City army may be a Stormcast, so think about that when reading these entries.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Named Leaders&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
The majority of these characters tied to the Hammers of Sigmar.  Note that named characters cannot be given command abilities, relics or mount traits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Astreia_Solbright.pdf Astreia Solbright]&#039;&#039;&#039;: (200pts) A named HAMMERS OF SIGMAR LORD-ARCANUM on DRACOLINE. Her Unique spell is a 360 degree Storm Lance and her Command Ability is the same as the  LORD-ARCANUM Gryph-Charger.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Aventis_Firestrike.pdf Aventis Firestrike]&#039;&#039;&#039;: (300pts) Named Lord-Arcanum on Tauralon for the Hammers of Sigmar. Regenerates a wound each hero phase and dishes out a mortal wound on a 5+ each time he&#039;s hurt by melee. Trades out Lightning Orb for a 1mm line of [[Awesome|FIRE-LIGHTNING]], inflicting D3 mortal wounds - less range potential, but more reliable since it always hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_stormsires_cursebreakers_en.pdf Averon Stormsire]:&#039;&#039;&#039; (260pts) Only usable with Stormsire&#039;s Cursebreakers. A buffed Knight-Incantor with a buffed spell, adding d3 wounds to enemies within 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-celestantprime-en.pdf Celestant-Prime]:&#039;&#039;&#039; (300pts) &#039;&#039;Only one can be included in a Pitched Battle army.&#039;&#039; While not exactly &#039;&#039;named&#039;&#039;, this here is, bar Vandus Hammerhand, your unique character to hold you over while we wait for the rules for Sigmar that&#039;ll probably also come whenever FW decides to make rules for [[Emperor of Mankind|that bastard]]. The &#039;first&#039; Stormcast Eternal, this is one bad dude. Prime has a very powerful shooting attack, dramatically one-upping the Lord-Celestant on Dracoth by tossing a comet onto the battlefield. His close combat potential seems to have potential, having 3 attacks base. That said, add 2 to the attacks characteristic of Ghal Maraz until the end of the battle (game). Also, whenever he deploys, all enemies within 12&amp;quot; of him suffer -2 Bravery until his next Hero Phase. Let&#039;s put it this way: Nagash will kick his ass. The Glottkin will kick his ass. Archaon... will probably think twice, as might the Mortarchs. The point is, this guy only looks like a combat monster, but he&#039;s your artillery equivalent, except for really big games, where you can afford to leave him off the table for two or three turns. &lt;br /&gt;
**&#039;&#039;Alternatively&#039;&#039; if you build your army to be hyper defensive with a bunch of shielded Liberators with a Castallant&#039;s lantern, you could very easily just set up on the extreme far edge of the board and camp there to force your opponent to spend ages trekking over to you, while you take turns lasting only a couple of seconds (Use a Command Ability, use the Lantern, maybe a quick snipe with the Knight-Venator, turn done.) This way you&#039;ll be in Turn 3 by the time you reach combat and will be able to last a few more turns after that due to your high defense. By the point, you need to bust out the Celestant-Prime to counter-attack, so many turns will have passed that he&#039;ll dominate anything he gets into combat with.&lt;br /&gt;
**In fact, the Prime is a lot better than it would seem at first glance. With his &amp;quot;Orrery of Celestial Fates,&amp;quot; once per turn, you can CHANGE one of his rolls to any result you want. Meaning, each turn you can either: almost guarantee 3 Damage in combat if you change the Hit dice (Ghal Maraz wounds on 2+ and has -3 Rend), or almost guarantee that 9&amp;quot; charge the turn he enters play, or avoid one non-mortal wound to him if you change the Save roll (even against -3 Rend opponents!), or make his meteor attack work in a 12&amp;quot; bubble (that will also give you perfect control to avoid hitting your own guys!). This last option is the best one: usually, you&#039;ll hit at least 3 units, meaning an average 6 mortal wounds, and Battleshock tests for 3 units, at -2 Bravery if they&#039;re at 12&amp;quot; or less! If you make him appear in the right spot, and when many enemy units are at combat with your guys, you&#039;ll force A LOT of Battleshock test at -2 Bravery. Your second turn is ideal for this: most of your units will be engaged, and with 5 Ghal Maraz attacks, if you change the hit dice, the Prime deals each turn something like 9 wounds in combat (except against a handful of super-protected units, like Stonehorns or Phoenix Guard), which is MIGHTY. But in your turn, it&#039;s probably better to change the radius roll for the comet and deal myriads of mortal wounds. This guy requires a lot of skill to play, but if you do it right, his 340 points cost will be repaid in no time. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/Vandus_Hammerhand_CB_Web%20-%20cropped.pdf Vandus Hammerhand]:&#039;&#039;&#039; (260pts) Lord-Celestant of the Hammerhands, the first chamber of the Hammers of Sigmar. He&#039;s Sigmar&#039;s favorite Stormcast, and it shows. On the tabletop he has a brutal command ability, granting all Hammers of Sigmar units within 12 inches an extra attack. His tempestos hammer, Heldensen, deals 3 wounds rather than D3 and his dracoth Calanax has 4 attacks rather than 3. He automatically grants battleshock immunity to all Hammers of Sigmar units within 24 inches.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/Neave_Blacktalon_ENG.pdf Neave Blacktalon]:&#039;&#039;&#039; (110pts) The Stormcast Eternals Hero Hunter. 7 Attacks, 8 on the charge. Her axes and pistol go from Damage 1 to Damage 2 if you target an enemy HERO. She can run and shoot in the same turn. Her best ability is &amp;quot;Windrider&amp;quot; - When a friendly Stormcast Eternal unit within 9&amp;quot; uses their Ride the Winds Aetheric ability, Neave Blacktalon can follow in their wake; she can immediately move in the same manner up to the distance moved by the unit she is following, provided that she ends this move within 9&amp;quot; of them and more than 3&amp;quot; from any enemy models. If she moves in this way, Neave Blacktalon may not run or charge in that turn. Neave Blacktalon is taken from the Hammers of Sigmar Stormhost and always wears their colors in battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/aos-warscroll-Gavriel-Sureheart-en.pdf Gavriel Sureheart]:&#039;&#039;&#039; (120pts) Lord-Celestant and yet another member of the Hammers of Sigmar. Despite this, he can be used with any Stormhost, but his +3 to charge rolls within 9&amp;quot; of him applies to ONLY Hammers of Sigmar units. He trades the Lord Celestant&#039;s regular weapons with 2 damage -1 rend sword with 3 attacks (which gets +1 attack when he charges) and a Thundershield.&lt;br /&gt;
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*&#039;&#039;&#039;Lynus Ghalmorian:&#039;&#039;&#039; (240pts) Named Lord Arcanum on Gryph-Charger for the Anvils of the Heldenhammer, found in the August 2019 White Dwarf. Almost identical to the base one, but makes every friendly Anvils of the Heldenhammer unit within 12&amp;quot; reroll save rolls of 1 against missile weapons, replaces the healing spell with one that is cast on a 6+ and deals D3 mortal wounds to a unit within 12&amp;quot; while also giving it -1 to hit rolls until your next hero phase and haves a command ability that gives every friendly Anvils of the Heldenhammer unit within 12&amp;quot; +1 to their hit rolls. 240 points.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Leaders&amp;lt;/span&amp;gt;===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Celestant====&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcelestant-en.pdf Lord-Celestant]:&#039;&#039;&#039;(100pts) A strong hero on foot that can do an average of 1.75 mortal wounds in the shooting phase and 1,77 damage at -1 rend + 0,66 damages in the melee phase (more if he charges). when he is within 3&amp;quot; of an enemy he can use command ability to give nearby Stormcast Eternals units(including himself) a +1 to hit during the combat phase. At first, he seems to lose out to his brother on the Dracoth, but in the end, you&#039;re exchanging personal killing power against the powerful support that might end up being worth more than the hilariously unreliable breath attack of the Dracoth. Make sure you surround him with lots of melee units and keep him alive. He&#039;s harder to use than the mounted version, but with careful positioning, he&#039;ll be more effective while taking up fewer Wounds. &lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lord-celestant-dracoth-en.pdf Lord-Celestant on Dracoth]:&#039;&#039;&#039; (200pts) A guy in pompous golden armor and a big cloak who can be equipped with a Dracothian Guard weapon and rides a dragon on lightning. Couldn&#039;t be more Power Metal if he tried. He&#039;s &#039;&#039;very&#039;&#039; killy in close combat and his CA grants a huge bubble in which Stormcast Eternals don&#039;t have to take Battleshock. His ranged attack is potentially devastating, but only if the enemy was stupid enough to bunch up all his important stuff and you get very lucky. With a 50% chance to deal damage, it&#039;s nice to have, but you shouldn&#039;t rely on it. Due to being mounted, he moves at a fast pace and has 7 wounds as opposed to the &amp;quot;general&amp;quot; hero base of 5. This guy is hard-hitting, fast and durable meaning you want him up in the front line where he can lead the charge and give everyone the benefit of his aura.&lt;br /&gt;
**the Celestant Weapon choice:&lt;br /&gt;
*** A glaive that deals more damage on charges, &lt;br /&gt;
***A Hammer that deals Mortal Wounds and stops enemy Pile-ins on hit rolls of 6.&lt;br /&gt;
*** another Hammer that deals more attacks on charges with the best to wound roll and highest damage potential per hit of all the options&lt;br /&gt;
***An Axe that that makes more attacks for each Nearby Stormcast unit cheering you on.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-stormcast-stardrake-en.pdf Lord-Celestant on Stardrake]:&#039;&#039;&#039;(500pts, Behemoth) aka Rage Made Manifest Hoo boy. Recently received a cost reduction from 600 points down to 560. Looking at the stat-wheel, this guy compares quite well to &#039;&#039;Nagash&#039;&#039;, with sixteen wounds at a 3+ save and a high flying Move. Melee-wise, the Drake looks lacking at first, having just about the same profile as a Vampire Lord, with four attacks at 3+/3+/-1/D3, which is a good profile, but not stellar for such a huge model. The Celestant on top adds to the beastie by wielding either the same Hammer you&#039;re used to from the starter set Celestant or a Sword with much worse To Wound rolls (4+ instead of 2+) but which makes 3 To Wound rolls instead of 1 if you rolled a 6+ To Hit, making him nice and blendy and as usual, both profiles get more attacks if you charge. He also bears a Shield, which does the same thing you&#039;re used to and can cause Mortal Wounds on the guys who punch your Celestant. And then you see why the Drake looks so lacking in melee: At range, he can either barf lightning, which works like a Grey Seer&#039;s unique spell, rolling as many D6 as the enemy unit has models and every 6 deals a Mortal Wound or he can instead shoot comets, which have &#039;&#039;&#039;infinite range&#039;&#039;&#039; and hit D6 units for D3 Mortal Wounds, then before combat, he can just flat-out eat up to 3 enemy models, with higher chances to succeed if their Wound-stat is low and after combat, he swings his tail, which deals Mortal Wounds and is more accurate against larger units. His command ability grants all Drakes and Dracoths in your army reroll To Wound with their Claws, Jaws et cetera, including the Celestant&#039;s mount. And he can also adjust casting rolls for all Wizards around him by +/-1. Simply put, this guy is not an auto-win button, and his Command Ability is somewhat lackluster, but he raises holy hell by having a huge threat bubble and crapping out an enormous amount of Mortal Wounds all over the field.&lt;br /&gt;
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====Arcanum====&lt;br /&gt;
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All variants in the GHB 2019 received a 20 point decrease but is canceled out by the increase in Sequitors if you take 10 or more of them. Only really beneficial to lists using an Arcanum for spawning endless spells and no Sequitors (Even then, Incantor is still usually the better option).  &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum.pdf Lord-Arcanum]:&#039;&#039;&#039; (150pts) A wizard and Leader of the Sacrosanct Chamber and has many abilities. Ok in a fight. When surrounded he can Break Spirit Flasks to deal Mortal wounds to everyone around him including himself. Once per turn, he can heal a recently slain Stormcast model (that is not himself) back to 1 wound allowing him to hold the line longer or crawl back to the nearest Cleric. For spells, he can upgrade his Arcane Bolt back to its original d3 Mortal wounds and d6 on casting of 10+. His Unique Spell while on foot is Thunderclap which subtracts 1 from hit rolls of a single enemy unit&#039;s attacks. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_Stormcast_2018.pdf Lord-Arcanum on Gryph-Charger]:&#039;&#039;&#039; (200pts) Comes from the Soul Wars box. The medic of the Arcanum. Like other Gryph-Charger, his movement increased to 12&amp;quot;, Gaining 3/+3/+3/-2/D1 Beak &amp;amp; Claws attack that inflicts a Mortal wound on a natural hit 6. It also gains the ability to &#039;&#039;&#039;Ride the winds Aetheric&#039;&#039;&#039; which lets it make a 6D6&amp;quot; As if it could fly but it can&#039;t charge that turn. It has a different Unique spell that Heals D3 wounds on a Stormcast Model and D6 instead on a cast of +8, this spell can make him good friends with Dracoths. His Command Ability allows a Sacrosanct Evocators to Auto-Cast Empower or allows Castigators and Sequitors to use both options of their Aetheric Channelling&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_on_Celestial_Dracoline.pdf Lord-Arcanum on Celestial Dracoline]:&#039;&#039;&#039; (210pts) Mounted for offense and would lead Evocators on Dracolines. Similar to the Gryph-Charger stats but has one less in rend, but makes up for it by increasing its Claws damage to d3 on Charges. Dracolines also subtract 1 from enemy Bravery. Its unique spell creates a 12&amp;quot; line that inflicts a Mortal wound to an enemy unit on a 5+ for each of its models that falls under the line. its unique Command Ability Gives +1 attack to the Claw weapons of nearby Evocators mounted on Dracoline.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_Tauralon.pdf Lord-Arcanum on Tauralon:]&#039;&#039;&#039; (MONSTER, 280pts) A Lord-Arcanum Riding a flying Ram that has a similar weapons profile to the Dracoline but with +1 Damage. The Tauralon gives a +1 to hit for Stormcast shooting attacks against an enemy it passes over and deals a single mortal wound on a charge. His Unique spell deals d3 mortal wounds to on a 4+ to enemies within 3&amp;quot; of a point you pick. Give a &#039;&#039;&#039;Sacrosanct&#039;&#039;&#039; unit wholly within 18&amp;quot; +2 to run rolls. You will see him flying ahead, hepping Judicators line up their shots and crush that unbubblewrapped wizard.&lt;br /&gt;
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====Other Wizards====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Lord_exorcist.pdf  Lord Exorcist]:&#039;&#039;&#039; (90pts) A Wizard that Specializes in Close Quarters Exorcising. He has the same stats and weapon Profile as the Lord-Arcanum. During the Shooting Phase, he deals a mortal wound to all {{AOSKeyword|Daemon}} and {{AOSKeyword|Nighthaunt}} units within 6&amp;quot; on a 4+. His Unique spell Rolls a dice for each enemy unit within 6&amp;quot;. If (d6 + enemy&#039;s unit&#039;s Bravery &amp;lt; 10 ) than that unit takes d3 Mortal wounds and if that said unit was a {{AOSKeyword|Daemon}} or {{AOSKeyword|Nighthaunt}}, their affective Bravery is Halved (rounded up) for the purposes of this spell. Received a 20 point decrease in the GHB 2019. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Knight_Incantor_Stormcast_2018.pdf Knight-Incantor]:&#039;&#039;&#039; (120pts) The on-foot wizard from Soul Wars. Nothing to write home about in melee, and not a particularly impressive caster with only 1 each cast and deny with no bonus. The Knight Incantor does, on the other hand, come with a Voidstorm Scroll, a once-per-game ability that can be used before rolling to make an Unbinding roll automatically succeed. This can deny your opponent a critical spell, breaking a combo or saving one of your units. Also equipped with Spirit Flasks - once per game at the beginning of a combat phase, the Knight Incantor can choose to shatter up to three spirit flasks. For each one broken, each unit(friendly or enemy, including the Knight Incantor herself) suffers 1 mortal wound, or d3 if there are 10 or more models in the unit. Finally, Her unique spell creates a Storm that inflicts a mortal wound and gives -1 to Charge and Run of all enemies within 18&amp;quot;. The Knight Incantor is a decent all-around wizard who doesn&#039;t stand out in any one area, but can also do almost any task you ask of her. Also a solid ally to any Order faction that doesn&#039;t have wizards of their own.&lt;br /&gt;
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====Priest====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Relictor.pdf Lord-Relictor]:&#039;&#039;&#039; (100pts) Your foot-slogging cleric with a wicked skull helm. He can control the storms, meaning he can choose to either heal a friendly &#039;&#039;model&#039;&#039; for D3 wounds (best used on other Heroes), or to lose what is basically &#039;&#039;Arcane Bolt&#039;&#039; without a casting roll on an enemy, with an excellent bonus that anyone hit also takes a -1 To Hit-penalty in the following turn. You will also choose 1 of the 6 prayers (which can be cast each turn in addition to one of the 2 just described). While no slouch in combat, he&#039;s nowhere near as good as a Lord-Celestant; of course, this isn&#039;t why you take him. The best use for him is in the &amp;quot;secondary&amp;quot; line, using his healing buff to keep your men in fighting shape and lending a hand with the lightning storm anywhere they&#039;re struggling. Heroes and paladins of all types will find him a very good &amp;quot;best bud.&amp;quot; The comparison between him and the Lord-Celestant is easily explained: the Celestant is the fighter of the party while the Relictor is the &amp;lt;strike&amp;gt;chaplain &amp;lt;/strike&amp;gt;  cleric. Remember that the healing storm can&#039;t actually bring things back to life, it only heals stuff that&#039;s still alive. Frankly, the guy is awesome. The advent of Prayers gives him two options to influence the game in the Hero Phase, neither of which can be unbound. Favorite combo - &amp;quot;the FUCK YOU button&amp;quot;: Give him the prayer Divine Light and then use his Lightning in enemy mode. With luck you&#039;ll have a unit that&#039;s taken D3 wounds, is -1 to hit, and your whole army gets to re-roll ones against them. All for the cost of two Gryph-hounds! Bargain!&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Lord-Veritant-ENG.pdf Lord-Veritant]:&#039;&#039;&#039; (110pts) Another Priest, Has an extra wound compared to standard heroes just like the Castellant, and gets a pretty good melee profile (4 attacks at 3/3/-1, 2 damage each). Again, like the Castellant, he gets a Free pet gryph-hound (see Fast Movers below). This guy is a wizard killer. He can unbind one spell in the same way as a wizard, and has a 50/50 chance of doing D3 mortal wounds to an enemy wizard within 7&amp;quot;. Which isn&#039;t a spell so there is no way for the enemy to stop it. Also if the gryph-hound is within 6&amp;quot; of the enemy wizard, you get +3 to your unbinding roll. The gryph-hound is no slouch in combat either, doubling its attacks as long as the enemy is within 3&amp;quot; of the Veritant. Last but not least he is a priest, so don&#039;t forget to throw some extra prayers on him. His role is more of an assassin than the Relictors more support role, choose accordingly for him when deciding on prayers.&lt;br /&gt;
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====Others====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Drakesworn-Templar-en.pdf Drakesworn Templar]:&#039;&#039;&#039; (MONSTER, Behemoth, 420pts) If you like your Drake better without a meh Command Ability. Like Paladins, Dracoths and Dracoth Celestants, the Templar gets the obligatory choice of your three favorite weapons, and again all of them do different things: The Axe gets 6 swings at 1 damage and has a chance of drastically worsening enemy Pile-in moves, great to keep your Templar safe from small gribbles. The Hammer is more or less a Retributor&#039;s hammer but with damage 3, but with the extra goodness of 6+s To Hit making 2 To Wound rolls instead of 1. This can ruin a monster&#039;s day all on its own. Be wary that the Hammer does only get 2 swings, so debuffs will cripple you. The Lance also gets you a nice effect: If you roll a 6+ To Hit against a monster with it, you instantly deal D6 Mortal Wounds. Be aware that D6 Mortal Wounds can potentially be worse than your normal damage of 2, though. Again, the Hammer is the more balanced choice, right between Monster killer and tarpit cleaner, but it&#039;s not as specialized as the other two; pick the one you think is most appropriate, the Drake will probably do most of the work on its own anyway. He gives a +/- of 1 to Nearby Wizards. He also has a bow which pretty much lights the enemy up with phosphorus, granting +1 To Hit for Dracothian Guard in the combat phase. Use this with Concussors for the best effect.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Lord-Aquilor-en.pdf Lord-Aquilor]:&#039;&#039;&#039; (170pts) The post given to the leader of the Vanguard Auxiliary Chambers, aka the Stormcast Eternal Rangers. He&#039;s got decent combat stats and some ranged capability, and also comes with both the &amp;quot;flanking&amp;quot; ability of Vanguard-Hunters and the &amp;quot;jump&amp;quot; of the Vanguard-Palladors (not both at the same time, though). Nice and all, but his real meat comes with his Command Ability: it&#039;s the same flanking thing of the Vanguard-Hunters, but for him AND a unit of either Vanguard-Hunters, Vanguard-Palladors, Vanguard-Raptors or Aetherwings that are within 24&amp;quot; of him. The possibilities are endless: set up an alpha strike with Vanguard-Palladors, save a unit in peril, grab TWO objectives, make Vanguard-Raptors infuriatingly immortal, controlling the flow of the battle, or mess with your opponents&#039; plans (and head). But most of all, he&#039;s loads of fun: teleporting every turn lets you do some strange things and have some strange battles, what with being unpredictable and keeping your opponent guessing. Particularly good if you&#039;re going for a hit-and-run-and-shoot-you-to-death Vanguard Auxiliary Chamber army or if playing an Anvilstrike list (9 Longstrikes in an Anvils of Heldenhammer Stormhost) to keep the Longstrikes out of combat.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcastellant-en.pdf Lord-Castellant]:&#039;&#039;&#039; (120pts) 1 wound more than the standard hero on foot, this hero is slightly better than Lord-Celestant in the combat phase (2,66 damages at -1 rend and 2&amp;quot; range). His lantern&#039;s ability inflicts 1 mortal wound to a {{AOSKeyword|Chaos}} unit or an average of 2 mortal wounds to a {{AOSKeyword|Chaos}} {{AOSKeyword|Daemon}} unit. If there aren&#039;t any such foes around, it can make Stormcast Eternals units more resistant and occasionally heal them. As above, the Celestant may be the fighter, the Relictor is probably the cleric and the Castellant is definitely the paladin. He&#039;s at home upfront where the Celestant could be (though the Castellant lacks any command ability of his own), but equally at home in the secondary line warding your Eternals with his lantern (wording means that you can gain and lose wounds at the same time while your units will have a majority 3+ save thanks to him) or even as a beastmaster if he fights with a bunch of gryph hounds in close proximity. His lantern&#039;s other ability is very nice if a little circumstantial, auto sniping a Chaos Marauder equivalent or letting him damage daemons something fierce without even trying. Finishing off a Chaos hero who&#039;s down to his last wound is fun. All in all, he&#039;s a flexible choice. He&#039;s good at buffing up units that are going to be taking some saves ensuring you&#039;ve got enough men to hold on that little bit longer. Extra rage points when all your opponents attack simply heal a wound back on your Liberator squad.&lt;br /&gt;
**Comes with a free Gryph-hound when he is set-up.&lt;br /&gt;
**Received a 20 point nerf in GHB 2019, but is still worth it for his buff.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_lord_ordinator.pdf Lord-Ordinator]:&#039;&#039;&#039; (140pts) A mustachioed non-Engineer that buffs Warmachines. Add 1 to hit rolls to &#039;&#039;&#039;War Machines&#039;&#039;&#039; wholly within 6&amp;quot;. This pairs very well with the Celestar Ballista which turns every successful hit into d6 hits. Has a Command ability &amp;lt;s&amp;gt; to let a &#039;&#039;&#039;War Machine&#039;&#039;&#039; fire twice.&amp;lt;/s&amp;gt; Was replaced with the ability to give Stormcast whole within 18&amp;quot; of him immunity to Battleshock for the turn. He will find himself in lists with Stormcast Eternals or Free City Warmacines.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightazyros-en.pdf Knight-Azyros]:&#039;&#039;&#039; (100pts) Your flying support Hero. Has the same average melee profile as the Relictor, but gets 2 special rules to make up for it. The first lets any unit re-roll 1s To Hit against enemies if their target is close to the Azyros. He can also deal a bunch of Mortal Wounds to all enemy units within 8&amp;quot; once per game. If you find a situation where this is useful, go for it. Otherwise, the guy isn&#039;t a powerhouse, but he doesn&#039;t want to be. If you want him, simply tweak your army a bit to accommodate him. Prosecutors with Javelins profit a lot from his buff. Keep in mind that Judicators already reroll 1s to hit against Chaos, so he&#039;s better for supporting Prosecutors in general or Judicators against any other army. &lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvenator-en.pdf Knight-Venator]:&#039;&#039;&#039;(110pts) Your flying shooty Hero. Has a whole bunch of good shots at a ridiculously high 30&amp;quot; range, but is by far the worst Stormcast Hero in melee. He can also shoot a special arrow once per game that can either hurt a Monster real bad or murder the face off of a normal Hero with D6+3 Damage &#039;&#039;&#039;IF&#039;&#039;&#039; they fail their saving throw. Thanks to Look Out Sir, the Venator is a whole lot less reliable since its hitting and wounding on a 3+. Hence take the Luckstone and/or an Azyros for maximum benefit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightheraldor-en.pdf Knight-Heraldor]:&#039;&#039;&#039; (100pts) Your only Hero with a 4+ save. In melee, his profile is slightly worse than the Relictor and the Azyros. Why do you use him? Because he&#039;s got a big, honking Trumpet. With it, he allows a Stormcast unit to Retreat, Run and Charge during the same turn, AND cause damage to opponents huddled up in a terrain piece. Pick a Chaos Dreadhold and cackle &amp;lt;s&amp;gt;maniacally&amp;lt;/s&amp;gt; righteously. Feel free to blow that trumpet wherever you please as your opponent tries to understand how falling rocks only hit his boys! &lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvexillor-en.pdf Knight-Vexillor]:&#039;&#039;&#039; (110pts) Your Standard Bearer. In melee, he&#039;s a Hammer-Liberator with twice the attacks, and he can have a pick of two banners. No matter which you pick, Stormcast Eternals around him get to reroll charge rolls. Also, the banners have these effects: The Meteoric Standard grants you a one-shot version of the Prime&#039;s Cometstrike Scepter, which means a big boom. The Pennant of the Stormbringer, on the other hand, lets you pick up a Stormcast unit and then redeploy it anywhere so long as you stay 9&amp;quot; away from enemies, sadly no longer guaranteeing a charge or dropping mortal wounds on nearby enemies. No Longer the go-to option it was, but still potentially very useful. This guy is the polar opposite of the Lord-Castellant; he&#039;s slow and hard to use, but the potential payout is far greater if you find creative ways to employ him.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-whquest-rules-en.pdf Knight-Questor]:&#039;&#039;&#039; (100pts) Well IF you want to field him, be our guest. The Questor is very self-sufficient, meaning he&#039;s not dependent on any buffs but doesn&#039;t dish any out either. He tries to be a duelist, but in the end, his mediocre combat potential holds him back. On the other hand, he never ever dies thanks to his re-rollable 3+ Save. He&#039;s five Wounds that will always pull their weight but will never bring you in more than you paid for him.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.belloflostsouls.net/wp-content/uploads/2016/08/errant-questor-03.jpg Errant-Questor]:&#039;&#039;&#039; (140pts) Warhammer World exclusive, so expect to pay inflated eBay prices if you can&#039;t get there yourself or ask a friend. Similar profile to the Knight-Questor except instead of a rerollable save, he ignores Rend. This might be preferable when facing armies that pile it on. At setup he can take one of three oaths; the first one lets him take wounds for a nominated Stormcast Hero as long as he&#039;s within 3&amp;quot;, like an automatic Look Out Sir. The second lets you name a Hero in the enemy army, which gives the Errant free rerolls to hit and to wound versus that guy. The final and arguably best oath gets you an extra attack, cumulatively, for every 10 wounds you inflict - and with a base of three attacks at 3+/3+/-1 doing D3 damage each, that isn&#039;t too hard. He also rerolls all failed charge rolls, no catch. All in all a pretty strong character; team him up with a Celestant on foot and Castellant for your own little Stormcast Adventuring Party.&lt;br /&gt;
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*&#039;&#039;&#039;[https://preview.redd.it/lrxsvtaismd11.png?width=843&amp;amp;auto=webp&amp;amp;s=a3507bc6fa940fb4158c8067344778943912e6d4] Knight-Zephyros:&#039;&#039;&#039; (100pts) 6 Attacks, 7 on the charge. She can run and shoot in the same turn. Her best ability is &amp;quot;Windrider&amp;quot; - When a friendly Stormcast Eternal unit within 9&amp;quot; uses their Ride the Winds Aetheric ability, she can follow in their wake; she can immediately move in the same manner up to the distance moved by the unit she is following, provided that she ends this move within 9&amp;quot; of them and more than 3&amp;quot; from any enemy models. If she moves in this way, she may not run or charge in that turn. Unlike Neave Blacktalon, the Knight-Zephyros can benefit from Command Traits, Artifacts, and can be part of other Stormhosts. In short, she&#039;s a great skirmisher and is a useful asset to keep in your backline to cut off any pesky throw-away squads gunning for an uncontested objective (looking at you, skinks).&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Battleline Units&amp;lt;/span&amp;gt;===&lt;br /&gt;
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All matched play games require 2-4 battleline units as a minimum. Some units are made battleline by your choice of general.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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====Strike Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-liberators-en.pdf Liberators]:&#039;&#039;&#039; (Battleline, 90/480pts, Min:5, Max:30) Your basic melee troops, strong with average durability (4+ and 2 wounds). Sigmar tweaked those to be used against the strongest Chaos enemies, so always go for the biggest model on the field. Now let&#039;s talk a little about weapon options because you can have four different flavors of Liberators. If you want to arm them with a weapon and shield, it doesn&#039;t matter which weapon, as the math is the same (0,66 damage per model and you can reroll save rolls of 1 improving them from 50% to 58%) so long as there are no buffs and other special rules to change the odds. Really though, the differences between Sword and Hammer are so marginal you won&#039;t really see them; just remember that your Liberators get &#039;&#039;a lot&#039;&#039; better at punching if you heap on the buffs, going from 0,66 Wounds up to 1,29 Wounds per model if you do it juuust right. Also, get a choice to taking paired weapons for doubling hits on 6s or Shields to reroll saves of 1.&lt;br /&gt;
** Always choose to add the special weapon (the same efficiency again between the two, but doubled compared to the normal weapons and with a -1 rend). But even with all this, don&#039;t start to believe that your Liberators are powerful melee units, as a lot of stuff will outclass them on a Wound-to-Damage basis. What they can do is outlast most of those. Their job is to break the charge, hold objectives and keep your heroes safe. &lt;br /&gt;
*** Regarding the shields. With paired weapons granting additional hits on unmodified rolls of 6 means, there is now a legitimate reason to not want to go with the shields. You will lose the re-rolling 1&#039;s for saves but with potential extra damage. With the changes to mystic shield and other buffs from your new mages, it is entirely possible to make them just as survivable (for instance a paired weapon squad with a mystic shield is just as durable as a shield squad but better in combat. Though spells are never guaranteed and there is only a chance at additional hits as you need 6&#039;s unmodified. Though with a big enough squad you can increase your chances of 6 with enough attacks. If you are taking smaller squads it&#039;s probably better to stick with the shields, but in larger groups, the paired weapons may see more viability, especially with a mystic shield on them.&lt;br /&gt;
*** Alternative take: As an earlier anon said, Liberators aren&#039;t your killing machines, they&#039;re there to bear the impact of your opponent&#039;s attacks and survive long enough for Retributors and their other large-and-in-charge cousins to get smacking things. Are exploding sixes useful? Damn, right they are. Are your Liberators there to rain attacks down on your enemies when there are probably other units that can do the job much better? That depends on your personal strategies. But it&#039;s a choice between trading out the equivalent of a permanent, no-cast-required mystic shield on your unit that is built to endure vs. improving the offensive bottom line of a unit that arguably isn&#039;t build to be offensive. The choice is yours.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-judicators-en.pdf Judicators]:&#039;&#039;&#039; (Stormcast Battleline, 140pts , Min:5, Max:20) Battleline if you&#039;re running a Stormcast Eternals army. Your basic ranged troops, same stats as the Liberators. They can reroll hit rolls of 1 against Chaos in the shooting phase. If you arm them with Skybolt Bow, you can do 0,44 damage per model with -1 rend at 24&amp;quot;. With a Boltstorm Crossbow, you can do 0,66 damage per model with at 12&amp;quot; and if you don&#039;t move this number goes up to 0,99 damage per model. As with Liberators, always add the special weapon (1,54 damages per model with -1 rend at 24&amp;quot; for the Shockbolt Bow, 2 mortal wounds with the Thunderbolt Crossbow if it hits; the larger the target unit, the better your chances. It has a 1 in 3 chance of hitting a lone monster, so it isn&#039;t quite impossible to land a hit if there aren&#039;t any blobs of infantry around to blow up). In melee you do an average of 0,33 damage, the bare minimum to reply in combat, which is where these guys don&#039;t want to be. When it comes to weapon choice, different tactics apply. Bows will see you getting a better payoff in the long run; let them hang back and pincushion the enemy&#039;s units and they&#039;ll do fine. However, if you manage to set up the triple shots for the crossbows, you&#039;re going to darken the sky with bolts and chortle heartily at all the saves your opponent is forced to take. Spread your Liberators wide, so they act as a net to trap the enemy, then put Judicators behind them to tear up anyone foolish enough to attack you. This way your crossbowmen will start where they&#039;re most needed, and you needn&#039;t go to any extra effort to set them up.&lt;br /&gt;
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====Sacrosanct Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Sequitors.pdf Sequitors]:&#039;&#039;&#039; (Conditional Battline: Lord Arcanum General, 120pts, Min:5, Max:20) Battleline if &#039;&#039;&#039;LORD-ARCANUM&#039;&#039;&#039; is your General. All in all, Sequitors are upgraded Liberators: firstly, Sequitors&#039; mauls have a To Hit value of 3+ against all targets, while the Liberators&#039; hammers only have said advantage against beefy enemies. In addition, they can also take a sword instead that only wounds on 4&#039;s, but they get three attacks each; These upgrades already sound sweet, but wait until you hear the second one: at the beginning of &#039;&#039;&#039;every&#039;&#039;&#039; combat phase, the unit can choose to be more offensive, rerolling all failed To Hit rolls, or more defensive, rerolling all failed Save rolls. Combining the upgraded shields with a Lord-Castellant or with your trusty Staunch Defender makes them one of the toughest battlelines in the game, both stronger and tankier than regular Liberators. 2 in 5 models in the unit can take a Stormsmite Greatmace, in addition to that the Sequitor-Prime can have a Greatmace too. This makes 3 Greatmaces (3+/3+/-1/2) per Unit. You&#039;ll have to give up the mortal wound on 4+ in combat, which the Prime is able to dish out with his redemption cache when he is not holding that big hammer. In addition, Greatmaces score d3 hits to &#039;&#039;&#039;Daemons&#039;&#039;&#039; or &#039;&#039;&#039;Nighthaunts&#039;&#039;&#039; on a Hit roll of 6+. These upgrades are not free, as Sequitors are slightly more expensive than Liberators, and on another note, you can&#039;t take Sequitors in as big a squad as Liberators (max 20 in comparison to the Liberators 30), but this is more than compensated by the Sequitors inherent effectiveness. They are a great option as a battleline alternative, and a &#039;&#039;&#039;fundamental&#039;&#039;&#039; one in a magic-focused Stormcast Eternals army.&lt;br /&gt;
** Sequitors vs Liberators: This is going to be a tough one going forward as both units have uses to bring. Liberators have gotten some upgrades to their bravery and weapon options that ups their game in comparison to Sequitors a bit, though Sequitors are still obviously better per model. The Sequitors are more effective in combat and on the defense than Liberators, but are more expensive and come in smaller unit sizes. And since you can fit more models into Liberator squads with the potential of their new paired-weapons to generate more attacks they can potentially put out a lot more attacks, but less effective ones. A good option could be to use both. Use Liberators more defensively, using their greater numbers and reasonable combat abilities as objective grabbers and charge breakers, while deepstriking in the Sequitor units into the enemy lines as assault units. Really both have their uses and it is up to the player on what they want to do with both. Against other elite order armies your taking these guys to dunk on Saurus Guard, Hearthguard Beserkers, Sisters of Slaughter,and Lumineth stone hats.&lt;br /&gt;
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====Vanguard Auxiliary Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Hunters-en.pdf Vanguard-Hunters]:&#039;&#039;&#039; (Conditional Battline: Lord Aquilar General, 100pts, Min:5, Max:15) Battleline if &#039;&#039;&#039;LORD-AQUILOR&#039;&#039;&#039; is your General. They are armed with either a sabre or handaxe (which, stat-wise, have the same relationship as the hammer vs. sword on your Liberators) and all carry a Run &amp;amp; Shoot Boltstorm Pistol 9&amp;quot;/2/3+/4+/-/1, making them an odd Jack-Of-All-Trades unit. Further, they have an &#039;Astral Compass&#039;, which affords an ability similar to 40k&#039;s outflank (but better!). Rather than deploying normally with &#039;&#039;&#039;Scions of The Storm&#039;&#039;&#039;, on the first turn during your movement phases, you can just walk them on from any table edge - so long as you are within 6&amp;quot; of that edge, and more than 7&amp;quot; from enemy models. Meaning it&#039;s more probable than not you can make a charge against the thing you just shoot, making them pretty good at alpha strike/beheading first turn offensives.&lt;br /&gt;
**Coming in at more than Liberators and without the option to take that all-important Sigmarite shield, Vanguard-Hunters are notably more squishy than their brethren. Their lack of &#039;special&#039; weapon makes them the only battleline choice that doesn&#039;t have something a little more choppy to fall back on (but between ranged and melee attacks they make 4 each, while Liberators make only 2). That being said, the application of a well-timed Astral Compass can really swing things in your favor.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Slow Units&amp;lt;/span&amp;gt;===&lt;br /&gt;
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====Strike Chamber====&lt;br /&gt;
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All the Paladins have the same basic profile, swapping an inch of movement for an extra wound and point of bravery over their Liberator brethren. 2 in every 5 models of all Paladin units can take a Starsoul Mace that automatically inflicts D3 mortal wounds. &lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-retributors-en.pdf Retributors]:&#039;&#039;&#039; (190pts, Min:5, Max:20) It&#039;s Hammertime! Retributors are the jack of all trades when it comes to Paladins.  With each of them getting 2/3+/3+/-1/D2, they&#039;ll pile on the saves your opponent has to take, your opponent will sorely regret every save he fails. While their special ability isn&#039;t as gimmicky as the others&#039;, it&#039;s the most reliable, with Unmodified 6s to hit inflict 2 MW instead. Probably the best and most consistent all-around choice out of the paladins, there&#039;s not much in the game that&#039;ll enjoy being in combat with these guys.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-decimators-en.pdf Decimators]:&#039;&#039;&#039; (170pts, Min:5, Max:20) These guys have an ax to grind. They don&#039;t like horde infantry, and horde infantry doesn&#039;t like them. With a 2&amp;quot; range per guy, you want these men in the thick of the fight, as deep in an enemy unit as possible. Why do you ask? Because each Decimator gets one attack for every enemy model within that 2&amp;quot; and at 3+/3+/-1/1 they&#039;ll certainly put a combine harvester to shame. Furthermore, enemies have to subtract 2 from their bravery when within 6&amp;quot; of a Decimator, so even more of your opponent&#039;s models will decide to call it a day after seeing their buddies get blenderised. They&#039;re far weaker to monsters or characters since they will generally only get 1 attack per guy. You could potentially add a Starsoul Mace to deal with that, but a previous anon covered this merit of this idea quite nicely. You&#039;re trading a bucketload of attacks against horde infantry for a few guaranteed knocks against a monster you shouldn&#039;t have engaged with Decimators in the first place. &lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-protectors-en.pdf Protectors]:&#039;&#039;&#039; (170pts, Min:5, Max:20) Protectors come with big glaives and are almost as blendy as the Decimators with a whopping 3 attacks each. And thanks to their 3&amp;quot; reach, they can quite easily fight over the top of any other troops you want to put them with. Provides Shooting protection with -1 to hit them and at another unit within 6 inches of them gain Cover if Protectors are closer targets. Despite these fun abilities, though, they&#039;re most at home cutting down monstrous creatures. An Unmodified 6&#039;s to hit Deal D6 Damage instead of 1. Potentially cutting down even dragons with ease. It can also reach over a front rank to shank any dickheads who thought they were safe in the back with their 3&amp;quot; weapons. And never ever forget that, potentially, even a single Protector can murder the Glottkin at full wounds. Sure, the chances are about as high as winning the lottery, but the fact that it&#039;s even possible puts them head and shoulders over a lot of your other choices.&lt;br /&gt;
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*The table below is based on a unit of 5 with no rerolls. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Paladin MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| Retributors || 4.4 || 1.8 || 5.9 || 3.0 || 7.4 || 4.4 || 8.9 || 5.7&lt;br /&gt;
|-&lt;br /&gt;
| Protectors || 3.3 || 1.7 || 4.4 || 2.7 || 5.6 || 3.7 || 6.7 || 4.7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*It is hard to apply MathHammer to Decimators because of their variable number of attacks but when each Decimator is in reach of 3 models each they have the same output as Protectors. When they are within reach of 4 models each they have the same damage output as Retributors although with greater reliability.&lt;br /&gt;
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====Sacrosanct Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Castigators_Stromcast_2018.pdf Castigators]:&#039;&#039;&#039; (70pts, Min:3, Max:18) cheaper Judicators with a smaller unit size and a Skybolt Bow with less range. Like the Sequitors, Castigators have an ability that allows you to choose between 2 different upgrades: during the shooting phase, you can choose to Re-roll 1s to hit or increase their rend by 1. You could also benefit from both by having a Lord-Arcanum use its command ability. Also has d3 exploding hits on 6+ against &#039;&#039;&#039;Daemons&#039;&#039;&#039; and &#039;&#039;&#039;Nighthaunts&#039;&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Celestar_Ballista_Stromcast_2018.pdf Celestar Ballista]:&#039;&#039;&#039; (110pts, Artillary) Did someone want Quad Heavy Bolters in AOS? Well here you go- The Mustash man now doesn&#039;t have to import his guns. The Ballista has 2 firing modes, a 36&amp;quot; shot that hit on 3+ or 4 18&amp;quot; shots that hit on 5+. the best thing about the Ballista is that each successful hit turns into d6 hits with -2 rend. Hordes and single wound elites beware.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Evocators_Stormcast_2018.pdf Evocators]:&#039;&#039;&#039; (210pts, Min:5, Max:20) A cabal of Magical Paladins (No Paladin Keyword). Each Evocator model can choose between Tempest Blade and Stormstave or Grandstave - the paired weapons get 4 attacks at 3+/3+/-1/1 with 1&amp;quot; range, the Grandstave gets 3 attacks at 3+/3+/no rend/2/ with 2&amp;quot; range. &lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
**The table below is based on a unit of 5 with no rerolls. If the unit Empowers itself, then they do 33% more wounds irrespective of load out.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Evocator MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| Tempest Blade and Stormstave || 4.4 || 2.6 || 5.9 || 3.9 || 7.4 || 5.2 || 8.9 || 6.7&lt;br /&gt;
|-&lt;br /&gt;
| Grandstave || 4.4 || 1.7 || 6.7 || 3.4 || 8.9 || 5.4 || 11.1 || 7.4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
:*Based on the MathHammer above, there isn&#039;t much in it. A whole unit of Evocators with Grandstaves will on average do two more wounds against hordes but about the same against more heavily armoured foes. Grandstaves will have the advantage against ethereal foes (not to mention the reach making it more likely they will get in). The Blade and Stave will be much better against units with rerolls however as the rend will have a much greater impact. All in all it is probably better to have a mix although large units will want to lean on the Grandstave more heavily due to the extra reach.&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
:*Unlike true PALADINS, Evocators only have a 4+ save, but on the other hand, they&#039;re still Move of 5. A unit of Evocators counts as a single Wizard so long as it has at least 2 models, and it has access to the Empower spell and the Lore of Invigoration(thanks to an errata) but they cannot cast Arcane Bolt or Mystic Shield. Where Evocators really shine, though, is their ability Celestial Lightning Arc. First, it allows the unit to re-roll save rolls of 1 in the shooting phase, but second, it allows the Evocator unit to, after attacking, roll 2 dice for each Evocator in the unit, and each 4+ deals a mortal wound to an enemy unit within 3&amp;quot; of the Evocator unit. This works on a unit-by-unit basis instead of model by model, so so long as one Evocator is within 3&amp;quot; of an enemy, you can choose that enemy as the target. On average, you&#039;ll do one mortal wound per Evocator. A good way to use this is to select the Evocators as the first unit you activate and pile them in so that one model is within 3&amp;quot; of an important character, resolve all your attacks against another unit, and then deal the mortal wounds from Celestial Lightning Arc to a character, most likely killing the character before they get a chance to attack and denying your opponent critical support abilities. As you can tell, Evocators are very very good right now. Unless you have a compelling argument otherwise, you should be running them.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_stormsires_cursebreakers_en.pdf Stormsire&#039;s Cursebreakers]:&#039;&#039;&#039; Only usable alongside Averon Stormsire. A pair of Evocators with 1 extra attack each and rerolling 1s against Death and Chaos.&lt;br /&gt;
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====Vanguard Auxiliary Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Raptors-with-Longstrike-Crossbows-en.pdf Vanguard-Raptors&#039;&#039;&#039; &#039;&#039;with Longstrike Crossbows]:&#039;&#039; (170pts, Min:3, Max:12) Snipers with magical giant crossbows that shoot thunders. They have 24&amp;quot; range, or 30&amp;quot; if they don&#039;t move; their weapons are very powerful but only shoot once each turn, but with a 6 to hit they instead deal 2 mortal wounds. These are the guys you want for killing commanders/wizards/support heroes/war machines or just elite units that are highly armored and powerful but not very numerous. Just find them some cover and/or high ground and start head shooting; some screening units, particularly Aetherwings, are also welcome. They can also hold pretty well if some fast melee unit catches to them, because they&#039;ve got the basic Liberator stat line (but only 1 melee attack and Bravery 7), but don&#039;t expect them to survive for very long and send them some support asap. Using a Lord Aquilor to teleport them every time the enemy is gonna catch them will give your opponent repeated rage episodes and/or seizures, which are always fun things to see.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Raptors-with-Hurricane-Crossbows-en.pdf Vanguard-Raptors&#039;&#039;&#039; &#039;&#039;with Hurricane Crossbows]:&#039;&#039; (140pts, Min:3, Max:12)&amp;quot;These magical lightning-shooting crossbows my guys have are nice and all&amp;quot;, thought Sigmar one day, &amp;quot;but I can do even better&amp;quot;. Then he gave them magical lightning-shooting machine guns. So, now they only have 18&amp;quot; range, but make 6 attacks, or fucking 9 if they don&#039;t move. Also -1 for enemies charging within 12&amp;quot;. Support them with some Aetherwings or something that can tarpit the enemy well (like Liberators), and even saints will start flipping tables: if all goes well, they&#039;ll never be in melee, while still peppering thing with lots of shots. Use terrain to your advantage, too. They&#039;re excellent against hordes with low saves, slow units, or units with good saves but low numbers (with enough paper cuts, even the mightiest armor will be breached). Be aware of units with both decent numbers and armor, though, as they will survive, reach you and kick your sorry ass. If you&#039;re still not convinced, because of their low range and the high cost and all, use a Lord Aquilor to just go, *Poof*, whenever the enemy is going to reach you. Guaranteed to break even the strongest, years-long, &amp;quot;you-saved-my-life-and-married-my-sister&amp;quot; friendships.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Fast Units&amp;lt;/span&amp;gt;===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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====Strike Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorhammers-en.pdf Prosecutors&#039;&#039;&#039; &#039;&#039;with Celestial Hammers]:&#039;&#039;(90pts, Min:3, Max:12) With the ability to fly 12&amp;quot;, these guys are basically assault marines. The hammers shoot 18&amp;quot; at 4+/4+. This goes up to a 3+/3+ when you close to face-smashing range, which won&#039;t be hard considering that they can charge 3D6. Never forget the increased charge range, especially when you are setting them up via Lightning Strike, as it grants them a significantly better chance of making that 10&amp;quot; charge. These guys will lend your army some much-needed mobility. Soften up a big enemy unit for a charge, pick off wizards and war machines, or zoom on to a much-needed objective. For every one in three, one can take a special weapon: Either the Grandblade or Grandhammer you were already used to, or 1&amp;quot; range version of the Decimators&#039; greataxe.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorjavelins-en.pdf Prosecutors&#039;&#039;&#039; &#039;&#039;with Stormcall Javelins]:&#039;&#039; (90pts, Min:3, Max:12) Get a completely exclusive Warscroll for some arbitrary reason. Increased in cost from 80 to 100 for three winged, armored spartans with Spear and Shields. Surprisingly poor in melee but pretty damn good at range, they get only 1 attack at 4+/4+/-/1 in melee, but also an 18&amp;quot; shot at 3+/3+/-/1, which goes up to 2 damage at ranges over 9&amp;quot;. One in three can instead get a Stormsurge Trident so you can also rock freaking Poseidon while you&#039;re at it. The Trident is pretty much what you&#039;re used to from the Stormcasts, gaining -1 Rend and 2 damage both in melee and shooting. Their Prime also shoots twice, so stick (hehe) him with the Trident. And to top it off, they get some nice Sigmarite Shields for rerolls of 1s on saves. Never let these guys anywhere NEAR the enemy. Because their damage goes up to 2 outside of 9&amp;quot;, they&#039;re going to do roughly 3.4 wounds per turn whether you stay back for the bonus or charge in to shoot and stab at the same time. One of those options keeps them almost entirely out of harm&#039;s way, so it shouldn&#039;t be a difficult decision. If you need some burst damage, throw your javelins at 10&amp;quot; and then use your 3D6&amp;quot; to make that charge.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Gryph-Hounds-en.pdf Gryph-hounds]:&#039;&#039;&#039; (120pts, Min:6, Max:18) Your war hounds. 3 wounds and claws of 2/3+/4+/-/D1 that increases to 4 attacks if near a Castellant or Veritant but no Armour saves. They will be found near archer because of Warning Cry let them shoot enemies that think they can deep strike you. If the enemy doesn&#039;t deepstrike, They will be put on chaff duty, Using their attack &amp;amp; retreat ability to annoy heavy hitters by tieing them down and then running away before they can smack them back.&lt;br /&gt;
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====Sacrosanct Chamber====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Evocators_Celestial_Dracolines.pdf Evocators on Celestial Dracolines]:&#039;&#039;&#039; (260pts, Min:3, Max:12) Evocators riding Dracolines granting them 2 more wounds and a 12&amp;quot; movement. The Dracolines acquit themselves well with similar attack profile to the Tempest Blade and Stormstave, namely 3/3+/3+/-1/D1. In addition to its Evocator ability, the Dracolines give -1 Bravery to nearby enemies and increase their claw damage to d3s on a charge. All of this culminates in something that can kill a lot of people and Skeletons.&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
**The table below is based on a units all armed with Tempest Blades and Stormstaves with no rerolls. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Evocators vs Evocators on Celestial Dracolines MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| 5 Evocators || 4.4 || 2.6 || 5.9 || 3.9 || 7.4 || 5.2 || 8.9 || 6.7&lt;br /&gt;
|-&lt;br /&gt;
| 3 Evocators on Celestial Dracolines || 4.7 || 2.0 || 6.2 || 3.3 || 7.8 || 4.7 || 9.3 || 6.1&lt;br /&gt;
|-&lt;br /&gt;
| 3 Evocators on Celestial Dracolines (charging)|| 6.7 || 2.7 || 8.9 || 4.6 || 11.1 || 6.5 || 13.3 || 8.6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
:* The difference between the two units from a purely MathHammer approach is a bit of a toss up. The EoCD are 36% more expensive than normal Evocators but do 50% more damage on the charge. When charged the difference between the two is minimal. The bravery debuff is largely irrelevant (and probably largely forgotten) so it comes down to your preferred play-style. The normal Evocators are better for buffing Sequitors (especially as part of a Cleansing Phalanx battalion). The EoCD are better for roving around the board bullying small units and taking objectives as they can buff themselves fairly easily.&lt;br /&gt;
&lt;br /&gt;
====Vanguard Auxiliary Chamber====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Raptors-with-Hurricane-Crossbows-en.pdf Aetherwings]:&#039;&#039;&#039; (40pts, Min:3, Max:12) &amp;lt;s&amp;gt;Attack birds&amp;lt;/s&amp;gt; Defense birds. Lovely plumage. At about 8 pts per wound for 4+/4+/-/1, it&#039;s a waste to use them to attack anything. They will kill nothing and promptly die due to &amp;quot;-&amp;quot; armor. Now look at their ability: if they are hanging out close to their masters Vanguard-Raptors, they can move in response to opponent declaring a charge on Raptors. These are designed to be cheap chaff to protect your Vanguard-Raptors with their atrocious melee and can use their 12&amp;quot; movement to swoop about and control objectives when necessary.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Palladors-en.pdf Vanguard-Palladors]:&#039;&#039;&#039; (170pts, Min:3, Max:12) Gryph riders - your new fast cavalry with either javelins or axes. Their mounts are surprisingly powerful for skinny demi-gryphs, having 5 Wounds and a 4+ Save, and -2 Rend mortal-wound-causing attacks, meaning they eat other armies&#039; heavy cavalry for breakfast. So do not think of them as cheap cavalry, in fact, they&#039;re pretty expensive and elite, use gryph hounds/aetherwings for that. They got a good 12&amp;quot; Move, but most of the time you&#039;ll just use their &amp;quot;jump&amp;quot; ability: instead of both moving and running/charging, you can make them move 6D6 inches (so an average 21 inches) as if they could fly. And you can shoot that turn, too! Remember you cannot charge that turn, so this is only for positioning them in strategic places or make them reach things faster. Fast and all-purpose, they&#039;re a simple but excellent unit.&lt;br /&gt;
&lt;br /&gt;
====Extremis Chamber====&lt;br /&gt;
&lt;br /&gt;
Your elite Dragon Riders. In Pitched Battles, they come in units of at least 2 and cost more than 200 points. All Dracothian Guard units have the same profile - 10&amp;quot; move, 3+ save which re-rolls 1s, 5 wounds per model, and bravery 7. In addition, they all have the same attacks for their mounts - Claws and Fangs(3+/3+/-1/1 weapon which up their damage to d6 on natural Wound rolls of 6s) and Storm Breath (shooting  attack, hits on 4+, deals d3 mortal wounds, 12&amp;quot; range) - the primary difference comes from their weapons and a few special abilities. Note that the kit comes with the parts to make all of these, and enough spare arms to magnetize at least two weapons for each model, so you don&#039;t have to commit while you&#039;re building them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Concussors-en.pdf Concussors]:&#039;&#039;&#039; (220pts, Min:2, Max:12) Retributors +1 on dragons. As with the Retributors, Concussors are the jacks of all trades. Their Lightning Hammers get 3 swings each, at 3+/3+/-1/2, and a 6 to hit both inflicts a mortal wound AND prevents the target unit from piling in later in the phase, which means Concussors can land with only one or two enemy models in attack range, do this, and laugh as the enemy as they can&#039;t pile in to attack back. Be sure to activate these guys first, if you&#039;re trying for that.&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Concussor MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Hammer || 2.7 || 0.6 || 3.6 || 1.3 || 4.4 || 2.1 || 5.3 || 2.9&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Combined || 4 || 0.9 || 5.3 || 2 || 6.7 || 3.1 || 8 || 4.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Desolators-en.pdf Desolators]:&#039;&#039;&#039; (190pts, Min:2, Max:12) A &amp;quot;fuck you&amp;quot; to everyone at the table including the guy who bought them. Desolators are at first glance slightly worse than Concussors, with worse To Hit rolls and mostly the same otherwise, then you read their special rule, which increases their attacks the bigger the unit is, going from 3 attacks at 3 or fewer models up to 5 attacks with 6 or more models. Yes, GW expects you to buy four boxes of these just to reliably keep their bonus. Other than that, Desolators are plenty terrifying in small numbers already, but if you don&#039;t want to go the extra mile and field 7 or 8 of them, just use Concussors and have done.&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Desolator MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 2 Desolators || Thunderaxe || 2 || 0.2 || 2.7 || 0.6 || 3.3 || 1.1 || 4 || 1.7&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Combined || 3.3 || 0.5 || 4.4 || 1.3 || 5.6 || 2.2 || 6.7 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| 4 Desolators || Combined || 11.3 || 4.1 || 15.1 || 7 || 18.9 || 10.3 || 22.7 || 13.6&lt;br /&gt;
|-&lt;br /&gt;
| 6 Desolators || Combined || 25.3 || 12.2 || 33.8 || 19.2 || 42.2 || 26.6 || 50.7 || 34.4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Fulminators-en.pdf Fulminators]:&#039;&#039;&#039; (220pts, Min:2, Max:12) YES. Cavalry with actual charge weapons. No, they&#039;re not spears, they&#039;re glaives, like the ones the Protectors get, but cooler. Same stats but shorter range, but here&#039;s where it gets interesting: They don&#039;t give a To Hit penalty to enemy shooters, they give you +1 to your saves against shooters, which stacks with the shields for rerollable 2+ saves against shooting. The glaives also don&#039;t get bonus damage against monsters, their damage just climbs from 1 to 3 in the turn they charge. These are your line breakers. They&#039;re pointless to shoot at with anything less than War Machines and raise holy hell if they make the charge. However, they are a bit less intimidating than Concussors if they don&#039;t charge. Combine these with a Heraldor to make sure you can charge every turn,&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Fulminator MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Not charging || Stormstrike Glaive || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Combined || 2.7 || 0.6 || 3.6 || 1.3 || 4.4 || 2.1 || 5.3 || 2.9&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Charging || Stormstrike Glaive || 4 || 0.9 || 5.3 || 2 || 6.7 || 3.1 || 8 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|- &lt;br /&gt;
| Combined || 5.3 || 1.3 || 7.1 || 2.6 || 8.9 || 4.2 || 10.7 || 5.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Tempestors-en.pdf Tempestors]:&#039;&#039;&#039; (190pts, Min:2, Max:12) The odd one out. These guys want to be shooty, with a 4-shot crossbow. -1 to hit for Enemy shooting within 12&amp;quot; of them. Don&#039;t expect them to shoot something dead or out-damage the other variants. &lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Tempestor MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| Warblade || 1.2 || 0.2 || 1.8 || 0.6 || 2.4 || 1.1 || 3 || 1.6&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Combined || 2.5 || 0.5 || 3.6 || 1.3 || 4.6 || 2.1 || 5.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Volleystorm Crossbow || 0.9 || 0 || 1.3 || 0.3 || 1.8 || 0.6 || 2.2 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that none of the MathHammer above includes the chances of getting D6 damage on a 6 to wound with the Dracoths nor the chance to get mortals with the Concussors. Your choice of draco-chonker depends on your playstyle. If you want to go all in (600 points), 6 Desolators will do big damage to a lot of stuff but it is a not particularly durable basket. If you don&#039;t make your charge out of deepstrike then you are laying out a big target for your opponent to gobble up. If you only want the one &amp;quot;small&amp;quot; unit, then your choice between Fulminators and Concussors is largely a toss up. The damage of the Concussors is more reliable but the Fulminators are more likely to make it into combat unscathed. There is never a place for Tempestors however, the -1 to hit is so short ranged that it won&#039;t come into play often and the damage from the Volleystorm Crossbows is so negligible (2 dead grots on average) that you might as well not bother.&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;
Always weigh the value of the bonus rules, Traits, Command points and artifacts against adding an additional unit to your army. Most battalions now clock in around 150-200 points, which is roughly the average base cost of most Stormcast units.&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;color:#01bbe3;&amp;quot;&amp;gt;Single Battalions&amp;lt;/span&amp;gt;===&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;
*&#039;&#039;&#039;Lords of the Storm&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord Celestant (Either on foot, Dracoth, or on a Stardrake), a Lord-Relictor, an optional Gryph-hound unit, 1-4 Lord-Castellants or -Veritants, and 3-15 Knights-Heraldor, -Vexillor, -Azyros, or -Venator.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
130 points. So long as any heroes from the formation remain on the battlefield, at the beginning of your hero phase you roll a die and on a 4+ you get an extra command point. &lt;br /&gt;
&lt;br /&gt;
Between the cost, the conditional effect and the rather specific/steep requirements you are better off not taking this battalion in most cases.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Phalanx&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2 Evocators or mounted on Dracoline, 2 Sequitors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 points. When Evocators cast Empower on the Sequitors, the Sequitors can re-roll all hit rolls in addition to wound rolls.&lt;br /&gt;
&lt;br /&gt;
Far and away the best battalion we have in the faction. Sequitors are already insane for their cost just on their own. Between the Sequitors and Evocators Stormcast have some of the strongest combat units in the game for their cost and this battalion just requires you take the best units you were probably already going to take. Just imagine 10 sequitors, now imagine you use the command ability on your Lord Arcanum on Gryph-charger guaranteeing the Empower from your Evocators is successful. Your 10 block of BATTLELINE infantry is re-rolling ALL their hits, their wounds AND their saves!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grand Convocation&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 unit with the Lord-Arcanum keyword, 1 Lord-Exorcist, 2+ Knight-Incantor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
130 Points. If one model is wholly within 9&amp;quot; of 2 other models, add +1 to Casting Rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hailstorm Battery&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Lord-Ordinator, 1 Celestar Ballista, 1 Castigators&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 Points. In this Battalion the wounds your Castigators inflict act as markers lights and grant the Ballista a re-roll to hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soulstrike Brotherhood&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Celestar Ballista, 2 Castigators, 2 Vanguard-hunters&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 Points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderhead Brotherhood&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Three gangs of Liberators and two gangs of Judicators.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
150 points. If a Liberator squad is put in front of a judicator squad when they get shot, the Liberators act as cover (Which will get a lot less usage than it sounds). Judicators must be wholly within 3&amp;quot; of the Liberators to benefit from their shields.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Wing&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 packs of Prosecutors and a pack of Liberators as well as judicators in a rather nice formation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
140 points. If the Liberators or judicators are within 16&amp;quot; of the Prosectors and they roll a 6 to hit, they can even inflict 2 wounds for each hit, making dual-wielding an actually useful option.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hammerstrike Force&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two Paladin gangs and a pack of Prosecutors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 points. In the hero phase pick ONE of the Paladin units wholly within 9&amp;quot; of the flyboys, they add +1 to wound rolls for the Paladin unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devastation Brotherhood&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One pack of every sort of Paladin assembled together with a pack of Prosecutors and a group of Judicators.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
110 Points. If the Paladins all wound an enemy unit in the same Combat Phase, that unit will get even further turbo-rekt by d6 additional mortal wounds. The Prosecutors are there to bog down the enemy so you can hit them; they can force an enemy unit within 9&amp;quot; to take -1 Bravery. If Judicators cause any wounds to a unit in the shooting phase, the enemy unit gets -d6 to movement until your next turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Skyborne Slayers&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found on the GW Website [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skyborneslayers-en.pdf Here] and for free on the app.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord-Celestant leads 2 squads of Liberators, 2 squads of Judicators, and a squad each of Decimators and Protectors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
180 points. This entire formation can deep-strike absolutely anywhere they like so long as it&#039;s 5&amp;quot; from any enemies and within 12&amp;quot; of a point, and they never suffer Battleshock. This rule is separate from the normal deepstrike, and allows for all the units in the battalion to set up in the celestial realm, and they all have to come down at the same time also. LUBE UP, THE STORM&#039;S COMING IN DRY! Only semi-legal in tournament play depending on the organizer (not sure why OP thinks this wouldnt be tournament legal, its and official Battalion from GW, and is included in the 2019 Generals Handbook.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warrior Brotherhood&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in the Grand Alliance: Order book.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2 heroes in any combination with 1 unit of prosecutors, 2 units of paladins, 3 units of liberators, and 2 units of judicators.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
170 points. Benefits include +1 bravery to any unit within 6&amp;quot; of another, &amp;lt;s&amp;gt;deep&amp;lt;/s&amp;gt; lightning strike: can start with any unit in reserve and teleport it in the movement phase at least 9&amp;quot; away from enemies, and a re-roll on wound rolls of 1 for any unit within 8&amp;quot; of two other units from the battalion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Angelos Conclave&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1-3 units of Vanguard-Palladors join 3-9 groups of Hunters.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
150 points. The Palladors roll 3 extra dice for their Ride the Winds Aetheric ability.&lt;br /&gt;
&lt;br /&gt;
Fucking garbage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Justicar Conclave&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 units of Raptors and 3 units of Aetherwings&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 points. The Raptors re-roll to hits of 1 when shooting something that&#039;s within 12&amp;quot; of any Aetherwings from this Conclave. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lightning Echelon&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two units each of Fulminators and Tempestors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 points. Once per game, all charging units from this battalion cause d3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderwave Echelon&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two units each of Concussors and Desolators&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
100 points. -1 bravery to units within 3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drakesworn Temple&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Three fucking Drakesworn Templars&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
130 points. Together, they can sparkle so hard they inflict Mortal Wounds on enemies / heal your Stormcasts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sempiternals Hailstorm Battery&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in the August 2019 issue of White Dwarf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord-Ordinator, a Castigators unit and a Celestar Ballista. Everyone must be Anvils of the Heldenhammer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
150 points. Castigators and Ballista can reroll every 1 to wound when shooting if they&#039;re within 12&amp;quot; from the Lord-Ordinator.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sempiternals Cleansing Phalanx&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in the August 2019 issue of White Dwarf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2 units of Evocators and 2 units of Sequitors. Everyone must be Anvils of the Heldenhammer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
170 points. Like the regular Cleansing Phalanx, but instead of rerolls, the Sequitors get +1 Rend when Empowered by the Evocators.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Chamber Battalions&amp;lt;/span&amp;gt;===&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;
*&#039;&#039;&#039;Exemplar Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lords of the Storm instead join 3 Devastation Brotherhoods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
80 points. They get the same Deep-Strike rule but also gain an extra attack if ever a unit dies.  If you piss them off, you better pray you can run from the STORM.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harbinger Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lords of the Storm grab 3 Vanguard Wings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
100 points. This leads to quite a lot of goons. However, any model can deep-strike wherever and whenever they want and they also gain +1 to-hit.  Things that get hit by these boys get wrecked. Especially fun for the Venator and the Prosecutors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sacrosanct Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternal 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Grand Convocation, 3 Cleansing Phalanxes, 3 hailstorm Batteries&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
70 points. For fielding all these units you gain the ability to let one Lord-Arcanum an extra spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Auxiliary Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Take 1 Lord-Aquilor, 3-9 Knights Azyros, Zephyros or Venators, a Vanguard Angelos Conclave, and a Justicar Conclave.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
140 points. You make 1 additional attack for every shooting weapon for every unit in the chamber except heroes. Vanguard-Raptors with 2 shot longstrike crossbows? Thanks to the point changes in the GHB 2020 you can now fit all this stuff in a 2000 points army (1990 points to be precise).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extremis Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One of each of the Lightning Echelon, Thunderwave Echelon and Drakesworn Temple plus a Celestant on Stardrake OR Dracoth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
100 points. For the filthy rich ($980-$3680 to buy directly from GW). In addition to the bonuses they each get on their own, this battalion allows you to deep-strike them via comet: You pick a point on the battlefield. Each enemy unit within 18&amp;quot; takes D3 Mortal Wounds on 4+. Then, deploy all the entire Chamber within 24&amp;quot; of that same spot, more than 9&amp;quot; from the enemy. Kablooey, here comes the dragons to eat your ass. After that, guess what, MOAR Dragons are even MOAR terrifying because enemies close to them roll 2D6 for Battleshock and pick the highest. &lt;br /&gt;
&lt;br /&gt;
This battalion costs a minimum of 3950 points and a maximum of 13690 points as of General’s Handbook 2018.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warrior Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lords of the Storm with 3 Thunderhead Brotherhoods and 3 Hammerstrike Forces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
80 points. They are able to re-roll to wound rolls as long as there are at least 50 models on the table.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sempiternals Sacrosanct Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in the August 2019 White Dwarf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Sempiternals Grand Convocation, 3 Sempiternals Hailstorm Batteries and 3 Sempiternals Cleansing Phalanxes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
90 points. Lynus Ghalmorian gets +9&amp;quot; to the range of his spells.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Defunct Battalions&amp;lt;/span&amp;gt;===&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;
*&#039;&#039;&#039;Wardens of the Realmgate&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord-Castellant (with an optional gryph-hound) joins a gang of Protectors and two gangs of Liberators in protecting a Baleful Realmgate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That gate is set up after the Castellant and any time he&#039;s within 6&amp;quot; of it during the Hero Phase, he can roll a d6 and summon a new set of Sigmarines (or a unit that just died) within 6&amp;quot; of it. All the Protectors do is give anyone in this set re-rollable saves if they&#039;re within 6&amp;quot;. S&#039;yeah, summoning Sigmarines.  Not really worth it considering you need to shell out for that terrain.&lt;br /&gt;
&lt;br /&gt;
Like Nagash, this Battalion is practically a scenario in and of itself. It can&#039;t move away after being placed, but it can crap enormous numbers of Sigmarines onto your opponent and is nigh indestructible with the Castellant&#039;s save bonuses and the rerolls from the Protectors. If you&#039;re going to field this, build a narrative around it, because under normal circumstances, its immobility makes it nearly useless for the Stormcasts, even if it&#039;s actually very powerful.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aetherstrike Force&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Take a Knight-Venator, a Knight-Azyros, 2 blobs of Judicators, 2 units of Raptors, and 2 squads of birds.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your opponent kills a unit from this (like the birds, or heroes), then you get a free shooting attack from one of your units at whatever killed your unit. On top of that, one unit from the battalion can shoot in the hero phase, as long as they shoot at something that&#039;s within 12&amp;quot; of some Aetherwings from this or the Azyros.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Celestial Hunting Pack&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Lord Celestant on Dracoth, 1 Lord-Aquilor, 3 units of &#039;&#039;&#039;DRACOTHIAN GUARD&#039;&#039;&#039;, and 3 units of Vanguard-Palladors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a unit from this moves over an enemy while Riding the Winds Aetheric, AND there&#039;s a unit with the Storm Breath or Storm Blast (basically your Dracothian Guard) within 12&amp;quot; of that enemy unit, that unit takes a single mortal wound. On top of that, if either hero from this is your general, both heroes can use their Command Abilities as though they were your general.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm Vortex Garrison&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Lord-Castellant, 1 Knight-Heraldor, 1 Knight-Vexilllor, and 2 groups each of Liberators, Vanguard-Hunters, and &#039;&#039;&#039;PALADINS&#039;&#039;&#039; (of any kind).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For this, you ignore battleshock for everything in this as long as the unit is within 8&amp;quot; of a &#039;&#039;&#039;HERO&#039;&#039;&#039; from this garrison. And if the Liberators or Paladins die, then they can return from the dead when a unit of Hunters arrive from pursuit. The newly revived unit just has to be 7&amp;quot; away from the enemy, 6&amp;quot; of the table edge, and 6&amp;quot; of the Hunters that led the guys back to the battle. Use with a Lord-Aquilor to keep bringing guys back each turn! &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm Heralds&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord-Celestant on Stardrake, 3 groups of Prosecutors and 3 units of Vanguard-Palladors become a living thunderstorm.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can set up any units from the battalion in the Aetheric Currents when a unit of Palladors Rides the Winds Aetheric, you can set up any of the other units from the battalion within 5&amp;quot; of the Palladors that moved and more than 3&amp;quot; from the enemy. When the Prosecutors show up using that ability, they get to add 1 to the hit and wound rolls in the shooting phase. On top of &#039;&#039;that&#039;&#039;, the Stardrake can use his Roiling Thunderhead ability in the Hero phase and the Shooting phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
* &#039;&#039;&#039;Sigmars Testudo&#039;&#039;&#039;: 30 Shield Liberators in a Line. 20 Protectors directly behind them so they can hit without getting hit back. 2 Units of 5 Bow Judicators behind them who can snipe whilst not be getting sniped back thanks to the Protectors. Lord Castellant to buff your Saves. Lord Relictor to use Divine Light and Healing Storm. Knight Vexillor with the Pennant of Sigmar relic for Battleshock Resistance. 1980 points, 7 drops. Enjoy losing friends.&lt;br /&gt;
** For 2500 points exactly add another unit of Judicators and 6 Vanguard-Raptors with Longstrike Crossbows.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Daylord&#039;s Legion:&#039;&#039;&#039; Stormcast have Access to Bravery Debuffs listing first what you have In faction: Heldenhammer Command trait, Mystic Light Shriving Light Artifact, God-King&#039;s Aspect Player, Terrifying Aspect Spell, Celestant-Prime When he Deepstrike, A Dracoline unit, Decimator, in addition, other things not inside the faction like Allies, endless spells, Realm artifacts, and Realm Effects. If used all the infection abilities together you have a total debuff of -8 to bravery for a turn. You are unlikely to consistently pull this total off. Beware that you have to kill models to get a battleshock test and the effort may be meaningless if the opponent can negate Battleshock tests. To prevent this by you can Focus down the Support units and Heros with Ranged and deep strikes. You can also purposefully Use Inspiring Presence force your opponent to spend his CP so he doesn&#039;t have enough to use his stronger abilities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skyborne Slayers:&#039;&#039;&#039; With 2x5 Libs, 2x5 Judies, 5 Decimators, 15 Protectors, and 1 Lord Celestant, clocking in at 1530 points, and with their own special Deepstrike Ability, you set these guys up your enemy&#039;s face (5&amp;quot;!!) and charge in for the alpha strike. Sure you have to set em all up at the same time and within 12&amp;quot; of a point, but not fully within, so leaving some room on the flanks and behind your line. With the new 2020 points reductions, I think id play them with Celestant Prime, and 1 Incantor and the Everblaze comet. Give the Incantor Staff of Focus. This is a Strong Battalion for Alpha Strike.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Chamber:&#039;&#039;&#039; With the 2020 Points decreases across the board, this Battalion Looks Viable to me in competitive play. This is a Super battalion, meaning it consists of 2 other battalions and some heroes. You can now run 3x3 Longstrikes, and 3x venators.  Everyone shoots and non heroes gets +1 on their missile attack profile. Sending 18 2/3/-2/2, with 2mw on 6s to hit, across the board at 30&amp;quot; range is the main damage. The Venators can open up on enemy heroes or monsters fishing for D6+3 Damage, before helping out with shooting the bulk of the enemy army. Aetherwings as cheap and effective screening units, and are designed to basically lock an enemy into melee in the enemy charge phase, so they cant charge, the bird will most likely die, 2w each with no armor save. Unless your oppenent double turns you, they will guarentee another turn of shooting for the longstrikes. Im excited to build this battalion.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
There is very little that a Stormcast Eternal army can&#039;t do. When you&#039;re building your army, probably the first decision you should make should be the units you want to use for your battleline. You&#039;ve actually got four options here.&lt;br /&gt;
*&#039;&#039;&#039;Liberators&#039;&#039;&#039;: Liberators are your main choice for Battleline, what you&#039;ll be doing unless you have a theme going. Liberators aren&#039;t going to get a huge amount of killing done, but that&#039;s not their job - their job is to stay alive and force the enemy to spend time killing them. With a 4+ save and rerolling 1s thanks to their shields, they&#039;re good at this. Put them in cover for a 3+, keep them near an objective, and watch your enemy&#039;s frustrations mount.&lt;br /&gt;
*&#039;&#039;&#039;Judicators&#039;&#039;&#039;: Your choice for ranged battleline, and only battleline if your allegiance is STORMCAST ETERNALS. Judicators are almost half-again as expensive as Liberators, but have the ability to be involved in the battle more thanks to having ranged weapons. If you give them the bows, they&#039;ll be decent at holding an objective and giving your melee units covering fire. Judicators can&#039;t re-roll saves and don&#039;t have the survivability needed to stand up in melee. Keep another unit around to guard them and help hold the objective.&lt;br /&gt;
*&#039;&#039;&#039;Vanguard-Hunters&#039;&#039;&#039;: Battleline as long as you have a Lord-Aquilor general. Vanguard Hunters are a mixed bag, having some ability to shoot with their boltstorm pistols, an extra inch of move compared to most of your units, and an ability to appear 7&amp;quot; away from the enemy and within 6&amp;quot; of the board edge. For all this, they&#039;re 10% more expensive than Liberators, without any real addition in killing power. Being able to shoot their pistols in melee does bring you up to a respectable 4 attacks per hunter, though. Unless you absolutely love the Vanguard chamber aesthetic, probably best skipped.&lt;br /&gt;
*&#039;&#039;&#039;Sequitors&#039;&#039;&#039;: Sequitors are Battleline as long as you have a Lord-Arcanum general. For the same cost as Vanguard-Hunters(10% more than Liberators), Sequitors are almost strictly better than liberators. Their weapons are strictly better - their mauls are more accurate than liberator hammers, their swords get more attacks than liberator warblades, and they have access to a large mace that&#039;s 3+/3+/-1/2. Sequitors also have shields that let them re-roll save rolls of 1, and an extremely useful unique ability - at the beginning of the combat phase, the unit chooses whether to upgrade its shields to re-roll all saves, or upgrade their weapons to re-roll all misses. All of this combined makes a very powerful unit - the only real downside is that the Lord Arcanum is an unremarkable wizard and for Sequitors he must be your General.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
While playing a Seize Ground Matched Play battle, throwing in a Seraphon / Stormcast Eternal army for the first time, I discovered they made an all right combo. Sure, they don&#039;t have matching keywords or anything, but then Stormcasts don&#039;t really need them anyway. The Seraphon work well with the Stormcasts, as the lizard dudes give a front line of more numerous units - Saurus Warriors, for example - and a cheapish cavalry who can chew at your enemy, before the Paladins can -every and make your opponent cry! What&#039;s more, the Seraphon can give the on for main thing the Stormcasts are lacking - wizards. Now, with a Lord-Relictor and say, even a Skink Starpriest, enjoy as your Lightning Prayers and Arcane Bolt make wonders ... depending on the fortune of the dice, of course! Finally - it seems that, due to the strength of individual Stormcast units, you can basically ally them with any faction - some more fitting than others. But Seraphon, Sylvaneth and, maybe, Fyreslayers - I don&#039;t know! - perhaps ⠋⠊⠞ best.&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;
===[[Age_of_Sigmar/Tactics/Order/Cities_of_Sigmar|Cities of Sigmar]]===&lt;br /&gt;
Hoo boy, did this open some venues.&lt;br /&gt;
&lt;br /&gt;
As a universal rule, Cities of Sigmar armies can grab a unit of Stormcasts as part of their army for every three normal units they hold. Sure, this will rob them of any Stormhost keywords and traits, but you instead gain the city&#039;s keyword and special rules. While we won&#039;t go into the full specifics of how these cities and forces work, here are some basic ideas.&lt;br /&gt;
*{{AOSKeyword|Hammerhal}}: Fun note here - Aventis Firestrike grants a free CP on the first turn if he&#039;s in a Hammerhal army. In addition, any banners (which you&#039;ll lack with exception of the Knight-Vexilor) can grant additional CPs and your entire army ignores battleshock while on their side of the board. You can generally pick anything on this end and not go wrong, but do beware how squishy your humie/stuntie/elfy friends are.&lt;br /&gt;
*{{AOSKeyword|Anvilguard}}: Nothing to really support you here. Stormcast aren&#039;t really the sort that hurt easily in Battleshock, and going {{BLAM}} on one is a terrible idea.&lt;br /&gt;
*{{AOSKeyword|Tempest&#039;s Eye}}: Very keyed towards alpha-striking. Whether it&#039;s getting your Vanguard in place to lay down fire early or helping throw Prosecutors and Paladins right in the enemy&#039;s face, you really wanna make that turn 1 speed-boost worth your while. Also, remember that the Kharadron Overlords can also cover shooting since they can also be included.&lt;br /&gt;
*{{AOSKeyword|Hallowheart}}: Sacrosanct Chamber says hello. Each Evocator squad can now cast Empower twice a turn, allowing them to boost even more of their own, while the Lord Arcanum can try their special spell and then fire an amped-up Arcane Bolt.&lt;br /&gt;
*{{AOSKeyword|The Living City}}: While not the same as your normal deep-strike, this does give you some fun venues for sniping flanks. Wanted to make your Dracothain Guard fire and then smack up? Want your Judicators to volley fire and then slip away? This is no better way for it.&lt;br /&gt;
*{{AOSKeyword|Greywater Fastness}}: Don&#039;t forget your Lord-Ordinator! While Stormcasts lack much in the way of artillery, your Lord-Ordinator can absolutely bolster what war machines you do pack. His command ability doesn&#039;t hurt either, especially if you take some more Stormboys to act as a wall for your war machines.&lt;br /&gt;
*{{AOSKeyword|The Phonecium}}: Kinda hard to work with here. Stormcast are expensive. Sure, you can send packs of chaff to fuel your big boys&#039; strikes, but that&#039;s just whack.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
Rules are here&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;
Here are links to all the warscrolls for the army, in the same order as they are listed in the article. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-celestantprime-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lord-celestant-dracoth-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcelestant-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcastellant-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Lord-Veritant-ENG.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvenator-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightazyros-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightheraldor-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvexillor-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-knight-questor-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-liberators-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-judicators-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-retributors-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-decimators-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-protectors-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorhammers-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorhammers-en.pdf&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A01:CB1C:8D1:7200:F09F:1FE4:1069:A879</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Stormcast_Eternals&amp;diff=37157</id>
		<title>Age of Sigmar/Tactics/Order/Stormcast Eternals</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Stormcast_Eternals&amp;diff=37157"/>
		<updated>2020-10-28T11:56:03Z</updated>

		<summary type="html">&lt;p&gt;2A01:CB1C:8D1:7200:F09F:1FE4:1069:A879: /* Others */&lt;/p&gt;
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&lt;div&gt;{{Age of Sigmar Faction|Faction=Stormcast Eternals|Logo=Ae7063ba280b6a7f3c9ec61c2bfa2d45-768x1000.png|Alliance=Order|Motto=[https://www.youtube.com/watch?v=Ga-q0F7oWnU Cue the power-metal.]}}&lt;br /&gt;
&lt;br /&gt;
Lo and behold the might of the Stormcast Eternals!&lt;br /&gt;
&lt;br /&gt;
If you want to always have multiple wounds and fight for Sigmar, the Stormcast Eternals are for you! Stormcast Eternals all have at least a 4+ save and 2 wounds per model making them a tough force to take down in hand to hand combat. At the moment they seem more focused on having X models and ensuring those X models survive until the end of the game through various hero abilities (immune to Battleshock, regain wounds, increase their already durable (for AoS at least) 4+ save and bonuses to hit). At the same time, your guys don&#039;t punch all that hard, though your Paladins (read: Elite) more than make up for that. Thanks to their hardiness and comparatively low damage output, they are the epitome of &amp;quot;easy to learn, hard to master,&amp;quot; much like their 40k cousins. They recently got an update as of February 2017 and another in 2018, tactical page in the process of being updated.&lt;br /&gt;
&lt;br /&gt;
The new book in 2017 included the vanguard wing auxiliary chamber, rules for using specific Stormhosts and new battalions. Also included are new warlord traits, relics, prayers for your priests (read Lord-Relictor and Lord Veritant), and mount traits to make that Stardrake an even bigger threat.&lt;br /&gt;
&lt;br /&gt;
The book released in 2018 introduced the Sacrosanct Chamber. Mostly comprised of warrior wizards but also contained the Stormcast&#039;s first dedicated artillery piece and accompanying engineer style hero to go with it. Stormhost rules were overhauled, two new faction-specific lores were added in addition to three faction-specific endless spells.&lt;br /&gt;
&lt;br /&gt;
==Why play Stormcast Eternals?==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*Fairly tough, well-armored Troops.&lt;br /&gt;
*Newbie friendly, very forgiving of mistakes.&lt;br /&gt;
*You have a constant supply of new models. Seriously, you&#039;ve had one big release per year every year since the game launched. The Lord Sigmar saw his legions in 2019 and saw it was good enough for the moment.&lt;br /&gt;
*Lots of options in both Heroes and Units to pick from, making it possible to fill out a wide variety of battle strategies.&lt;br /&gt;
*Have many abilities to restore Wounds.&lt;br /&gt;
*If you&#039;re into metal music, there&#039;s plenty of thematic songs to choose from.&lt;br /&gt;
*They are Space Marines in Fantasy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Expect to throw out your previous Battletome every year with all the new models coming out.&lt;br /&gt;
*Your Bravery Scores are relatively low.&lt;br /&gt;
*When you bring 5 guys, almost everybody else brings 10. So if your opponent is on an objective you need to smash him in the knee caps to do it.&lt;br /&gt;
*No real way to stop Mortal Wounds and with your high saves and elite units they can really sting.  Between this and your low bravery, Nighthaunt will hurt you bad.&lt;br /&gt;
*They are Space Marines in Fantasy.&lt;br /&gt;
*Currently the most played army and basically have all the same issues that Space Marines do in 40k. Foremost among them is that just about everyone you will ever face will have some kind of plan or optimization to counter your Sigmarines.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Stormcast Eternals (2018)|points=[https://www.warhammer-community.com/wp-content/uploads/2019/10/c3e42c6e.pdf Stormcast Eternals Errata]}}&lt;br /&gt;
&lt;br /&gt;
Don&#039;t use the original Stormcast Eternals Battletome or the Stormcast Extremis Battletome.&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
If your army has a {{AOSKeyword|STORMCAST ETERNALS}} allegiance and chose to take the {{AOSKeyword|STORMCAST ETERNALS}} allegiance abilities, it has the following rule:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scions of The Storm:&#039;&#039;&#039; 40K Deep Strike. You may hold up to half of your units (rounding down) in reserve instead of deploying, and at the end of each movement phase, decided if you want to set up one or more reserve units on the battlefield. Each unit not set up this way before round 4 is slain. Setting up anywhere more than 9&amp;quot; away from any enemy models. Very useful, especially for an otherwise relatively slow army. It does let your heavy-hitters get across the board really fast as well as set up your ranged units in prime firing positions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shock And Awe:&#039;&#039;&#039; Subtract 1 from hit rolls for attacks that target friendly {{AOSKeyword|STORMCAST ETERNAL}} units that were set up on the battlefield during the same turn. A nice little bonus that makes your Sigmarines just a little bit harder to kill as they rush into combat from deepstrike. Keep in mind that this battle trait only affects units that arrived &amp;quot;that turn&amp;quot;, meaning on yours, when you dropped them. The effects are no longer in effect when your turn ends.&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;color:#01bbe3;&amp;quot;&amp;gt;Stormhosts&amp;lt;/span&amp;gt;===&lt;br /&gt;
If your army is a Stormcast Eternals army, you can give it a Stormhost Keyword. ALL {{AOSKeyword|Stormcast Eternal}} units in your army gain that keyword, if they already have a Stormhost, like Vandus or Neave (Side note, all named characters, save for the Celestant-Prime are part of the {{AOSKeyword|Hammers of Sigmar}} Stormhost.), it does not replace it, but it also doesn&#039;t prevent other units in your army for having a different Stormhost keyword. Furthermore, it&#039;s worth noting that unlike 40K Chapter Tactics, picking one of these forces your General to take a unique Command Trait, and &amp;quot;the first hero to receive an Artifact of Power&amp;quot; (so probably your General again) is forced to take a specific unique Artifact that only that specific Stormhost has access to. In other words, while you gain a new special rule and a unique Command Ability, you are forcibly locked in for some important decisions. It&#039;s up to you if you want to be more freeform and have more choice with your Command Traits and Artifacts, or play with a specific Stormhost. &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;
=====Hallowed Knights=====&lt;br /&gt;
The [[Black Templars]] of Stormcast. Ignore magic and charge into the fray.&lt;br /&gt;
*&#039;&#039;&#039;Only the Faithful:&#039;&#039;&#039; The anti-spell-caster Sigmarines, if a friendly {{AOSKeyword|Hallowed Knights}} unit is affected by a spell or endless spell, on a roll of a 6+, they ignore the effects of the spell for a turn. &lt;br /&gt;
**Sadly this counts for your own spells too. Very nice for dealing with those pesky Nighthaunt armies who basically chain cast as many spells as they please with a silly amount of bonuses to cast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Holy Crusaders:&#039;&#039;&#039; A {{AOSKeyword|Hallowed Knights}} Wholly within 9&amp;quot; of a  {{AOSKeyword|Hallowed Knights}} Hero (18&#039; if it is your General) it gains +1 to run and charge rolls and can do both during the same turn&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Martyr&#039;s Strength:&#039;&#039;&#039; During the Combat phase when your general is slain. On a roll of 2+, your general Musters the Strength to Pile-in and attack with all its Melee weapons.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Parchment of Purity:&#039;&#039;&#039; Heal a wound each hero phase.&lt;br /&gt;
&lt;br /&gt;
=====Celestial Vindicators=====&lt;br /&gt;
Vicious Hatefilled melee combatants. This is one of the more melee/charge heavy Stormhosts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Driven by Vengeance:&#039;&#039;&#039; they get to reroll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Celestial Vindicators}} units if they made a charge roll this turn. &lt;br /&gt;
**A nice addition if you&#039;re split up and charging multiple different units at once. But, again, our Prayers and spells can imitate this fairly well, so don&#039;t feel strong-armed into it. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Righteous Hatred:&#039;&#039;&#039;  Gives a unit within 9&amp;quot; of one of your Heroes (or 18&amp;quot; if your General is using it) an extra Melee attack. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Single-Minded Fury:&#039;&#039;&#039;  which gives any of his unmodified hit rolls of six to cause an extra point of damage. &lt;br /&gt;
*&#039;&#039;&#039;Artifact: Stormrage Blade:&#039;&#039;&#039; which upgrades one of your Melee Weapons with the ability to (if you choose to use the ability) gain +2 attacks, in exchange for lowering his Armour Save by one.&lt;br /&gt;
&lt;br /&gt;
=====Hammers of Sigmar===== &lt;br /&gt;
GW&#039;s special golden boys got treated pretty well. They have many names and they don&#039;t die easy. &lt;br /&gt;
*&#039;&#039;&#039;First to be Forged:&#039;&#039;&#039;  +1 to the bravery of friendly {{AOSKeyword|Hammers of Sigmar}} units, &lt;br /&gt;
**isn&#039;t the most exciting but it&#039;s rarely a buff you won&#039;t appreciate, though like all the others it&#039;s more useful in certain matchups (Legions of Nagash in particular).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Soul of the Stormhost:&#039;&#039;&#039; When a friendly {{AOSKeyword|HAMMERS OF SIGMAR REDEEMER}} unit (Liberators, Sequitors and Steelheart&#039;s Champions) is destroyed, roll a dice; on a 5+ you may return it to the battlefield 9&amp;quot; away from enemy models. &lt;br /&gt;
**It&#039;s hardly reliable but for 1CP the chance to put a 20 man Sequitor unit back on the battlefield is worth it just for the look on your opponents face if nothing else. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait: We Cannot Fail:&#039;&#039;&#039;  which grants him a 9&amp;quot; entirely within bubble of a 6+ save on mortal wounds and wounds allocated. Yeah we can bring back units and get Deathless &lt;br /&gt;
*&#039;&#039;&#039;Artifact: God-Forged Blade:&#039;&#039;&#039; which upgrades one of the Hero&#039;s Melee Weapons to let his Hit rolls of 6+ have +1 damage. This is alright I guess.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Special Characters:&#039;&#039;&#039; In short? All of them(with official models) (except the Celestant Prime which we can still take). &lt;br /&gt;
**Vandus Hammerhand is really good with a battleshock immunity bubble and one of the best command Abilities in the army.&lt;br /&gt;
**Gavriel Sureheart&#039;s Command ability is amazing with the army Allegiance ability as it&#039;s confirmed to stack meaning for 2CP you can deep strike Paladins 9&amp;quot; away and charge them in with a +6&amp;quot; to range all but guaranteeing the charge.&lt;br /&gt;
&lt;br /&gt;
=====Anvils of the Heldenhammer=====&lt;br /&gt;
Shyish Heros Resurrected. Shyish flavored and lets a Deathstar swing twice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;No True Death:&#039;&#039;&#039; These guys got stuck with the old Stormcast army wide rules, allowing you to reroll failed battleshock tests for all &#039;&#039;&#039;Anvils Of The Heldenhammer&#039;&#039;&#039; units. &lt;br /&gt;
**Considering the relatively low bravery for most of our units, this might come in handy, but, is overshadowed by someone like Vandus, who just ignores battleshock for all units within 24&amp;quot; of him from the Hammers of Sigmar Stormhost. Overall not bad, but there are ways to do this better.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Heroes of Another Age:&#039;&#039;&#039;  Allows a unit within 9&amp;quot; of the Hero using it (or 18&amp;quot; if it&#039;s your General) to either attack with all the Missile Weapons the unit has, or make a Pile-In move and attack with all the Melee Weapons they&#039;re carrying, a unit can only benefit from this ability once per phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Deathly Aura:&#039;&#039;&#039;  which lowers enemy Bravery by -1 within 6&amp;quot; of him&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Soulthief:&#039;&#039;&#039; which upgrades one of the Hero&#039;s Melee Weapons to let it deal a Mortal Wound on a 3+ to any enemy models it wounded but failed to kill.&lt;br /&gt;
&lt;br /&gt;
=====Knights Excelsior=====&lt;br /&gt;
Annihilators of all Chaos. Getting Rerolls for attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Annihilation:&#039;&#039;&#039;An interesting Stomhost to be sure, though it requires a bit of bookkeeping, especially in higher point value games against hordes of units. If a &#039;&#039;&#039;Knights Excelsior&#039;&#039;&#039; unit makes an attack that destroys an enemy unit, you can re-roll hit rolls of 1 for attacks made by that &#039;&#039;&#039;Knights Excelsior&#039;&#039;&#039; unit for the rest of the battle. &lt;br /&gt;
**The thing to note is that it does not specify in melee, so, perhaps a good use for your Knight-Venator, or your Celestial Ballistae, for potential character sniping abilities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: No Mercy:&#039;&#039;&#039; a &#039;&#039;&#039;Knight Excelsior&#039;&#039;&#039; unit or hero within 9&amp;quot; of the Hero using it (or 18&amp;quot; if it&#039;s your General) to re-roll Wound rolls of 1 until the end of the turn.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Divine Executioner:&#039;&#039;&#039; add 1 Damage to all Melee weapons if the General targets a hero.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Chains of celestial Lightning:&#039;&#039;&#039; Once per Battle, Select an Enemy Hero or Monster within 3&amp;quot;. Roll 3d6 of against your opponent (your opponent rolls 2d6 if the target isn&#039;t a monster), if you win the target halves(Rounding up) its movement, Run and charge rolls, and Melee Weapon Attacks until the next Hero Phase.&lt;br /&gt;
&lt;br /&gt;
=====Celestial Warbringers=====&lt;br /&gt;
Prophets and Wizards proficent.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fearless Foresight:&#039;&#039;&#039; These guys are pretty tricky, as their ability is that at the start of the first battleround, after determining who goes first, but before the first turn begins, you can set up D3 friendly &#039;&#039;&#039; Celestial Warbingers&#039;&#039;&#039; units and set them up again. &lt;br /&gt;
**It could be very interesting, especially in combination with the ability to deep-strike again. You could potentially bait some enemy firepower with a juicy target, only to set it up in deep strike instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Astral Conjunction:&#039;&#039;&#039; Gives a Warbringers wizard wholly 9&amp;quot; (or 18&amp;quot; if done by the General) +1 to Casting Rolls.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Portents and Omens:&#039;&#039;&#039; Once per turn, the general can re-roll one of his failed Hit, Wound or Save roll of 1.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Hammers of Augury:&#039;&#039;&#039; At the end of the combat phase, an enemy within 3&amp;quot; takes a Mortal wound on a 3+ and then another one on a 4+.&lt;br /&gt;
&lt;br /&gt;
=====Tempest Lords=====&lt;br /&gt;
Warrior Tacticians, Generating CP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grand Strategists:&#039;&#039;&#039; At the start of your Hero phase, roll a dice, on a 4+ you receive 1 extra command point. &lt;br /&gt;
**Relatively boring, but, for armies that are command point hungry, this could be a lifesaver. Also, innately very powerful even if you&#039;re not super command point hungry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Rousing Oratory:&#039;&#039;&#039;  Allows a &#039;&#039;&#039;TEMPEST LORDS&#039;&#039;&#039; unit or hero within 9&amp;quot; of the Hero using it (or 18&amp;quot; if it&#039;s your General) to re-roll Wound rolls of 1 until your next Hero Phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Bonds of Noble Duty:&#039;&#039;&#039; which adds 1 to any wound rolls with Melee Weapons if he is within 6&amp;quot; of another &#039;&#039;&#039;TEMPEST LORDS&#039;&#039;&#039; Unit.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Patrician&#039;s Helm:&#039;&#039;&#039; which allows you to get a Command Point on a roll of a 5+ every time you use a Command Point. Combined with the ability you gain when you pick the Tempest Lords, enjoy endlessly shitting CP all over the place!&lt;br /&gt;
&lt;br /&gt;
=====Astral Templars=====&lt;br /&gt;
The [[Space Wolf|Storm Wolfeves]], Specalizing in Monster and Hero hunting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beast Stalkers:&#039;&#039;&#039; Add 1 to hit rolls for attacks made by Astral Templars units that target a monster. &lt;br /&gt;
**Unless you&#039;re fighting a whole ton of monsters in your particular Meta, I don&#039;t think this will be getting much use. Especially with Lay Low the Tyrant. Situationally useful, probably not worth the Stormhost.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Cut off the Head:&#039;&#039;&#039; Allows an Astral Templars unit or hero within 9&amp;quot; of the Hero using it (or 18&amp;quot; if it&#039;s your General) to add 1 to Wound rolls that target Heros.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Dauntless hunter:&#039;&#039;&#039; an improved version of Cunning Strategist. After set-up is done, all Astral Templars units wholly within 12&amp;quot; move up to 6&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;Artifact: Godbeast Plate:&#039;&#039;&#039; -1 to wound rolls made by Monsters that target the Bearer.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
A {{AOSKeyword|STORMCAST ETERNALS}} General of an army with a {{AOSKeyword|STORMCAST ETERNALS}} allegiance and has chosen to take the {{AOSKeyword|STORMCAST ETERNALS}} allegiance abilities can choose one of the following Command Traits:&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;
#&#039;&#039;&#039;Shielded by Faith&#039;&#039;&#039;: A 5+ save for your general for mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Consummate Commander&#039;&#039;&#039;: While your general is on the battlefield roll a D6 at the start of your hero phase, on a 4+ you also receive +1 command point&lt;br /&gt;
#*necessary in a CP centric build.&lt;br /&gt;
#&#039;&#039;&#039;Cunning Strategist&#039;&#039;&#039;: D3 {{AOSKeyword|STORMCAST ETERNALS}} get a 5&amp;quot; move before the first battle round begins.&lt;br /&gt;
#&#039;&#039;&#039;Zealous Crusader&#039;&#039;&#039;: Your general can re-roll charge distances.&lt;br /&gt;
#&#039;&#039;&#039;Staunch Defender&#039;&#039;&#039;: Your general and every {{AOSKeyword|STORMCAST ETERNALS}} unit wholly within 9&amp;quot; add 1 to saves if they have not charged this turn. &lt;br /&gt;
#*By far our best command trait, it&#039;s the primary reason you don&#039;t really see Stormhosts being taken outside of Sureheart shenanigans lists.&lt;br /&gt;
#&#039;&#039;&#039;Champion of the Realms&#039;&#039;&#039;: +1 attack for a weapon on your general.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Artefacts of Power&amp;lt;/span&amp;gt;===&lt;br /&gt;
One {{AOSKeyword|HERO}} in your army (+1 per additional Warscroll Battalion) may take a relic from the following tables:&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;
* &#039;&#039;&#039;Storm-Forged Weapons:&#039;&#039;&#039; Pick a weapon that is not used by a mount for one of the following bonuses&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Strife-ender&#039;&#039;&#039;: +1 attack for a melee weapon (+2 against a CHAOS unit).&lt;br /&gt;
#&#039;&#039;&#039;Blade of Heroes&#039;&#039;&#039;: re-roll failed to hit rolls made with a melee weapon against HEROES or MONSTERS.&lt;br /&gt;
#&#039;&#039;&#039;Hammer of Might&#039;&#039;&#039;: wound rolls of 6+ cause double damage for a melee weapon.&lt;br /&gt;
#&#039;&#039;&#039;Fang of Dracothian&#039;&#039;&#039;: re-roll wound rolls of 1 for a melee weapon.&lt;br /&gt;
#&#039;&#039;&#039;Obsidian Blade&#039;&#039;&#039;: improve the rend characteristic of a melee weapon by 1.&lt;br /&gt;
#&#039;&#039;&#039;Gift of the Six Smiths&#039;&#039;&#039;: pick a melee weapon, each turn you may re-roll one hit, wound or damage roll for an attack made with this weapon.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Heaven-Wrought Armour:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Armour of Destiny&#039;&#039;&#039;: A 6+ save after the save for an unsaved wound or mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Armour of Silvered Sigmarite&#039;&#039;&#039;: -1 to hit for melee weapons directed at the HERO&lt;br /&gt;
#&#039;&#039;&#039;Drakenscale Armour&#039;&#039;&#039;: Re-roll failed saves for this HERO against weapons with a Damage characteristic greater than 1.&lt;br /&gt;
#&#039;&#039;&#039;Mirrorshield&#039;&#039;&#039;: -2 to hit for missile weapons directed at this HERO.&lt;br /&gt;
#&#039;&#039;&#039;Spellshield&#039;&#039;&#039;: This HERO may unbind a single spell in each enemy hero phase as if it were a WIZARD and if the HERO is a WIZARD it may unbind 1 additional spell&lt;br /&gt;
#&#039;&#039;&#039;Featherfoe Torc&#039;&#039;&#039;: Units which can fly must re-roll successful hit rolls for attacks directed against this HERO.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Artefacts Of The Tempest:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Talisman of Endurance&#039;&#039;&#039;: +1 wounds.&lt;br /&gt;
#&#039;&#039;&#039;Obsidian Amulet&#039;&#039;&#039;: negate a spell used on this hero on a 4+, other units are affected as normal.&lt;br /&gt;
#&#039;&#039;&#039;Luckstone&#039;&#039;&#039;: Once per battle you can change the results of one hit, wound, damage or save roll for this HERO to the result of your choice.&lt;br /&gt;
#&#039;&#039;&#039;Seed of Rebirth&#039;&#039;&#039;: On a 4+ in each hero phase you heal 1 wound.&lt;br /&gt;
#&#039;&#039;&#039;Sigmarite Pendant&#039;&#039;&#039;: When this hero is slain, cause D6 mortal wounds to the unit that slew them on a 4+.&lt;br /&gt;
#&#039;&#039;&#039;Quicksilver Draught&#039;&#039;&#039;: Once per battle this HERO may pile in and attack in the combat phase before any other units, even if it is your opponent&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Treasured Standards:&#039;&#039;&#039; For heroes with the {{AOSKeyword|TOTEM}} keyword, AKA Knight-Vexillor&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Hurricane Banner&#039;&#039;&#039;: This HERO and any friendly STORMCAST ETERNALS units within 12&amp;quot; can re-roll all rolls when running and charging.&lt;br /&gt;
#&#039;&#039;&#039;Lichbone Standard&#039;&#039;&#039;: Friendly STORMCAST ETERNALS units wholly within 9&amp;quot; of this HERO heal one wound in each of their hero phases.&lt;br /&gt;
#&#039;&#039;&#039;Pennant of Sigmaron&#039;&#039;&#039;: If a friendly STORMCAST ETERNALS unit within 24&amp;quot; of this HERO fails a battleshock test, on a 2+ only one model flees from that unit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mystic Lights:&#039;&#039;&#039; For any hero with a lantern - Lord-Castellant, Lord-Veritant or Knight-Azyros&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Shriving Light&#039;&#039;&#039;: -1 to enemy bravery (-2 for CHAOS) within 6&amp;quot; of this hero.&lt;br /&gt;
#&#039;&#039;&#039;Fury Brand&#039;&#039;&#039;: In the hero phase, give +1 to attacks for one weapon on a HERO within 6&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Lantern of the Tempest&#039;&#039;&#039;: Enemy units that direct missile attacks against friendly STORMCAST ETERNALS units wholly within 12&amp;quot; of the bearer must re-roll hit rolls of 6+.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Celestial Staves:&#039;&#039;&#039; For Lord-Arcanum or Knight-Incantor only&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Staff of Focus&#039;&#039;&#039;: Once per battle, in your hero phase, the bearer can add 1 to casting rolls for the bearer until the end of the phase. In addition, if the barer casts a spell that inflicts any mortal wounds during that phase, add 1 to the number of mortal wounds inflicted on each unit that the spell effects.&lt;br /&gt;
#&#039;&#039;&#039;Mindlock Staff&#039;&#039;&#039;: Once per battle, at the start of the enemy hero phase, you can pick an enemy &#039;&#039;&#039;Wizard&#039;&#039;&#039; within 12&amp;quot; of the bearer. That Wizard Cannot cast any spells that phase.&lt;br /&gt;
#&#039;&#039;&#039;Staff of Azyr&#039;&#039;&#039;: In your hero phase, if the bearer successfully casts any spells that are not unbound, subtract 1 from hit rolls for attacks that target the bearer until your next hero phase&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scrolls Of Power:&#039;&#039;&#039; For Lord-Arcanum or Knight-Incantor only&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Scroll of Unraveling&#039;&#039;&#039;: Once per battle, at the start of the enemy hero phase, the bearer can use this artifact. If they do so, in that hero phase, enemy casting rolls that are equal to the spell&#039;s casting value are unsuccessful, and the caster suffers d3 mortal wounds.  &lt;br /&gt;
#&#039;&#039;&#039;Scroll of Condemnation&#039;&#039;&#039;: Once per battle, in your hero phase, the bearer can use this Artefact. If they do so, pick an enemy &#039;&#039;&#039;Hero&#039;&#039;&#039; within 12&amp;quot; of the bearer. Until the end of that turn add 1 to wound rolls for attacks made by friendly &#039;&#039;&#039;Stormcast Eternals&#039;&#039;&#039; that target that model.&lt;br /&gt;
#&#039;&#039;&#039;Storm Scroll&#039;&#039;&#039;: Once per battle, in your hero phase, the bearer can use this artifact. If they do so, pick up to 6 different enemy units on the battlefield, and give them each a different number from 1 to 6. Then, roll a dice. If the number is the same as the roll, that units suffer D6 mortal wounds.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Prayers of the Stormhosts&amp;lt;/span&amp;gt;===&lt;br /&gt;
Every {{AOSKeyword|PRIEST}} in a {{AOSKeyword|STORMCAST ETERNALS}} army gains an additional prayer to a  which can be used in addition to their other abilities in the hero phase, in the same vein as spells for other armies 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;
#&#039;&#039;&#039;Divine Light&#039;&#039;&#039;: 3+ to cast, choose a unit wholly within 18&amp;quot;. If it is an enemy, you may re-roll 1&#039;s to hit when attacking that unit until your next hero phase. If you choose a friendly unit, enemy units re-roll unmodified hit rolls of 6 when attacking that unit until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Bless Weapons&#039;&#039;&#039;: 4+ to cast, a friendly unit wholly within 18&amp;quot; gains an additional hit for every unmodified hit roll of 6 until your next hero phase. &lt;br /&gt;
#&#039;&#039;&#039;Bolster Faith&#039;&#039;&#039;: 3+ to cast, friendly units within 9&amp;quot; do not have to take battleshock tests until your next hero phase. It does not require the unit you cast this on to be wholly within. So use this on units with lots of models.&lt;br /&gt;
#&#039;&#039;&#039;Abjuration&#039;&#039;&#039;: 3+ to cast, pick an enemy {{AOSKeyword|WIZARD}} within 12&amp;quot; from the priest. If successful the priest can attempt to unbind a 1 spell by that {{AOSKeyword|WIZARD}} in that hero phase.&lt;br /&gt;
#&#039;&#039;&#039;God-King&#039;s Aspect&#039;&#039;&#039;: 3+ to cast, subtract 1 from bravery for units that are within 6&amp;quot; from this priest until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Translocation&#039;&#039;&#039;: 3+ to cast, remove a friendly {{AOSKeyword|STORMCAST ETERNAL}} unit wholly within 9&amp;quot; of this priest from the battlefield and set them up again anywhere on the battlefield more than 9&amp;quot; from enemy units. It may not move in the subsequent movement phase.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Steeds of the Celestial Realms&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
One mount in your army (+1 per additional Warscroll Battalion) may be &amp;quot;exceptional&amp;quot; and take a trait from the relevant tables.&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;
* &#039;&#039;&#039;Generic Traits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Lithe-Limbed&#039;&#039;&#039;: +1 to move characteristic.&lt;br /&gt;
#&#039;&#039;&#039;Savage Loyalty&#039;&#039;&#039;: If this HERO is slain in the combat phase, on a 4+ the unit that slew them takes D3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Keen-Clawed&#039;&#039;&#039;: Any wound rolls of 6+ in the combat phase for this HERO&#039;s mount are resolved with a rend of -3.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dracoth Traits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Drake-Kin&#039;&#039;&#039;: If this HERO suffers damage from an attack with a damage characteristic greater than 1, on a 5+ the HERO only suffers 1 Damage from the attack.&lt;br /&gt;
#&#039;&#039;&#039;Thunder Caller&#039;&#039;&#039;: The HERO&#039;s Dracoth&#039;s Storm Breath ability has a range of 16&amp;quot; rather than 12&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Pack Hunter&#039;&#039;&#039;: +2 to Attacks of the HERO&#039;s Dracoth&#039;s Claws and Fangs if another friendly model is riding a Dracoth within 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stardrake Traits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Storm-Winged&#039;&#039;&#039;: After this model has moved you can pick 1 enemy unit that has any models that this model passed across. On a 2+ the unit takes D3 mortal wounds. This was reworded in the latest book so its no longer limited to the movement phase.&lt;br /&gt;
#&#039;&#039;&#039;Thunderlord&#039;&#039;&#039;: Roiling Thunderhead ability has a range of 24&amp;quot; rather than 18&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Star-Branded&#039;&#039;&#039;: When referring to the Damage table of this HERO, treat it as having suffered one fewer wounds than it actually has.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gryph-Charger Traits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Wind Runner&#039;&#039;&#039;: When this HERO rides the Winds Aetheric, roll an extra dice on the distance they can move.&lt;br /&gt;
#&#039;&#039;&#039;Aethereal Stalker&#039;&#039;&#039;: When this HERO is set up, choose an enemy HERO. This HERO can re-roll all failed hit and wound rolls made for its Gryph-charger&#039;s Razor Beak and Claws attacks that are directed against the chosen HERO.&lt;br /&gt;
#&#039;&#039;&#039;Indefatigable&#039;&#039;&#039;:  re-roll the distance when this HERO runs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dracoline Traits:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Bounding Leap&#039;&#039;&#039;: This model is eligible to fight in the combat phase if it is within 6&amp;quot; of an enemy unit instead of 3&amp;quot;, and it can move an extra  3&amp;quot; when it piles in&lt;br /&gt;
#&#039;&#039;&#039;Pride Leader&#039;&#039;&#039;: Add 1 to hit rolls for attacks made by friendly &#039;&#039;&#039;Dracoline&#039;&#039;&#039; units while they are wholly within 9&amp;quot; of this model.&lt;br /&gt;
#&#039;&#039;&#039;Ear-bursting Roar&#039;&#039;&#039;: At the start of the combat phase, you can pick an enemy within 3&amp;quot; of this model and roll a dice. On a 4+ subtract 1 from hit rolls for attacks made by that unit until the end of the phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tauralon Traits:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Swiftwing&#039;&#039;&#039;: You can re-roll run rolls for this model&lt;br /&gt;
#&#039;&#039;&#039;Lashing Tail&#039;&#039;&#039;: At the end of the combat phase, you can pick an enemy unit within 3&amp;quot; of this model and roll a d6, on a 4+ it causes 1 mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Steel Pinions&#039;&#039;&#039;: Roll a d6 every time this model suffer a regular or mortal wound, on a 6+ the wound is negated.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Spells&amp;lt;/span&amp;gt;===&lt;br /&gt;
Your wizards May take one spell either the Lore of Invigoration or Storm&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;
====Lore of Invigoration====&lt;br /&gt;
#&#039;&#039;&#039;Terrifying Aspect:&#039;&#039;&#039; Cast 5, a visible &#039;&#039;&#039;Stormcast&#039;&#039;&#039; unit wholly within 18&amp;quot; gain a 3&amp;quot; aura of -1 Bravery to enemies until the next Hero Phase.&lt;br /&gt;
#&#039;&#039;&#039;Celestial Blades:&#039;&#039;&#039; Cast 5, a visible &#039;&#039;&#039;Stormcast&#039;&#039;&#039; unit wholly within 18&amp;quot; adds 1 to Melee wounds rolls until the next Hero Phase.&lt;br /&gt;
#&#039;&#039;&#039;Speed of Lighting:&#039;&#039;&#039; Cast 5, visible &#039;&#039;&#039;Stormcast&#039;&#039;&#039; units wholly within 9&amp;quot; can Re-roll Charges until the next Hero Phase&lt;br /&gt;
&lt;br /&gt;
====Lore of the Storm====&lt;br /&gt;
#&#039;&#039;&#039;Lightning Blast:&#039;&#039;&#039; Cast 5, a closest Visible unit is dealt d3 Mortal wounds.  Like 40k Smite but with an infinite range.&lt;br /&gt;
#&#039;&#039;&#039;Starfall:&#039;&#039;&#039; Cast 5, pick a visible point within 12&amp;quot;. On a roll of 4+ for each enemy within 3&amp;quot; of that Point they take a Mortal Wound&lt;br /&gt;
#&#039;&#039;&#039;Thundershock:&#039;&#039;&#039; Cast 6, roll a dice for each enemy within 6&amp;quot;. on a 4+ the unit takes a Mortal Wound.  In addition, subtract 1 from hit rolls for attacks made by that unit until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Azyrite halo:&#039;&#039;&#039; Cast 5, Pick a visible &#039;&#039;&#039;Stormcast&#039;&#039;&#039; unit wholly within 12&amp;quot;, until the next hero phase whenever the unit makes an unmodified save roll of 6, the attacker takes a Mortal Wound. Remember that you still make a save roll even if out-Rended.&lt;br /&gt;
#&#039;&#039;&#039;Chain Lightning:&#039;&#039;&#039; Cast 7, a visible enemy unit within 24&amp;quot; suffers D3 Mortal Wounds, then each other enemy unit within 3&amp;quot; of the first take a mortal wound on a 4+.&lt;br /&gt;
#&#039;&#039;&#039;Stormcaller:&#039;&#039;&#039; Cast 7, For each enemy unit on the battlefield, on a roll of 6+ inflict D3 Mortal wounds on the unit.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Endless Spells&amp;lt;/span&amp;gt;===&lt;br /&gt;
These can only be cast by &#039;&#039;&#039;STORMCAST ETERNAL WIZARDS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Everblaze_Comet.pdf Everblaze Comet]:&#039;&#039;&#039; (100pts) Comet of Casandora, Stormcasts edition. When it comes down, it hits everything within 10&amp;quot; for a bunch of Mortal Wounds determined by a D3 roll - on a 1, the unit takes a single Mortal Wound. On a 2, the Unit takes a further D3 Mortal Wounds, and on a 3, the Unit takes 3 Mortal Wounds! On top of this, the Comet remains in play and spits out Mortal Wounds at the start of each battle round at any Units within 5&amp;quot;, though this time on a 1-3 it only does one Mortal Wound, while on a 4+ it does D3 Mortal Wounds. Also, all Wizards must subtract 1 from their casting rolls while they are 5 inches or closer to the comet. This spell has the potential to dish out an obscene amount of Mortal Wounds, but a word of caution: even though the spell continues to damage units and bother Wizards after it has been cast, the Comet cannot be moved once it has been placed in the table (but you can dispel it in a later turn and then cast it again) This, combined with the fact that it costs 100 points, forces you to be &#039;&#039;&#039;extremely&#039;&#039;&#039; cautious about where and when to put it.&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Celestian_Vortex.pdf Celestian Vortex]&#039;&#039;&#039; (40pts) &#039;&#039;&#039;(AKA the HAMMERNADO):&#039;&#039;&#039; It&#039;s a Hurricane of Hammers that dispenses Mortal Wounds (12 dice on 6+) and gives any Unit within 6&amp;quot; of it -1 to hit with Missile Weapons. Additionally, it wounds on a 5+ against &#039;&#039;&#039;Chaos&#039;&#039;&#039; units instead. Thanks to its 8 inch movement and the fact that it can move after being set up, the Hammernado proves to be a cheap (Only 40 points!!!) and effective way to damage Chaos forces and screw ranged units (If you manage to cast it against a Tzeentch or Skaven army, they are in for a bad time).&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Dais_Arcanum.pdf Dais Arcanum]:&#039;&#039;&#039; (30pts) This is what is known as a STORMCAST ETERNAL WIZARD that has ascended past a STORMCAST ETERNAL WIZARD. A big disk for your Wizard to ride on: it grants them Fly, 12-inch movement, +1 to their Save and an additional Unbind. For just 30 points, you can hop in a Knight-Incantor or a Lord Exorcist, and make them go even further beyond. Your opponents are going to love it, trust me...&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;
Common keywords in these warscrolls are {{AOSKeyword|ORDER}}, {{AOSKeyword|CELESTIAL}}, {{AOSKeyword|HUMAN}} and {{AOSKeyword|STORMCAST ETERNAL}}.&lt;br /&gt;
*&#039;&#039;&#039;Stormkeeps:&#039;&#039;&#039; 1 in 4 units in a Free City army may be a Stormcast, so think about that when reading these entries.&lt;br /&gt;
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&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;color:#01bbe3;&amp;quot;&amp;gt;Named Leaders&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
The majority of these characters tied to the Hammers of Sigmar.  Note that named characters cannot be given command abilities, relics or mount traits.&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;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Astreia_Solbright.pdf Astreia Solbright]&#039;&#039;&#039;: (200pts) A named HAMMERS OF SIGMAR LORD-ARCANUM on DRACOLINE. Her Unique spell is a 360 degree Storm Lance and her Command Ability is the same as the  LORD-ARCANUM Gryph-Charger.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Aventis_Firestrike.pdf Aventis Firestrike]&#039;&#039;&#039;: (300pts) Named Lord-Arcanum on Tauralon for the Hammers of Sigmar. Regenerates a wound each hero phase and dishes out a mortal wound on a 5+ each time he&#039;s hurt by melee. Trades out Lightning Orb for a 1mm line of [[Awesome|FIRE-LIGHTNING]], inflicting D3 mortal wounds - less range potential, but more reliable since it always hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_stormsires_cursebreakers_en.pdf Averon Stormsire]:&#039;&#039;&#039; (260pts) Only usable with Stormsire&#039;s Cursebreakers. A buffed Knight-Incantor with a buffed spell, adding d3 wounds to enemies within 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-celestantprime-en.pdf Celestant-Prime]:&#039;&#039;&#039; (300pts) &#039;&#039;Only one can be included in a Pitched Battle army.&#039;&#039; While not exactly &#039;&#039;named&#039;&#039;, this here is, bar Vandus Hammerhand, your unique character to hold you over while we wait for the rules for Sigmar that&#039;ll probably also come whenever FW decides to make rules for [[Emperor of Mankind|that bastard]]. The &#039;first&#039; Stormcast Eternal, this is one bad dude. Prime has a very powerful shooting attack, dramatically one-upping the Lord-Celestant on Dracoth by tossing a comet onto the battlefield. His close combat potential seems to have potential, having 3 attacks base. That said, add 2 to the attacks characteristic of Ghal Maraz until the end of the battle (game). Also, whenever he deploys, all enemies within 12&amp;quot; of him suffer -2 Bravery until his next Hero Phase. Let&#039;s put it this way: Nagash will kick his ass. The Glottkin will kick his ass. Archaon... will probably think twice, as might the Mortarchs. The point is, this guy only looks like a combat monster, but he&#039;s your artillery equivalent, except for really big games, where you can afford to leave him off the table for two or three turns. &lt;br /&gt;
**&#039;&#039;Alternatively&#039;&#039; if you build your army to be hyper defensive with a bunch of shielded Liberators with a Castallant&#039;s lantern, you could very easily just set up on the extreme far edge of the board and camp there to force your opponent to spend ages trekking over to you, while you take turns lasting only a couple of seconds (Use a Command Ability, use the Lantern, maybe a quick snipe with the Knight-Venator, turn done.) This way you&#039;ll be in Turn 3 by the time you reach combat and will be able to last a few more turns after that due to your high defense. By the point, you need to bust out the Celestant-Prime to counter-attack, so many turns will have passed that he&#039;ll dominate anything he gets into combat with.&lt;br /&gt;
**In fact, the Prime is a lot better than it would seem at first glance. With his &amp;quot;Orrery of Celestial Fates,&amp;quot; once per turn, you can CHANGE one of his rolls to any result you want. Meaning, each turn you can either: almost guarantee 3 Damage in combat if you change the Hit dice (Ghal Maraz wounds on 2+ and has -3 Rend), or almost guarantee that 9&amp;quot; charge the turn he enters play, or avoid one non-mortal wound to him if you change the Save roll (even against -3 Rend opponents!), or make his meteor attack work in a 12&amp;quot; bubble (that will also give you perfect control to avoid hitting your own guys!). This last option is the best one: usually, you&#039;ll hit at least 3 units, meaning an average 6 mortal wounds, and Battleshock tests for 3 units, at -2 Bravery if they&#039;re at 12&amp;quot; or less! If you make him appear in the right spot, and when many enemy units are at combat with your guys, you&#039;ll force A LOT of Battleshock test at -2 Bravery. Your second turn is ideal for this: most of your units will be engaged, and with 5 Ghal Maraz attacks, if you change the hit dice, the Prime deals each turn something like 9 wounds in combat (except against a handful of super-protected units, like Stonehorns or Phoenix Guard), which is MIGHTY. But in your turn, it&#039;s probably better to change the radius roll for the comet and deal myriads of mortal wounds. This guy requires a lot of skill to play, but if you do it right, his 340 points cost will be repaid in no time. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/Vandus_Hammerhand_CB_Web%20-%20cropped.pdf Vandus Hammerhand]:&#039;&#039;&#039; (260pts) Lord-Celestant of the Hammerhands, the first chamber of the Hammers of Sigmar. He&#039;s Sigmar&#039;s favorite Stormcast, and it shows. On the tabletop he has a brutal command ability, granting all Hammers of Sigmar units within 12 inches an extra attack. His tempestos hammer, Heldensen, deals 3 wounds rather than D3 and his dracoth Calanax has 4 attacks rather than 3. He automatically grants battleshock immunity to all Hammers of Sigmar units within 24 inches.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/Neave_Blacktalon_ENG.pdf Neave Blacktalon]:&#039;&#039;&#039; (110pts) The Stormcast Eternals Hero Hunter. 7 Attacks, 8 on the charge. Her axes and pistol go from Damage 1 to Damage 2 if you target an enemy HERO. She can run and shoot in the same turn. Her best ability is &amp;quot;Windrider&amp;quot; - When a friendly Stormcast Eternal unit within 9&amp;quot; uses their Ride the Winds Aetheric ability, Neave Blacktalon can follow in their wake; she can immediately move in the same manner up to the distance moved by the unit she is following, provided that she ends this move within 9&amp;quot; of them and more than 3&amp;quot; from any enemy models. If she moves in this way, Neave Blacktalon may not run or charge in that turn. Neave Blacktalon is taken from the Hammers of Sigmar Stormhost and always wears their colors in battle.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/aos-warscroll-Gavriel-Sureheart-en.pdf Gavriel Sureheart]:&#039;&#039;&#039; (120pts) Lord-Celestant and yet another member of the Hammers of Sigmar. Despite this, he can be used with any Stormhost, but his +3 to charge rolls within 9&amp;quot; of him applies to ONLY Hammers of Sigmar units. He trades the Lord Celestant&#039;s regular weapons with 2 damage -1 rend sword with 3 attacks (which gets +1 attack when he charges) and a Thundershield.&lt;br /&gt;
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*&#039;&#039;&#039;Lynus Ghalmorian:&#039;&#039;&#039; (240pts) Named Lord Arcanum on Gryph-Charger for the Anvils of the Heldenhammer, found in the August 2019 White Dwarf. Almost identical to the base one, but makes every friendly Anvils of the Heldenhammer unit within 12&amp;quot; reroll save rolls of 1 against missile weapons, replaces the healing spell with one that is cast on a 6+ and deals D3 mortal wounds to a unit within 12&amp;quot; while also giving it -1 to hit rolls until your next hero phase and haves a command ability that gives every friendly Anvils of the Heldenhammer unit within 12&amp;quot; +1 to their hit rolls. 240 points.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Leaders&amp;lt;/span&amp;gt;===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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====Celestant====&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcelestant-en.pdf Lord-Celestant]:&#039;&#039;&#039;(100pts) A strong hero on foot that can do an average of 1.75 mortal wounds in the shooting phase and 1,77 damage at -1 rend + 0,66 damages in the melee phase (more if he charges). when he is within 3&amp;quot; of an enemy he can use command ability to give nearby Stormcast Eternals units(including himself) a +1 to hit during the combat phase. At first, he seems to lose out to his brother on the Dracoth, but in the end, you&#039;re exchanging personal killing power against the powerful support that might end up being worth more than the hilariously unreliable breath attack of the Dracoth. Make sure you surround him with lots of melee units and keep him alive. He&#039;s harder to use than the mounted version, but with careful positioning, he&#039;ll be more effective while taking up fewer Wounds. &lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lord-celestant-dracoth-en.pdf Lord-Celestant on Dracoth]:&#039;&#039;&#039; (200pts) A guy in pompous golden armor and a big cloak who can be equipped with a Dracothian Guard weapon and rides a dragon on lightning. Couldn&#039;t be more Power Metal if he tried. He&#039;s &#039;&#039;very&#039;&#039; killy in close combat and his CA grants a huge bubble in which Stormcast Eternals don&#039;t have to take Battleshock. His ranged attack is potentially devastating, but only if the enemy was stupid enough to bunch up all his important stuff and you get very lucky. With a 50% chance to deal damage, it&#039;s nice to have, but you shouldn&#039;t rely on it. Due to being mounted, he moves at a fast pace and has 7 wounds as opposed to the &amp;quot;general&amp;quot; hero base of 5. This guy is hard-hitting, fast and durable meaning you want him up in the front line where he can lead the charge and give everyone the benefit of his aura.&lt;br /&gt;
**the Celestant Weapon choice:&lt;br /&gt;
*** A glaive that deals more damage on charges, &lt;br /&gt;
***A Hammer that deals Mortal Wounds and stops enemy Pile-ins on hit rolls of 6.&lt;br /&gt;
*** another Hammer that deals more attacks on charges with the best to wound roll and highest damage potential per hit of all the options&lt;br /&gt;
***An Axe that that makes more attacks for each Nearby Stormcast unit cheering you on.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-stormcast-stardrake-en.pdf Lord-Celestant on Stardrake]:&#039;&#039;&#039;(500pts, Behemoth) aka Rage Made Manifest Hoo boy. Recently received a cost reduction from 600 points down to 560. Looking at the stat-wheel, this guy compares quite well to &#039;&#039;Nagash&#039;&#039;, with sixteen wounds at a 3+ save and a high flying Move. Melee-wise, the Drake looks lacking at first, having just about the same profile as a Vampire Lord, with four attacks at 3+/3+/-1/D3, which is a good profile, but not stellar for such a huge model. The Celestant on top adds to the beastie by wielding either the same Hammer you&#039;re used to from the starter set Celestant or a Sword with much worse To Wound rolls (4+ instead of 2+) but which makes 3 To Wound rolls instead of 1 if you rolled a 6+ To Hit, making him nice and blendy and as usual, both profiles get more attacks if you charge. He also bears a Shield, which does the same thing you&#039;re used to and can cause Mortal Wounds on the guys who punch your Celestant. And then you see why the Drake looks so lacking in melee: At range, he can either barf lightning, which works like a Grey Seer&#039;s unique spell, rolling as many D6 as the enemy unit has models and every 6 deals a Mortal Wound or he can instead shoot comets, which have &#039;&#039;&#039;infinite range&#039;&#039;&#039; and hit D6 units for D3 Mortal Wounds, then before combat, he can just flat-out eat up to 3 enemy models, with higher chances to succeed if their Wound-stat is low and after combat, he swings his tail, which deals Mortal Wounds and is more accurate against larger units. His command ability grants all Drakes and Dracoths in your army reroll To Wound with their Claws, Jaws et cetera, including the Celestant&#039;s mount. And he can also adjust casting rolls for all Wizards around him by +/-1. Simply put, this guy is not an auto-win button, and his Command Ability is somewhat lackluster, but he raises holy hell by having a huge threat bubble and crapping out an enormous amount of Mortal Wounds all over the field.&lt;br /&gt;
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====Arcanum====&lt;br /&gt;
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All variants in the GHB 2019 received a 20 point decrease but is canceled out by the increase in Sequitors if you take 10 or more of them. Only really beneficial to lists using an Arcanum for spawning endless spells and no Sequitors (Even then, Incantor is still usually the better option).  &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum.pdf Lord-Arcanum]:&#039;&#039;&#039; (150pts) A wizard and Leader of the Sacrosanct Chamber and has many abilities. Ok in a fight. When surrounded he can Break Spirit Flasks to deal Mortal wounds to everyone around him including himself. Once per turn, he can heal a recently slain Stormcast model (that is not himself) back to 1 wound allowing him to hold the line longer or crawl back to the nearest Cleric. For spells, he can upgrade his Arcane Bolt back to its original d3 Mortal wounds and d6 on casting of 10+. His Unique Spell while on foot is Thunderclap which subtracts 1 from hit rolls of a single enemy unit&#039;s attacks. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_Stormcast_2018.pdf Lord-Arcanum on Gryph-Charger]:&#039;&#039;&#039; (200pts) Comes from the Soul Wars box. The medic of the Arcanum. Like other Gryph-Charger, his movement increased to 12&amp;quot;, Gaining 3/+3/+3/-2/D1 Beak &amp;amp; Claws attack that inflicts a Mortal wound on a natural hit 6. It also gains the ability to &#039;&#039;&#039;Ride the winds Aetheric&#039;&#039;&#039; which lets it make a 6D6&amp;quot; As if it could fly but it can&#039;t charge that turn. It has a different Unique spell that Heals D3 wounds on a Stormcast Model and D6 instead on a cast of +8, this spell can make him good friends with Dracoths. His Command Ability allows a Sacrosanct Evocators to Auto-Cast Empower or allows Castigators and Sequitors to use both options of their Aetheric Channelling&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_on_Celestial_Dracoline.pdf Lord-Arcanum on Celestial Dracoline]:&#039;&#039;&#039; (210pts) Mounted for offense and would lead Evocators on Dracolines. Similar to the Gryph-Charger stats but has one less in rend, but makes up for it by increasing its Claws damage to d3 on Charges. Dracolines also subtract 1 from enemy Bravery. Its unique spell creates a 12&amp;quot; line that inflicts a Mortal wound to an enemy unit on a 5+ for each of its models that falls under the line. its unique Command Ability Gives +1 attack to the Claw weapons of nearby Evocators mounted on Dracoline.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_Tauralon.pdf Lord-Arcanum on Tauralon:]&#039;&#039;&#039; (MONSTER, 280pts) A Lord-Arcanum Riding a flying Ram that has a similar weapons profile to the Dracoline but with +1 Damage. The Tauralon gives a +1 to hit for Stormcast shooting attacks against an enemy it passes over and deals a single mortal wound on a charge. His Unique spell deals d3 mortal wounds to on a 4+ to enemies within 3&amp;quot; of a point you pick. Give a &#039;&#039;&#039;Sacrosanct&#039;&#039;&#039; unit wholly within 18&amp;quot; +2 to run rolls. You will see him flying ahead, hepping Judicators line up their shots and crush that unbubblewrapped wizard.&lt;br /&gt;
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====Other Wizards====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Lord_exorcist.pdf  Lord Exorcist]:&#039;&#039;&#039; (90pts) A Wizard that Specializes in Close Quarters Exorcising. He has the same stats and weapon Profile as the Lord-Arcanum. During the Shooting Phase, he deals a mortal wound to all {{AOSKeyword|Daemon}} and {{AOSKeyword|Nighthaunt}} units within 6&amp;quot; on a 4+. His Unique spell Rolls a dice for each enemy unit within 6&amp;quot;. If (d6 + enemy&#039;s unit&#039;s Bravery &amp;lt; 10 ) than that unit takes d3 Mortal wounds and if that said unit was a {{AOSKeyword|Daemon}} or {{AOSKeyword|Nighthaunt}}, their affective Bravery is Halved (rounded up) for the purposes of this spell. Received a 20 point decrease in the GHB 2019. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Knight_Incantor_Stormcast_2018.pdf Knight-Incantor]:&#039;&#039;&#039; (120pts) The on-foot wizard from Soul Wars. Nothing to write home about in melee, and not a particularly impressive caster with only 1 each cast and deny with no bonus. The Knight Incantor does, on the other hand, come with a Voidstorm Scroll, a once-per-game ability that can be used before rolling to make an Unbinding roll automatically succeed. This can deny your opponent a critical spell, breaking a combo or saving one of your units. Also equipped with Spirit Flasks - once per game at the beginning of a combat phase, the Knight Incantor can choose to shatter up to three spirit flasks. For each one broken, each unit(friendly or enemy, including the Knight Incantor herself) suffers 1 mortal wound, or d3 if there are 10 or more models in the unit. Finally, Her unique spell creates a Storm that inflicts a mortal wound and gives -1 to Charge and Run of all enemies within 18&amp;quot;. The Knight Incantor is a decent all-around wizard who doesn&#039;t stand out in any one area, but can also do almost any task you ask of her. Also a solid ally to any Order faction that doesn&#039;t have wizards of their own.&lt;br /&gt;
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====Priest====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Relictor.pdf Lord-Relictor]:&#039;&#039;&#039; (100pts) Your foot-slogging cleric with a wicked skull helm. He can control the storms, meaning he can choose to either heal a friendly &#039;&#039;model&#039;&#039; for D3 wounds (best used on other Heroes), or to lose what is basically &#039;&#039;Arcane Bolt&#039;&#039; without a casting roll on an enemy, with an excellent bonus that anyone hit also takes a -1 To Hit-penalty in the following turn. You will also choose 1 of the 6 prayers (which can be cast each turn in addition to one of the 2 just described). While no slouch in combat, he&#039;s nowhere near as good as a Lord-Celestant; of course, this isn&#039;t why you take him. The best use for him is in the &amp;quot;secondary&amp;quot; line, using his healing buff to keep your men in fighting shape and lending a hand with the lightning storm anywhere they&#039;re struggling. Heroes and paladins of all types will find him a very good &amp;quot;best bud.&amp;quot; The comparison between him and the Lord-Celestant is easily explained: the Celestant is the fighter of the party while the Relictor is the &amp;lt;strike&amp;gt;chaplain &amp;lt;/strike&amp;gt;  cleric. Remember that the healing storm can&#039;t actually bring things back to life, it only heals stuff that&#039;s still alive. Frankly, the guy is awesome. The advent of Prayers gives him two options to influence the game in the Hero Phase, neither of which can be unbound. Favorite combo - &amp;quot;the FUCK YOU button&amp;quot;: Give him the prayer Divine Light and then use his Lightning in enemy mode. With luck you&#039;ll have a unit that&#039;s taken D3 wounds, is -1 to hit, and your whole army gets to re-roll ones against them. All for the cost of two Gryph-hounds! Bargain!&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Lord-Veritant-ENG.pdf Lord-Veritant]:&#039;&#039;&#039; (110pts) Another Priest, Has an extra wound compared to standard heroes just like the Castellant, and gets a pretty good melee profile (4 attacks at 3/3/-1, 2 damage each). Again, like the Castellant, he gets a Free pet gryph-hound (see Fast Movers below). This guy is a wizard killer. He can unbind one spell in the same way as a wizard, and has a 50/50 chance of doing D3 mortal wounds to an enemy wizard within 7&amp;quot;. Which isn&#039;t a spell so there is no way for the enemy to stop it. Also if the gryph-hound is within 6&amp;quot; of the enemy wizard, you get +3 to your unbinding roll. The gryph-hound is no slouch in combat either, doubling its attacks as long as the enemy is within 3&amp;quot; of the Veritant. Last but not least he is a priest, so don&#039;t forget to throw some extra prayers on him. His role is more of an assassin than the Relictors more support role, choose accordingly for him when deciding on prayers.&lt;br /&gt;
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====Others====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Drakesworn-Templar-en.pdf Drakesworn Templar]:&#039;&#039;&#039; (MONSTER, Behemoth, 420pts) If you like your Drake better without a meh Command Ability. Like Paladins, Dracoths and Dracoth Celestants, the Templar gets the obligatory choice of your three favorite weapons, and again all of them do different things: The Axe gets 6 swings at 1 damage and has a chance of drastically worsening enemy Pile-in moves, great to keep your Templar safe from small gribbles. The Hammer is more or less a Retributor&#039;s hammer but with damage 3, but with the extra goodness of 6+s To Hit making 2 To Wound rolls instead of 1. This can ruin a monster&#039;s day all on its own. Be wary that the Hammer does only get 2 swings, so debuffs will cripple you. The Lance also gets you a nice effect: If you roll a 6+ To Hit against a monster with it, you instantly deal D6 Mortal Wounds. Be aware that D6 Mortal Wounds can potentially be worse than your normal damage of 2, though. Again, the Hammer is the more balanced choice, right between Monster killer and tarpit cleaner, but it&#039;s not as specialized as the other two; pick the one you think is most appropriate, the Drake will probably do most of the work on its own anyway. He gives a +/- of 1 to Nearby Wizards. He also has a bow which pretty much lights the enemy up with phosphorus, granting +1 To Hit for Dracothian Guard in the combat phase. Use this with Concussors for the best effect.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Lord-Aquilor-en.pdf Lord-Aquilor]:&#039;&#039;&#039; (170pts) The post given to the leader of the Vanguard Auxiliary Chambers, aka the Stormcast Eternal Rangers. He&#039;s got decent combat stats and some ranged capability, and also comes with both the &amp;quot;flanking&amp;quot; ability of Vanguard-Hunters and the &amp;quot;jump&amp;quot; of the Vanguard-Palladors (not both at the same time, though). Nice and all, but his real meat comes with his Command Ability: it&#039;s the same flanking thing of the Vanguard-Hunters, but for him AND a unit of either Vanguard-Hunters, Vanguard-Palladors, Vanguard-Raptors or Aetherwings that are within 24&amp;quot; of him. The possibilities are endless: set up an alpha strike with Vanguard-Palladors, save a unit in peril, grab TWO objectives, make Vanguard-Raptors infuriatingly immortal, controlling the flow of the battle, or mess with your opponents&#039; plans (and head). But most of all, he&#039;s loads of fun: teleporting every turn lets you do some strange things and have some strange battles, what with being unpredictable and keeping your opponent guessing. Particularly good if you&#039;re going for a hit-and-run-and-shoot-you-to-death Vanguard Auxiliary Chamber army or if playing an Anvilstrike list (9 Longstrikes in an Anvils of Heldenhammer Stormhost) to keep the Longstrikes out of combat.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcastellant-en.pdf Lord-Castellant]:&#039;&#039;&#039; (120pts) 1 wound more than the standard hero on foot, this hero is slightly better than Lord-Celestant in the combat phase (2,66 damages at -1 rend and 2&amp;quot; range). His lantern&#039;s ability inflicts 1 mortal wound to a {{AOSKeyword|Chaos}} unit or an average of 2 mortal wounds to a {{AOSKeyword|Chaos}} {{AOSKeyword|Daemon}} unit. If there aren&#039;t any such foes around, it can make Stormcast Eternals units more resistant and occasionally heal them. As above, the Celestant may be the fighter, the Relictor is probably the cleric and the Castellant is definitely the paladin. He&#039;s at home upfront where the Celestant could be (though the Castellant lacks any command ability of his own), but equally at home in the secondary line warding your Eternals with his lantern (wording means that you can gain and lose wounds at the same time while your units will have a majority 3+ save thanks to him) or even as a beastmaster if he fights with a bunch of gryph hounds in close proximity. His lantern&#039;s other ability is very nice if a little circumstantial, auto sniping a Chaos Marauder equivalent or letting him damage daemons something fierce without even trying. Finishing off a Chaos hero who&#039;s down to his last wound is fun. All in all, he&#039;s a flexible choice. He&#039;s good at buffing up units that are going to be taking some saves ensuring you&#039;ve got enough men to hold on that little bit longer. Extra rage points when all your opponents attack simply heal a wound back on your Liberator squad.&lt;br /&gt;
**Comes with a free Gryph-hound when he is set-up.&lt;br /&gt;
**Received a 20 point nerf in GHB 2019, but is still worth it for his buff.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_lord_ordinator.pdf Lord-Ordinator]:&#039;&#039;&#039; (140pts) A mustachioed non-Engineer that buffs Warmachines. Add 1 to hit rolls to &#039;&#039;&#039;War Machines&#039;&#039;&#039; wholly within 6&amp;quot;. This pairs very well with the Celestar Ballista which turns every successful hit into d6 hits. Has a Command ability &amp;lt;s&amp;gt; to let a &#039;&#039;&#039;War Machine&#039;&#039;&#039; fire twice.&amp;lt;/s&amp;gt; Was replaced with the ability to give Stormcast whole within 18&amp;quot; of him immunity to Battleshock for the turn. He will find himself in lists with Stormcast Eternals or Free City Warmacines.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightazyros-en.pdf Knight-Azyros]:&#039;&#039;&#039; (100pts) Your flying support Hero. Has the same average melee profile as the Relictor, but gets 2 special rules to make up for it. The first lets any unit re-roll 1s To Hit against enemies if their target is close to the Azyros. He can also deal a bunch of Mortal Wounds to all enemy units within 8&amp;quot; once per game. If you find a situation where this is useful, go for it. Otherwise, the guy isn&#039;t a powerhouse, but he doesn&#039;t want to be. If you want him, simply tweak your army a bit to accommodate him. Prosecutors with Javelins profit a lot from his buff. Keep in mind that Judicators already reroll 1s to hit against Chaos, so he&#039;s better for supporting Prosecutors in general or Judicators against any other army. &lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvenator-en.pdf Knight-Venator]:&#039;&#039;&#039;(110pts) Your flying shooty Hero. Has a whole bunch of good shots at a ridiculously high 30&amp;quot; range, but is by far the worst Stormcast Hero in melee. He can also shoot a special arrow once per game that can either hurt a Monster real bad or murder the face off of a normal Hero with D6+3 Damage &#039;&#039;&#039;IF&#039;&#039;&#039; they fail their saving throw. Thanks to Look Out Sir, the Venator is a whole lot less reliable since its hitting and wounding on a 3+. Hence take the Luckstone and/or an Azyros for maximum benefit.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightheraldor-en.pdf Knight-Heraldor]:&#039;&#039;&#039; (100pts) Your only Hero with a 4+ save. In melee, his profile is slightly worse than the Relictor and the Azyros. Why do you use him? Because he&#039;s got a big, honking Trumpet. With it, he allows a Stormcast unit to Retreat, Run and Charge during the same turn, AND cause damage to opponents huddled up in a terrain piece. Pick a Chaos Dreadhold and cackle &amp;lt;s&amp;gt;maniacally&amp;lt;/s&amp;gt; righteously. Feel free to blow that trumpet wherever you please as your opponent tries to understand how falling rocks only hit his boys! &lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvexillor-en.pdf Knight-Vexillor]:&#039;&#039;&#039; (110pts) Your Standard Bearer. In melee, he&#039;s a Hammer-Liberator with twice the attacks, and he can have a pick of two banners. No matter which you pick, Stormcast Eternals around him get to reroll charge rolls. Also, the banners have these effects: The Meteoric Standard grants you a one-shot version of the Prime&#039;s Cometstrike Scepter, which means a big boom. The Pennant of the Stormbringer, on the other hand, lets you pick up a Stormcast unit and then redeploy it anywhere so long as you stay 9&amp;quot; away from enemies, sadly no longer guaranteeing a charge or dropping mortal wounds on nearby enemies. No Longer the go-to option it was, but still potentially very useful. This guy is the polar opposite of the Lord-Castellant; he&#039;s slow and hard to use, but the potential payout is far greater if you find creative ways to employ him.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-whquest-rules-en.pdf Knight-Questor]:&#039;&#039;&#039; (100pts) Well IF you want to field him, be our guest. The Questor is very self-sufficient, meaning he&#039;s not dependent on any buffs but doesn&#039;t dish any out either. He tries to be a duelist, but in the end, his mediocre combat potential holds him back. On the other hand, he never ever dies thanks to his re-rollable 3+ Save. He&#039;s five Wounds that will always pull their weight but will never bring you in more than you paid for him.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.belloflostsouls.net/wp-content/uploads/2016/08/errant-questor-03.jpg Errant-Questor]:&#039;&#039;&#039; (140pts) Warhammer World exclusive, so expect to pay inflated eBay prices if you can&#039;t get there yourself or ask a friend. Similar profile to the Knight-Questor except instead of a rerollable save, he ignores Rend. This might be preferable when facing armies that pile it on. At setup he can take one of three oaths; the first one lets him take wounds for a nominated Stormcast Hero as long as he&#039;s within 3&amp;quot;, like an automatic Look Out Sir. The second lets you name a Hero in the enemy army, which gives the Errant free rerolls to hit and to wound versus that guy. The final and arguably best oath gets you an extra attack, cumulatively, for every 10 wounds you inflict - and with a base of three attacks at 3+/3+/-1 doing D3 damage each, that isn&#039;t too hard. He also rerolls all failed charge rolls, no catch. All in all a pretty strong character; team him up with a Celestant on foot and Castellant for your own little Stormcast Adventuring Party.&lt;br /&gt;
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*&#039;&#039;&#039;Knight-Zephyros:&#039;&#039;&#039; (100pts) 6 Attacks, 7 on the charge. She can run and shoot in the same turn. Her best ability is &amp;quot;Windrider&amp;quot; - When a friendly Stormcast Eternal unit within 9&amp;quot; uses their Ride the Winds Aetheric ability, she can follow in their wake; she can immediately move in the same manner up to the distance moved by the unit she is following, provided that she ends this move within 9&amp;quot; of them and more than 3&amp;quot; from any enemy models. If she moves in this way, she may not run or charge in that turn. Unlike Neave Blacktalon, the Knight-Zephyros can benefit from Command Traits, Artifacts, and can be part of other Stormhosts. In short, she&#039;s a great skirmisher and is a useful asset to keep in your backline to cut off any pesky throw-away squads gunning for an uncontested objective (looking at you, skinks).&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Battleline Units&amp;lt;/span&amp;gt;===&lt;br /&gt;
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All matched play games require 2-4 battleline units as a minimum. Some units are made battleline by your choice of general.&lt;br /&gt;
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====Strike Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-liberators-en.pdf Liberators]:&#039;&#039;&#039; (Battleline, 90/480pts, Min:5, Max:30) Your basic melee troops, strong with average durability (4+ and 2 wounds). Sigmar tweaked those to be used against the strongest Chaos enemies, so always go for the biggest model on the field. Now let&#039;s talk a little about weapon options because you can have four different flavors of Liberators. If you want to arm them with a weapon and shield, it doesn&#039;t matter which weapon, as the math is the same (0,66 damage per model and you can reroll save rolls of 1 improving them from 50% to 58%) so long as there are no buffs and other special rules to change the odds. Really though, the differences between Sword and Hammer are so marginal you won&#039;t really see them; just remember that your Liberators get &#039;&#039;a lot&#039;&#039; better at punching if you heap on the buffs, going from 0,66 Wounds up to 1,29 Wounds per model if you do it juuust right. Also, get a choice to taking paired weapons for doubling hits on 6s or Shields to reroll saves of 1.&lt;br /&gt;
** Always choose to add the special weapon (the same efficiency again between the two, but doubled compared to the normal weapons and with a -1 rend). But even with all this, don&#039;t start to believe that your Liberators are powerful melee units, as a lot of stuff will outclass them on a Wound-to-Damage basis. What they can do is outlast most of those. Their job is to break the charge, hold objectives and keep your heroes safe. &lt;br /&gt;
*** Regarding the shields. With paired weapons granting additional hits on unmodified rolls of 6 means, there is now a legitimate reason to not want to go with the shields. You will lose the re-rolling 1&#039;s for saves but with potential extra damage. With the changes to mystic shield and other buffs from your new mages, it is entirely possible to make them just as survivable (for instance a paired weapon squad with a mystic shield is just as durable as a shield squad but better in combat. Though spells are never guaranteed and there is only a chance at additional hits as you need 6&#039;s unmodified. Though with a big enough squad you can increase your chances of 6 with enough attacks. If you are taking smaller squads it&#039;s probably better to stick with the shields, but in larger groups, the paired weapons may see more viability, especially with a mystic shield on them.&lt;br /&gt;
*** Alternative take: As an earlier anon said, Liberators aren&#039;t your killing machines, they&#039;re there to bear the impact of your opponent&#039;s attacks and survive long enough for Retributors and their other large-and-in-charge cousins to get smacking things. Are exploding sixes useful? Damn, right they are. Are your Liberators there to rain attacks down on your enemies when there are probably other units that can do the job much better? That depends on your personal strategies. But it&#039;s a choice between trading out the equivalent of a permanent, no-cast-required mystic shield on your unit that is built to endure vs. improving the offensive bottom line of a unit that arguably isn&#039;t build to be offensive. The choice is yours.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-judicators-en.pdf Judicators]:&#039;&#039;&#039; (Stormcast Battleline, 140pts , Min:5, Max:20) Battleline if you&#039;re running a Stormcast Eternals army. Your basic ranged troops, same stats as the Liberators. They can reroll hit rolls of 1 against Chaos in the shooting phase. If you arm them with Skybolt Bow, you can do 0,44 damage per model with -1 rend at 24&amp;quot;. With a Boltstorm Crossbow, you can do 0,66 damage per model with at 12&amp;quot; and if you don&#039;t move this number goes up to 0,99 damage per model. As with Liberators, always add the special weapon (1,54 damages per model with -1 rend at 24&amp;quot; for the Shockbolt Bow, 2 mortal wounds with the Thunderbolt Crossbow if it hits; the larger the target unit, the better your chances. It has a 1 in 3 chance of hitting a lone monster, so it isn&#039;t quite impossible to land a hit if there aren&#039;t any blobs of infantry around to blow up). In melee you do an average of 0,33 damage, the bare minimum to reply in combat, which is where these guys don&#039;t want to be. When it comes to weapon choice, different tactics apply. Bows will see you getting a better payoff in the long run; let them hang back and pincushion the enemy&#039;s units and they&#039;ll do fine. However, if you manage to set up the triple shots for the crossbows, you&#039;re going to darken the sky with bolts and chortle heartily at all the saves your opponent is forced to take. Spread your Liberators wide, so they act as a net to trap the enemy, then put Judicators behind them to tear up anyone foolish enough to attack you. This way your crossbowmen will start where they&#039;re most needed, and you needn&#039;t go to any extra effort to set them up.&lt;br /&gt;
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====Sacrosanct Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Sequitors.pdf Sequitors]:&#039;&#039;&#039; (Conditional Battline: Lord Arcanum General, 120pts, Min:5, Max:20) Battleline if &#039;&#039;&#039;LORD-ARCANUM&#039;&#039;&#039; is your General. All in all, Sequitors are upgraded Liberators: firstly, Sequitors&#039; mauls have a To Hit value of 3+ against all targets, while the Liberators&#039; hammers only have said advantage against beefy enemies. In addition, they can also take a sword instead that only wounds on 4&#039;s, but they get three attacks each; These upgrades already sound sweet, but wait until you hear the second one: at the beginning of &#039;&#039;&#039;every&#039;&#039;&#039; combat phase, the unit can choose to be more offensive, rerolling all failed To Hit rolls, or more defensive, rerolling all failed Save rolls. Combining the upgraded shields with a Lord-Castellant or with your trusty Staunch Defender makes them one of the toughest battlelines in the game, both stronger and tankier than regular Liberators. 2 in 5 models in the unit can take a Stormsmite Greatmace, in addition to that the Sequitor-Prime can have a Greatmace too. This makes 3 Greatmaces (3+/3+/-1/2) per Unit. You&#039;ll have to give up the mortal wound on 4+ in combat, which the Prime is able to dish out with his redemption cache when he is not holding that big hammer. In addition, Greatmaces score d3 hits to &#039;&#039;&#039;Daemons&#039;&#039;&#039; or &#039;&#039;&#039;Nighthaunts&#039;&#039;&#039; on a Hit roll of 6+. These upgrades are not free, as Sequitors are slightly more expensive than Liberators, and on another note, you can&#039;t take Sequitors in as big a squad as Liberators (max 20 in comparison to the Liberators 30), but this is more than compensated by the Sequitors inherent effectiveness. They are a great option as a battleline alternative, and a &#039;&#039;&#039;fundamental&#039;&#039;&#039; one in a magic-focused Stormcast Eternals army.&lt;br /&gt;
** Sequitors vs Liberators: This is going to be a tough one going forward as both units have uses to bring. Liberators have gotten some upgrades to their bravery and weapon options that ups their game in comparison to Sequitors a bit, though Sequitors are still obviously better per model. The Sequitors are more effective in combat and on the defense than Liberators, but are more expensive and come in smaller unit sizes. And since you can fit more models into Liberator squads with the potential of their new paired-weapons to generate more attacks they can potentially put out a lot more attacks, but less effective ones. A good option could be to use both. Use Liberators more defensively, using their greater numbers and reasonable combat abilities as objective grabbers and charge breakers, while deepstriking in the Sequitor units into the enemy lines as assault units. Really both have their uses and it is up to the player on what they want to do with both. Against other elite order armies your taking these guys to dunk on Saurus Guard, Hearthguard Beserkers, Sisters of Slaughter,and Lumineth stone hats.&lt;br /&gt;
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====Vanguard Auxiliary Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Hunters-en.pdf Vanguard-Hunters]:&#039;&#039;&#039; (Conditional Battline: Lord Aquilar General, 100pts, Min:5, Max:15) Battleline if &#039;&#039;&#039;LORD-AQUILOR&#039;&#039;&#039; is your General. They are armed with either a sabre or handaxe (which, stat-wise, have the same relationship as the hammer vs. sword on your Liberators) and all carry a Run &amp;amp; Shoot Boltstorm Pistol 9&amp;quot;/2/3+/4+/-/1, making them an odd Jack-Of-All-Trades unit. Further, they have an &#039;Astral Compass&#039;, which affords an ability similar to 40k&#039;s outflank (but better!). Rather than deploying normally with &#039;&#039;&#039;Scions of The Storm&#039;&#039;&#039;, on the first turn during your movement phases, you can just walk them on from any table edge - so long as you are within 6&amp;quot; of that edge, and more than 7&amp;quot; from enemy models. Meaning it&#039;s more probable than not you can make a charge against the thing you just shoot, making them pretty good at alpha strike/beheading first turn offensives.&lt;br /&gt;
**Coming in at more than Liberators and without the option to take that all-important Sigmarite shield, Vanguard-Hunters are notably more squishy than their brethren. Their lack of &#039;special&#039; weapon makes them the only battleline choice that doesn&#039;t have something a little more choppy to fall back on (but between ranged and melee attacks they make 4 each, while Liberators make only 2). That being said, the application of a well-timed Astral Compass can really swing things in your favor.&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Slow Units&amp;lt;/span&amp;gt;===&lt;br /&gt;
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====Strike Chamber====&lt;br /&gt;
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All the Paladins have the same basic profile, swapping an inch of movement for an extra wound and point of bravery over their Liberator brethren. 2 in every 5 models of all Paladin units can take a Starsoul Mace that automatically inflicts D3 mortal wounds. &lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-retributors-en.pdf Retributors]:&#039;&#039;&#039; (190pts, Min:5, Max:20) It&#039;s Hammertime! Retributors are the jack of all trades when it comes to Paladins.  With each of them getting 2/3+/3+/-1/D2, they&#039;ll pile on the saves your opponent has to take, your opponent will sorely regret every save he fails. While their special ability isn&#039;t as gimmicky as the others&#039;, it&#039;s the most reliable, with Unmodified 6s to hit inflict 2 MW instead. Probably the best and most consistent all-around choice out of the paladins, there&#039;s not much in the game that&#039;ll enjoy being in combat with these guys.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-decimators-en.pdf Decimators]:&#039;&#039;&#039; (170pts, Min:5, Max:20) These guys have an ax to grind. They don&#039;t like horde infantry, and horde infantry doesn&#039;t like them. With a 2&amp;quot; range per guy, you want these men in the thick of the fight, as deep in an enemy unit as possible. Why do you ask? Because each Decimator gets one attack for every enemy model within that 2&amp;quot; and at 3+/3+/-1/1 they&#039;ll certainly put a combine harvester to shame. Furthermore, enemies have to subtract 2 from their bravery when within 6&amp;quot; of a Decimator, so even more of your opponent&#039;s models will decide to call it a day after seeing their buddies get blenderised. They&#039;re far weaker to monsters or characters since they will generally only get 1 attack per guy. You could potentially add a Starsoul Mace to deal with that, but a previous anon covered this merit of this idea quite nicely. You&#039;re trading a bucketload of attacks against horde infantry for a few guaranteed knocks against a monster you shouldn&#039;t have engaged with Decimators in the first place. &lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-protectors-en.pdf Protectors]:&#039;&#039;&#039; (170pts, Min:5, Max:20) Protectors come with big glaives and are almost as blendy as the Decimators with a whopping 3 attacks each. And thanks to their 3&amp;quot; reach, they can quite easily fight over the top of any other troops you want to put them with. Provides Shooting protection with -1 to hit them and at another unit within 6 inches of them gain Cover if Protectors are closer targets. Despite these fun abilities, though, they&#039;re most at home cutting down monstrous creatures. An Unmodified 6&#039;s to hit Deal D6 Damage instead of 1. Potentially cutting down even dragons with ease. It can also reach over a front rank to shank any dickheads who thought they were safe in the back with their 3&amp;quot; weapons. And never ever forget that, potentially, even a single Protector can murder the Glottkin at full wounds. Sure, the chances are about as high as winning the lottery, but the fact that it&#039;s even possible puts them head and shoulders over a lot of your other choices.&lt;br /&gt;
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*The table below is based on a unit of 5 with no rerolls. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Paladin MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| Retributors || 4.4 || 1.8 || 5.9 || 3.0 || 7.4 || 4.4 || 8.9 || 5.7&lt;br /&gt;
|-&lt;br /&gt;
| Protectors || 3.3 || 1.7 || 4.4 || 2.7 || 5.6 || 3.7 || 6.7 || 4.7&lt;br /&gt;
|}&lt;br /&gt;
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*It is hard to apply MathHammer to Decimators because of their variable number of attacks but when each Decimator is in reach of 3 models each they have the same output as Protectors. When they are within reach of 4 models each they have the same damage output as Retributors although with greater reliability.&lt;br /&gt;
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====Sacrosanct Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Castigators_Stromcast_2018.pdf Castigators]:&#039;&#039;&#039; (70pts, Min:3, Max:18) cheaper Judicators with a smaller unit size and a Skybolt Bow with less range. Like the Sequitors, Castigators have an ability that allows you to choose between 2 different upgrades: during the shooting phase, you can choose to Re-roll 1s to hit or increase their rend by 1. You could also benefit from both by having a Lord-Arcanum use its command ability. Also has d3 exploding hits on 6+ against &#039;&#039;&#039;Daemons&#039;&#039;&#039; and &#039;&#039;&#039;Nighthaunts&#039;&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Celestar_Ballista_Stromcast_2018.pdf Celestar Ballista]:&#039;&#039;&#039; (110pts, Artillary) Did someone want Quad Heavy Bolters in AOS? Well here you go- The Mustash man now doesn&#039;t have to import his guns. The Ballista has 2 firing modes, a 36&amp;quot; shot that hit on 3+ or 4 18&amp;quot; shots that hit on 5+. the best thing about the Ballista is that each successful hit turns into d6 hits with -2 rend. Hordes and single wound elites beware.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Evocators_Stormcast_2018.pdf Evocators]:&#039;&#039;&#039; (210pts, Min:5, Max:20) A cabal of Magical Paladins (No Paladin Keyword). Each Evocator model can choose between Tempest Blade and Stormstave or Grandstave - the paired weapons get 4 attacks at 3+/3+/-1/1 with 1&amp;quot; range, the Grandstave gets 3 attacks at 3+/3+/no rend/2/ with 2&amp;quot; range. &lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
**The table below is based on a unit of 5 with no rerolls. If the unit Empowers itself, then they do 33% more wounds irrespective of load out.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Evocator MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| Tempest Blade and Stormstave || 4.4 || 2.6 || 5.9 || 3.9 || 7.4 || 5.2 || 8.9 || 6.7&lt;br /&gt;
|-&lt;br /&gt;
| Grandstave || 4.4 || 1.7 || 6.7 || 3.4 || 8.9 || 5.4 || 11.1 || 7.4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
:*Based on the MathHammer above, there isn&#039;t much in it. A whole unit of Evocators with Grandstaves will on average do two more wounds against hordes but about the same against more heavily armoured foes. Grandstaves will have the advantage against ethereal foes (not to mention the reach making it more likely they will get in). The Blade and Stave will be much better against units with rerolls however as the rend will have a much greater impact. All in all it is probably better to have a mix although large units will want to lean on the Grandstave more heavily due to the extra reach.&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
:*Unlike true PALADINS, Evocators only have a 4+ save, but on the other hand, they&#039;re still Move of 5. A unit of Evocators counts as a single Wizard so long as it has at least 2 models, and it has access to the Empower spell and the Lore of Invigoration(thanks to an errata) but they cannot cast Arcane Bolt or Mystic Shield. Where Evocators really shine, though, is their ability Celestial Lightning Arc. First, it allows the unit to re-roll save rolls of 1 in the shooting phase, but second, it allows the Evocator unit to, after attacking, roll 2 dice for each Evocator in the unit, and each 4+ deals a mortal wound to an enemy unit within 3&amp;quot; of the Evocator unit. This works on a unit-by-unit basis instead of model by model, so so long as one Evocator is within 3&amp;quot; of an enemy, you can choose that enemy as the target. On average, you&#039;ll do one mortal wound per Evocator. A good way to use this is to select the Evocators as the first unit you activate and pile them in so that one model is within 3&amp;quot; of an important character, resolve all your attacks against another unit, and then deal the mortal wounds from Celestial Lightning Arc to a character, most likely killing the character before they get a chance to attack and denying your opponent critical support abilities. As you can tell, Evocators are very very good right now. Unless you have a compelling argument otherwise, you should be running them.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_stormsires_cursebreakers_en.pdf Stormsire&#039;s Cursebreakers]:&#039;&#039;&#039; Only usable alongside Averon Stormsire. A pair of Evocators with 1 extra attack each and rerolling 1s against Death and Chaos.&lt;br /&gt;
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====Vanguard Auxiliary Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Raptors-with-Longstrike-Crossbows-en.pdf Vanguard-Raptors&#039;&#039;&#039; &#039;&#039;with Longstrike Crossbows]:&#039;&#039; (170pts, Min:3, Max:12) Snipers with magical giant crossbows that shoot thunders. They have 24&amp;quot; range, or 30&amp;quot; if they don&#039;t move; their weapons are very powerful but only shoot once each turn, but with a 6 to hit they instead deal 2 mortal wounds. These are the guys you want for killing commanders/wizards/support heroes/war machines or just elite units that are highly armored and powerful but not very numerous. Just find them some cover and/or high ground and start head shooting; some screening units, particularly Aetherwings, are also welcome. They can also hold pretty well if some fast melee unit catches to them, because they&#039;ve got the basic Liberator stat line (but only 1 melee attack and Bravery 7), but don&#039;t expect them to survive for very long and send them some support asap. Using a Lord Aquilor to teleport them every time the enemy is gonna catch them will give your opponent repeated rage episodes and/or seizures, which are always fun things to see.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Raptors-with-Hurricane-Crossbows-en.pdf Vanguard-Raptors&#039;&#039;&#039; &#039;&#039;with Hurricane Crossbows]:&#039;&#039; (140pts, Min:3, Max:12)&amp;quot;These magical lightning-shooting crossbows my guys have are nice and all&amp;quot;, thought Sigmar one day, &amp;quot;but I can do even better&amp;quot;. Then he gave them magical lightning-shooting machine guns. So, now they only have 18&amp;quot; range, but make 6 attacks, or fucking 9 if they don&#039;t move. Also -1 for enemies charging within 12&amp;quot;. Support them with some Aetherwings or something that can tarpit the enemy well (like Liberators), and even saints will start flipping tables: if all goes well, they&#039;ll never be in melee, while still peppering thing with lots of shots. Use terrain to your advantage, too. They&#039;re excellent against hordes with low saves, slow units, or units with good saves but low numbers (with enough paper cuts, even the mightiest armor will be breached). Be aware of units with both decent numbers and armor, though, as they will survive, reach you and kick your sorry ass. If you&#039;re still not convinced, because of their low range and the high cost and all, use a Lord Aquilor to just go, *Poof*, whenever the enemy is going to reach you. Guaranteed to break even the strongest, years-long, &amp;quot;you-saved-my-life-and-married-my-sister&amp;quot; friendships.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Fast Units&amp;lt;/span&amp;gt;===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Strike Chamber====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorhammers-en.pdf Prosecutors&#039;&#039;&#039; &#039;&#039;with Celestial Hammers]:&#039;&#039;(90pts, Min:3, Max:12) With the ability to fly 12&amp;quot;, these guys are basically assault marines. The hammers shoot 18&amp;quot; at 4+/4+. This goes up to a 3+/3+ when you close to face-smashing range, which won&#039;t be hard considering that they can charge 3D6. Never forget the increased charge range, especially when you are setting them up via Lightning Strike, as it grants them a significantly better chance of making that 10&amp;quot; charge. These guys will lend your army some much-needed mobility. Soften up a big enemy unit for a charge, pick off wizards and war machines, or zoom on to a much-needed objective. For every one in three, one can take a special weapon: Either the Grandblade or Grandhammer you were already used to, or 1&amp;quot; range version of the Decimators&#039; greataxe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorjavelins-en.pdf Prosecutors&#039;&#039;&#039; &#039;&#039;with Stormcall Javelins]:&#039;&#039; (90pts, Min:3, Max:12) Get a completely exclusive Warscroll for some arbitrary reason. Increased in cost from 80 to 100 for three winged, armored spartans with Spear and Shields. Surprisingly poor in melee but pretty damn good at range, they get only 1 attack at 4+/4+/-/1 in melee, but also an 18&amp;quot; shot at 3+/3+/-/1, which goes up to 2 damage at ranges over 9&amp;quot;. One in three can instead get a Stormsurge Trident so you can also rock freaking Poseidon while you&#039;re at it. The Trident is pretty much what you&#039;re used to from the Stormcasts, gaining -1 Rend and 2 damage both in melee and shooting. Their Prime also shoots twice, so stick (hehe) him with the Trident. And to top it off, they get some nice Sigmarite Shields for rerolls of 1s on saves. Never let these guys anywhere NEAR the enemy. Because their damage goes up to 2 outside of 9&amp;quot;, they&#039;re going to do roughly 3.4 wounds per turn whether you stay back for the bonus or charge in to shoot and stab at the same time. One of those options keeps them almost entirely out of harm&#039;s way, so it shouldn&#039;t be a difficult decision. If you need some burst damage, throw your javelins at 10&amp;quot; and then use your 3D6&amp;quot; to make that charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Gryph-Hounds-en.pdf Gryph-hounds]:&#039;&#039;&#039; (120pts, Min:6, Max:18) Your war hounds. 3 wounds and claws of 2/3+/4+/-/D1 that increases to 4 attacks if near a Castellant or Veritant but no Armour saves. They will be found near archer because of Warning Cry let them shoot enemies that think they can deep strike you. If the enemy doesn&#039;t deepstrike, They will be put on chaff duty, Using their attack &amp;amp; retreat ability to annoy heavy hitters by tieing them down and then running away before they can smack them back.&lt;br /&gt;
&lt;br /&gt;
====Sacrosanct Chamber====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Evocators_Celestial_Dracolines.pdf Evocators on Celestial Dracolines]:&#039;&#039;&#039; (260pts, Min:3, Max:12) Evocators riding Dracolines granting them 2 more wounds and a 12&amp;quot; movement. The Dracolines acquit themselves well with similar attack profile to the Tempest Blade and Stormstave, namely 3/3+/3+/-1/D1. In addition to its Evocator ability, the Dracolines give -1 Bravery to nearby enemies and increase their claw damage to d3s on a charge. All of this culminates in something that can kill a lot of people and Skeletons.&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
**The table below is based on a units all armed with Tempest Blades and Stormstaves with no rerolls. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Evocators vs Evocators on Celestial Dracolines MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| 5 Evocators || 4.4 || 2.6 || 5.9 || 3.9 || 7.4 || 5.2 || 8.9 || 6.7&lt;br /&gt;
|-&lt;br /&gt;
| 3 Evocators on Celestial Dracolines || 4.7 || 2.0 || 6.2 || 3.3 || 7.8 || 4.7 || 9.3 || 6.1&lt;br /&gt;
|-&lt;br /&gt;
| 3 Evocators on Celestial Dracolines (charging)|| 6.7 || 2.7 || 8.9 || 4.6 || 11.1 || 6.5 || 13.3 || 8.6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
:* The difference between the two units from a purely MathHammer approach is a bit of a toss up. The EoCD are 36% more expensive than normal Evocators but do 50% more damage on the charge. When charged the difference between the two is minimal. The bravery debuff is largely irrelevant (and probably largely forgotten) so it comes down to your preferred play-style. The normal Evocators are better for buffing Sequitors (especially as part of a Cleansing Phalanx battalion). The EoCD are better for roving around the board bullying small units and taking objectives as they can buff themselves fairly easily.&lt;br /&gt;
&lt;br /&gt;
====Vanguard Auxiliary Chamber====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Raptors-with-Hurricane-Crossbows-en.pdf Aetherwings]:&#039;&#039;&#039; (40pts, Min:3, Max:12) &amp;lt;s&amp;gt;Attack birds&amp;lt;/s&amp;gt; Defense birds. Lovely plumage. At about 8 pts per wound for 4+/4+/-/1, it&#039;s a waste to use them to attack anything. They will kill nothing and promptly die due to &amp;quot;-&amp;quot; armor. Now look at their ability: if they are hanging out close to their masters Vanguard-Raptors, they can move in response to opponent declaring a charge on Raptors. These are designed to be cheap chaff to protect your Vanguard-Raptors with their atrocious melee and can use their 12&amp;quot; movement to swoop about and control objectives when necessary.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Palladors-en.pdf Vanguard-Palladors]:&#039;&#039;&#039; (170pts, Min:3, Max:12) Gryph riders - your new fast cavalry with either javelins or axes. Their mounts are surprisingly powerful for skinny demi-gryphs, having 5 Wounds and a 4+ Save, and -2 Rend mortal-wound-causing attacks, meaning they eat other armies&#039; heavy cavalry for breakfast. So do not think of them as cheap cavalry, in fact, they&#039;re pretty expensive and elite, use gryph hounds/aetherwings for that. They got a good 12&amp;quot; Move, but most of the time you&#039;ll just use their &amp;quot;jump&amp;quot; ability: instead of both moving and running/charging, you can make them move 6D6 inches (so an average 21 inches) as if they could fly. And you can shoot that turn, too! Remember you cannot charge that turn, so this is only for positioning them in strategic places or make them reach things faster. Fast and all-purpose, they&#039;re a simple but excellent unit.&lt;br /&gt;
&lt;br /&gt;
====Extremis Chamber====&lt;br /&gt;
&lt;br /&gt;
Your elite Dragon Riders. In Pitched Battles, they come in units of at least 2 and cost more than 200 points. All Dracothian Guard units have the same profile - 10&amp;quot; move, 3+ save which re-rolls 1s, 5 wounds per model, and bravery 7. In addition, they all have the same attacks for their mounts - Claws and Fangs(3+/3+/-1/1 weapon which up their damage to d6 on natural Wound rolls of 6s) and Storm Breath (shooting  attack, hits on 4+, deals d3 mortal wounds, 12&amp;quot; range) - the primary difference comes from their weapons and a few special abilities. Note that the kit comes with the parts to make all of these, and enough spare arms to magnetize at least two weapons for each model, so you don&#039;t have to commit while you&#039;re building them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Concussors-en.pdf Concussors]:&#039;&#039;&#039; (220pts, Min:2, Max:12) Retributors +1 on dragons. As with the Retributors, Concussors are the jacks of all trades. Their Lightning Hammers get 3 swings each, at 3+/3+/-1/2, and a 6 to hit both inflicts a mortal wound AND prevents the target unit from piling in later in the phase, which means Concussors can land with only one or two enemy models in attack range, do this, and laugh as the enemy as they can&#039;t pile in to attack back. Be sure to activate these guys first, if you&#039;re trying for that.&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Concussor MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Hammer || 2.7 || 0.6 || 3.6 || 1.3 || 4.4 || 2.1 || 5.3 || 2.9&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Combined || 4 || 0.9 || 5.3 || 2 || 6.7 || 3.1 || 8 || 4.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Desolators-en.pdf Desolators]:&#039;&#039;&#039; (190pts, Min:2, Max:12) A &amp;quot;fuck you&amp;quot; to everyone at the table including the guy who bought them. Desolators are at first glance slightly worse than Concussors, with worse To Hit rolls and mostly the same otherwise, then you read their special rule, which increases their attacks the bigger the unit is, going from 3 attacks at 3 or fewer models up to 5 attacks with 6 or more models. Yes, GW expects you to buy four boxes of these just to reliably keep their bonus. Other than that, Desolators are plenty terrifying in small numbers already, but if you don&#039;t want to go the extra mile and field 7 or 8 of them, just use Concussors and have done.&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Desolator MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 2 Desolators || Thunderaxe || 2 || 0.2 || 2.7 || 0.6 || 3.3 || 1.1 || 4 || 1.7&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Combined || 3.3 || 0.5 || 4.4 || 1.3 || 5.6 || 2.2 || 6.7 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| 4 Desolators || Combined || 11.3 || 4.1 || 15.1 || 7 || 18.9 || 10.3 || 22.7 || 13.6&lt;br /&gt;
|-&lt;br /&gt;
| 6 Desolators || Combined || 25.3 || 12.2 || 33.8 || 19.2 || 42.2 || 26.6 || 50.7 || 34.4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Fulminators-en.pdf Fulminators]:&#039;&#039;&#039; (220pts, Min:2, Max:12) YES. Cavalry with actual charge weapons. No, they&#039;re not spears, they&#039;re glaives, like the ones the Protectors get, but cooler. Same stats but shorter range, but here&#039;s where it gets interesting: They don&#039;t give a To Hit penalty to enemy shooters, they give you +1 to your saves against shooters, which stacks with the shields for rerollable 2+ saves against shooting. The glaives also don&#039;t get bonus damage against monsters, their damage just climbs from 1 to 3 in the turn they charge. These are your line breakers. They&#039;re pointless to shoot at with anything less than War Machines and raise holy hell if they make the charge. However, they are a bit less intimidating than Concussors if they don&#039;t charge. Combine these with a Heraldor to make sure you can charge every turn,&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Fulminator MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Not charging || Stormstrike Glaive || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Combined || 2.7 || 0.6 || 3.6 || 1.3 || 4.4 || 2.1 || 5.3 || 2.9&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Charging || Stormstrike Glaive || 4 || 0.9 || 5.3 || 2 || 6.7 || 3.1 || 8 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|- &lt;br /&gt;
| Combined || 5.3 || 1.3 || 7.1 || 2.6 || 8.9 || 4.2 || 10.7 || 5.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Tempestors-en.pdf Tempestors]:&#039;&#039;&#039; (190pts, Min:2, Max:12) The odd one out. These guys want to be shooty, with a 4-shot crossbow. -1 to hit for Enemy shooting within 12&amp;quot; of them. Don&#039;t expect them to shoot something dead or out-damage the other variants. &lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Tempestor MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| Warblade || 1.2 || 0.2 || 1.8 || 0.6 || 2.4 || 1.1 || 3 || 1.6&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Combined || 2.5 || 0.5 || 3.6 || 1.3 || 4.6 || 2.1 || 5.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Volleystorm Crossbow || 0.9 || 0 || 1.3 || 0.3 || 1.8 || 0.6 || 2.2 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that none of the MathHammer above includes the chances of getting D6 damage on a 6 to wound with the Dracoths nor the chance to get mortals with the Concussors. Your choice of draco-chonker depends on your playstyle. If you want to go all in (600 points), 6 Desolators will do big damage to a lot of stuff but it is a not particularly durable basket. If you don&#039;t make your charge out of deepstrike then you are laying out a big target for your opponent to gobble up. If you only want the one &amp;quot;small&amp;quot; unit, then your choice between Fulminators and Concussors is largely a toss up. The damage of the Concussors is more reliable but the Fulminators are more likely to make it into combat unscathed. There is never a place for Tempestors however, the -1 to hit is so short ranged that it won&#039;t come into play often and the damage from the Volleystorm Crossbows is so negligible (2 dead grots on average) that you might as well not bother.&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;
Always weigh the value of the bonus rules, Traits, Command points and artifacts against adding an additional unit to your army. Most battalions now clock in around 150-200 points, which is roughly the average base cost of most Stormcast units.&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;color:#01bbe3;&amp;quot;&amp;gt;Single Battalions&amp;lt;/span&amp;gt;===&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;
*&#039;&#039;&#039;Lords of the Storm&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord Celestant (Either on foot, Dracoth, or on a Stardrake), a Lord-Relictor, an optional Gryph-hound unit, 1-4 Lord-Castellants or -Veritants, and 3-15 Knights-Heraldor, -Vexillor, -Azyros, or -Venator.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
130 points. So long as any heroes from the formation remain on the battlefield, at the beginning of your hero phase you roll a die and on a 4+ you get an extra command point. &lt;br /&gt;
&lt;br /&gt;
Between the cost, the conditional effect and the rather specific/steep requirements you are better off not taking this battalion in most cases.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Phalanx&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2 Evocators or mounted on Dracoline, 2 Sequitors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 points. When Evocators cast Empower on the Sequitors, the Sequitors can re-roll all hit rolls in addition to wound rolls.&lt;br /&gt;
&lt;br /&gt;
Far and away the best battalion we have in the faction. Sequitors are already insane for their cost just on their own. Between the Sequitors and Evocators Stormcast have some of the strongest combat units in the game for their cost and this battalion just requires you take the best units you were probably already going to take. Just imagine 10 sequitors, now imagine you use the command ability on your Lord Arcanum on Gryph-charger guaranteeing the Empower from your Evocators is successful. Your 10 block of BATTLELINE infantry is re-rolling ALL their hits, their wounds AND their saves!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grand Convocation&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 unit with the Lord-Arcanum keyword, 1 Lord-Exorcist, 2+ Knight-Incantor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
130 Points. If one model is wholly within 9&amp;quot; of 2 other models, add +1 to Casting Rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hailstorm Battery&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Lord-Ordinator, 1 Celestar Ballista, 1 Castigators&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 Points. In this Battalion the wounds your Castigators inflict act as markers lights and grant the Ballista a re-roll to hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soulstrike Brotherhood&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Celestar Ballista, 2 Castigators, 2 Vanguard-hunters&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 Points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderhead Brotherhood&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Three gangs of Liberators and two gangs of Judicators.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
150 points. If a Liberator squad is put in front of a judicator squad when they get shot, the Liberators act as cover (Which will get a lot less usage than it sounds). Judicators must be wholly within 3&amp;quot; of the Liberators to benefit from their shields.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Wing&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 packs of Prosecutors and a pack of Liberators as well as judicators in a rather nice formation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
140 points. If the Liberators or judicators are within 16&amp;quot; of the Prosectors and they roll a 6 to hit, they can even inflict 2 wounds for each hit, making dual-wielding an actually useful option.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hammerstrike Force&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two Paladin gangs and a pack of Prosecutors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 points. In the hero phase pick ONE of the Paladin units wholly within 9&amp;quot; of the flyboys, they add +1 to wound rolls for the Paladin unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devastation Brotherhood&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One pack of every sort of Paladin assembled together with a pack of Prosecutors and a group of Judicators.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
110 Points. If the Paladins all wound an enemy unit in the same Combat Phase, that unit will get even further turbo-rekt by d6 additional mortal wounds. The Prosecutors are there to bog down the enemy so you can hit them; they can force an enemy unit within 9&amp;quot; to take -1 Bravery. If Judicators cause any wounds to a unit in the shooting phase, the enemy unit gets -d6 to movement until your next turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Skyborne Slayers&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found on the GW Website [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skyborneslayers-en.pdf Here] and for free on the app.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord-Celestant leads 2 squads of Liberators, 2 squads of Judicators, and a squad each of Decimators and Protectors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
180 points. This entire formation can deep-strike absolutely anywhere they like so long as it&#039;s 5&amp;quot; from any enemies and within 12&amp;quot; of a point, and they never suffer Battleshock. This rule is separate from the normal deepstrike, and allows for all the units in the battalion to set up in the celestial realm, and they all have to come down at the same time also. LUBE UP, THE STORM&#039;S COMING IN DRY! Only semi-legal in tournament play depending on the organizer (not sure why OP thinks this wouldnt be tournament legal, its and official Battalion from GW, and is included in the 2019 Generals Handbook.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warrior Brotherhood&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in the Grand Alliance: Order book.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2 heroes in any combination with 1 unit of prosecutors, 2 units of paladins, 3 units of liberators, and 2 units of judicators.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
170 points. Benefits include +1 bravery to any unit within 6&amp;quot; of another, &amp;lt;s&amp;gt;deep&amp;lt;/s&amp;gt; lightning strike: can start with any unit in reserve and teleport it in the movement phase at least 9&amp;quot; away from enemies, and a re-roll on wound rolls of 1 for any unit within 8&amp;quot; of two other units from the battalion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Angelos Conclave&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1-3 units of Vanguard-Palladors join 3-9 groups of Hunters.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
150 points. The Palladors roll 3 extra dice for their Ride the Winds Aetheric ability.&lt;br /&gt;
&lt;br /&gt;
Fucking garbage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Justicar Conclave&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 units of Raptors and 3 units of Aetherwings&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 points. The Raptors re-roll to hits of 1 when shooting something that&#039;s within 12&amp;quot; of any Aetherwings from this Conclave. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lightning Echelon&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two units each of Fulminators and Tempestors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 points. Once per game, all charging units from this battalion cause d3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderwave Echelon&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two units each of Concussors and Desolators&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
100 points. -1 bravery to units within 3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drakesworn Temple&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Three fucking Drakesworn Templars&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
130 points. Together, they can sparkle so hard they inflict Mortal Wounds on enemies / heal your Stormcasts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sempiternals Hailstorm Battery&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in the August 2019 issue of White Dwarf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord-Ordinator, a Castigators unit and a Celestar Ballista. Everyone must be Anvils of the Heldenhammer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
150 points. Castigators and Ballista can reroll every 1 to wound when shooting if they&#039;re within 12&amp;quot; from the Lord-Ordinator.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sempiternals Cleansing Phalanx&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in the August 2019 issue of White Dwarf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2 units of Evocators and 2 units of Sequitors. Everyone must be Anvils of the Heldenhammer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
170 points. Like the regular Cleansing Phalanx, but instead of rerolls, the Sequitors get +1 Rend when Empowered by the Evocators.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Chamber Battalions&amp;lt;/span&amp;gt;===&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;
*&#039;&#039;&#039;Exemplar Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lords of the Storm instead join 3 Devastation Brotherhoods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
80 points. They get the same Deep-Strike rule but also gain an extra attack if ever a unit dies.  If you piss them off, you better pray you can run from the STORM.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harbinger Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lords of the Storm grab 3 Vanguard Wings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
100 points. This leads to quite a lot of goons. However, any model can deep-strike wherever and whenever they want and they also gain +1 to-hit.  Things that get hit by these boys get wrecked. Especially fun for the Venator and the Prosecutors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sacrosanct Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternal 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Grand Convocation, 3 Cleansing Phalanxes, 3 hailstorm Batteries&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
70 points. For fielding all these units you gain the ability to let one Lord-Arcanum an extra spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Auxiliary Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Take 1 Lord-Aquilor, 3-9 Knights Azyros, Zephyros or Venators, a Vanguard Angelos Conclave, and a Justicar Conclave.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
140 points. You make 1 additional attack for every shooting weapon for every unit in the chamber except heroes. Vanguard-Raptors with 2 shot longstrike crossbows? Thanks to the point changes in the GHB 2020 you can now fit all this stuff in a 2000 points army (1990 points to be precise).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extremis Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One of each of the Lightning Echelon, Thunderwave Echelon and Drakesworn Temple plus a Celestant on Stardrake OR Dracoth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
100 points. For the filthy rich ($980-$3680 to buy directly from GW). In addition to the bonuses they each get on their own, this battalion allows you to deep-strike them via comet: You pick a point on the battlefield. Each enemy unit within 18&amp;quot; takes D3 Mortal Wounds on 4+. Then, deploy all the entire Chamber within 24&amp;quot; of that same spot, more than 9&amp;quot; from the enemy. Kablooey, here comes the dragons to eat your ass. After that, guess what, MOAR Dragons are even MOAR terrifying because enemies close to them roll 2D6 for Battleshock and pick the highest. &lt;br /&gt;
&lt;br /&gt;
This battalion costs a minimum of 3950 points and a maximum of 13690 points as of General’s Handbook 2018.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warrior Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lords of the Storm with 3 Thunderhead Brotherhoods and 3 Hammerstrike Forces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
80 points. They are able to re-roll to wound rolls as long as there are at least 50 models on the table.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sempiternals Sacrosanct Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in the August 2019 White Dwarf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Sempiternals Grand Convocation, 3 Sempiternals Hailstorm Batteries and 3 Sempiternals Cleansing Phalanxes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
90 points. Lynus Ghalmorian gets +9&amp;quot; to the range of his spells.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Defunct Battalions&amp;lt;/span&amp;gt;===&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;
*&#039;&#039;&#039;Wardens of the Realmgate&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord-Castellant (with an optional gryph-hound) joins a gang of Protectors and two gangs of Liberators in protecting a Baleful Realmgate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That gate is set up after the Castellant and any time he&#039;s within 6&amp;quot; of it during the Hero Phase, he can roll a d6 and summon a new set of Sigmarines (or a unit that just died) within 6&amp;quot; of it. All the Protectors do is give anyone in this set re-rollable saves if they&#039;re within 6&amp;quot;. S&#039;yeah, summoning Sigmarines.  Not really worth it considering you need to shell out for that terrain.&lt;br /&gt;
&lt;br /&gt;
Like Nagash, this Battalion is practically a scenario in and of itself. It can&#039;t move away after being placed, but it can crap enormous numbers of Sigmarines onto your opponent and is nigh indestructible with the Castellant&#039;s save bonuses and the rerolls from the Protectors. If you&#039;re going to field this, build a narrative around it, because under normal circumstances, its immobility makes it nearly useless for the Stormcasts, even if it&#039;s actually very powerful.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aetherstrike Force&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Take a Knight-Venator, a Knight-Azyros, 2 blobs of Judicators, 2 units of Raptors, and 2 squads of birds.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your opponent kills a unit from this (like the birds, or heroes), then you get a free shooting attack from one of your units at whatever killed your unit. On top of that, one unit from the battalion can shoot in the hero phase, as long as they shoot at something that&#039;s within 12&amp;quot; of some Aetherwings from this or the Azyros.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Celestial Hunting Pack&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Lord Celestant on Dracoth, 1 Lord-Aquilor, 3 units of &#039;&#039;&#039;DRACOTHIAN GUARD&#039;&#039;&#039;, and 3 units of Vanguard-Palladors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a unit from this moves over an enemy while Riding the Winds Aetheric, AND there&#039;s a unit with the Storm Breath or Storm Blast (basically your Dracothian Guard) within 12&amp;quot; of that enemy unit, that unit takes a single mortal wound. On top of that, if either hero from this is your general, both heroes can use their Command Abilities as though they were your general.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm Vortex Garrison&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Lord-Castellant, 1 Knight-Heraldor, 1 Knight-Vexilllor, and 2 groups each of Liberators, Vanguard-Hunters, and &#039;&#039;&#039;PALADINS&#039;&#039;&#039; (of any kind).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For this, you ignore battleshock for everything in this as long as the unit is within 8&amp;quot; of a &#039;&#039;&#039;HERO&#039;&#039;&#039; from this garrison. And if the Liberators or Paladins die, then they can return from the dead when a unit of Hunters arrive from pursuit. The newly revived unit just has to be 7&amp;quot; away from the enemy, 6&amp;quot; of the table edge, and 6&amp;quot; of the Hunters that led the guys back to the battle. Use with a Lord-Aquilor to keep bringing guys back each turn! &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm Heralds&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord-Celestant on Stardrake, 3 groups of Prosecutors and 3 units of Vanguard-Palladors become a living thunderstorm.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can set up any units from the battalion in the Aetheric Currents when a unit of Palladors Rides the Winds Aetheric, you can set up any of the other units from the battalion within 5&amp;quot; of the Palladors that moved and more than 3&amp;quot; from the enemy. When the Prosecutors show up using that ability, they get to add 1 to the hit and wound rolls in the shooting phase. On top of &#039;&#039;that&#039;&#039;, the Stardrake can use his Roiling Thunderhead ability in the Hero phase and the Shooting phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
* &#039;&#039;&#039;Sigmars Testudo&#039;&#039;&#039;: 30 Shield Liberators in a Line. 20 Protectors directly behind them so they can hit without getting hit back. 2 Units of 5 Bow Judicators behind them who can snipe whilst not be getting sniped back thanks to the Protectors. Lord Castellant to buff your Saves. Lord Relictor to use Divine Light and Healing Storm. Knight Vexillor with the Pennant of Sigmar relic for Battleshock Resistance. 1980 points, 7 drops. Enjoy losing friends.&lt;br /&gt;
** For 2500 points exactly add another unit of Judicators and 6 Vanguard-Raptors with Longstrike Crossbows.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Daylord&#039;s Legion:&#039;&#039;&#039; Stormcast have Access to Bravery Debuffs listing first what you have In faction: Heldenhammer Command trait, Mystic Light Shriving Light Artifact, God-King&#039;s Aspect Player, Terrifying Aspect Spell, Celestant-Prime When he Deepstrike, A Dracoline unit, Decimator, in addition, other things not inside the faction like Allies, endless spells, Realm artifacts, and Realm Effects. If used all the infection abilities together you have a total debuff of -8 to bravery for a turn. You are unlikely to consistently pull this total off. Beware that you have to kill models to get a battleshock test and the effort may be meaningless if the opponent can negate Battleshock tests. To prevent this by you can Focus down the Support units and Heros with Ranged and deep strikes. You can also purposefully Use Inspiring Presence force your opponent to spend his CP so he doesn&#039;t have enough to use his stronger abilities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skyborne Slayers:&#039;&#039;&#039; With 2x5 Libs, 2x5 Judies, 5 Decimators, 15 Protectors, and 1 Lord Celestant, clocking in at 1530 points, and with their own special Deepstrike Ability, you set these guys up your enemy&#039;s face (5&amp;quot;!!) and charge in for the alpha strike. Sure you have to set em all up at the same time and within 12&amp;quot; of a point, but not fully within, so leaving some room on the flanks and behind your line. With the new 2020 points reductions, I think id play them with Celestant Prime, and 1 Incantor and the Everblaze comet. Give the Incantor Staff of Focus. This is a Strong Battalion for Alpha Strike.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Chamber:&#039;&#039;&#039; With the 2020 Points decreases across the board, this Battalion Looks Viable to me in competitive play. This is a Super battalion, meaning it consists of 2 other battalions and some heroes. You can now run 3x3 Longstrikes, and 3x venators.  Everyone shoots and non heroes gets +1 on their missile attack profile. Sending 18 2/3/-2/2, with 2mw on 6s to hit, across the board at 30&amp;quot; range is the main damage. The Venators can open up on enemy heroes or monsters fishing for D6+3 Damage, before helping out with shooting the bulk of the enemy army. Aetherwings as cheap and effective screening units, and are designed to basically lock an enemy into melee in the enemy charge phase, so they cant charge, the bird will most likely die, 2w each with no armor save. Unless your oppenent double turns you, they will guarentee another turn of shooting for the longstrikes. Im excited to build this battalion.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
There is very little that a Stormcast Eternal army can&#039;t do. When you&#039;re building your army, probably the first decision you should make should be the units you want to use for your battleline. You&#039;ve actually got four options here.&lt;br /&gt;
*&#039;&#039;&#039;Liberators&#039;&#039;&#039;: Liberators are your main choice for Battleline, what you&#039;ll be doing unless you have a theme going. Liberators aren&#039;t going to get a huge amount of killing done, but that&#039;s not their job - their job is to stay alive and force the enemy to spend time killing them. With a 4+ save and rerolling 1s thanks to their shields, they&#039;re good at this. Put them in cover for a 3+, keep them near an objective, and watch your enemy&#039;s frustrations mount.&lt;br /&gt;
*&#039;&#039;&#039;Judicators&#039;&#039;&#039;: Your choice for ranged battleline, and only battleline if your allegiance is STORMCAST ETERNALS. Judicators are almost half-again as expensive as Liberators, but have the ability to be involved in the battle more thanks to having ranged weapons. If you give them the bows, they&#039;ll be decent at holding an objective and giving your melee units covering fire. Judicators can&#039;t re-roll saves and don&#039;t have the survivability needed to stand up in melee. Keep another unit around to guard them and help hold the objective.&lt;br /&gt;
*&#039;&#039;&#039;Vanguard-Hunters&#039;&#039;&#039;: Battleline as long as you have a Lord-Aquilor general. Vanguard Hunters are a mixed bag, having some ability to shoot with their boltstorm pistols, an extra inch of move compared to most of your units, and an ability to appear 7&amp;quot; away from the enemy and within 6&amp;quot; of the board edge. For all this, they&#039;re 10% more expensive than Liberators, without any real addition in killing power. Being able to shoot their pistols in melee does bring you up to a respectable 4 attacks per hunter, though. Unless you absolutely love the Vanguard chamber aesthetic, probably best skipped.&lt;br /&gt;
*&#039;&#039;&#039;Sequitors&#039;&#039;&#039;: Sequitors are Battleline as long as you have a Lord-Arcanum general. For the same cost as Vanguard-Hunters(10% more than Liberators), Sequitors are almost strictly better than liberators. Their weapons are strictly better - their mauls are more accurate than liberator hammers, their swords get more attacks than liberator warblades, and they have access to a large mace that&#039;s 3+/3+/-1/2. Sequitors also have shields that let them re-roll save rolls of 1, and an extremely useful unique ability - at the beginning of the combat phase, the unit chooses whether to upgrade its shields to re-roll all saves, or upgrade their weapons to re-roll all misses. All of this combined makes a very powerful unit - the only real downside is that the Lord Arcanum is an unremarkable wizard and for Sequitors he must be your General.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
While playing a Seize Ground Matched Play battle, throwing in a Seraphon / Stormcast Eternal army for the first time, I discovered they made an all right combo. Sure, they don&#039;t have matching keywords or anything, but then Stormcasts don&#039;t really need them anyway. The Seraphon work well with the Stormcasts, as the lizard dudes give a front line of more numerous units - Saurus Warriors, for example - and a cheapish cavalry who can chew at your enemy, before the Paladins can -every and make your opponent cry! What&#039;s more, the Seraphon can give the on for main thing the Stormcasts are lacking - wizards. Now, with a Lord-Relictor and say, even a Skink Starpriest, enjoy as your Lightning Prayers and Arcane Bolt make wonders ... depending on the fortune of the dice, of course! Finally - it seems that, due to the strength of individual Stormcast units, you can basically ally them with any faction - some more fitting than others. But Seraphon, Sylvaneth and, maybe, Fyreslayers - I don&#039;t know! - perhaps ⠋⠊⠞ best.&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;
===[[Age_of_Sigmar/Tactics/Order/Cities_of_Sigmar|Cities of Sigmar]]===&lt;br /&gt;
Hoo boy, did this open some venues.&lt;br /&gt;
&lt;br /&gt;
As a universal rule, Cities of Sigmar armies can grab a unit of Stormcasts as part of their army for every three normal units they hold. Sure, this will rob them of any Stormhost keywords and traits, but you instead gain the city&#039;s keyword and special rules. While we won&#039;t go into the full specifics of how these cities and forces work, here are some basic ideas.&lt;br /&gt;
*{{AOSKeyword|Hammerhal}}: Fun note here - Aventis Firestrike grants a free CP on the first turn if he&#039;s in a Hammerhal army. In addition, any banners (which you&#039;ll lack with exception of the Knight-Vexilor) can grant additional CPs and your entire army ignores battleshock while on their side of the board. You can generally pick anything on this end and not go wrong, but do beware how squishy your humie/stuntie/elfy friends are.&lt;br /&gt;
*{{AOSKeyword|Anvilguard}}: Nothing to really support you here. Stormcast aren&#039;t really the sort that hurt easily in Battleshock, and going {{BLAM}} on one is a terrible idea.&lt;br /&gt;
*{{AOSKeyword|Tempest&#039;s Eye}}: Very keyed towards alpha-striking. Whether it&#039;s getting your Vanguard in place to lay down fire early or helping throw Prosecutors and Paladins right in the enemy&#039;s face, you really wanna make that turn 1 speed-boost worth your while. Also, remember that the Kharadron Overlords can also cover shooting since they can also be included.&lt;br /&gt;
*{{AOSKeyword|Hallowheart}}: Sacrosanct Chamber says hello. Each Evocator squad can now cast Empower twice a turn, allowing them to boost even more of their own, while the Lord Arcanum can try their special spell and then fire an amped-up Arcane Bolt.&lt;br /&gt;
*{{AOSKeyword|The Living City}}: While not the same as your normal deep-strike, this does give you some fun venues for sniping flanks. Wanted to make your Dracothain Guard fire and then smack up? Want your Judicators to volley fire and then slip away? This is no better way for it.&lt;br /&gt;
*{{AOSKeyword|Greywater Fastness}}: Don&#039;t forget your Lord-Ordinator! While Stormcasts lack much in the way of artillery, your Lord-Ordinator can absolutely bolster what war machines you do pack. His command ability doesn&#039;t hurt either, especially if you take some more Stormboys to act as a wall for your war machines.&lt;br /&gt;
*{{AOSKeyword|The Phonecium}}: Kinda hard to work with here. Stormcast are expensive. Sure, you can send packs of chaff to fuel your big boys&#039; strikes, but that&#039;s just whack.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
Rules are here&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;
Here are links to all the warscrolls for the army, in the same order as they are listed in the article. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-celestantprime-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lord-celestant-dracoth-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcelestant-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcastellant-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Lord-Veritant-ENG.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvenator-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightazyros-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightheraldor-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvexillor-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-knight-questor-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-liberators-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-judicators-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-retributors-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-decimators-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-protectors-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorhammers-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorhammers-en.pdf&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A01:CB1C:8D1:7200:F09F:1FE4:1069:A879</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Stormcast_Eternals&amp;diff=37156</id>
		<title>Age of Sigmar/Tactics/Order/Stormcast Eternals</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Stormcast_Eternals&amp;diff=37156"/>
		<updated>2020-10-28T11:55:12Z</updated>

		<summary type="html">&lt;p&gt;2A01:CB1C:8D1:7200:F09F:1FE4:1069:A879: /* Others */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Stormcast Eternals|Logo=Ae7063ba280b6a7f3c9ec61c2bfa2d45-768x1000.png|Alliance=Order|Motto=[https://www.youtube.com/watch?v=Ga-q0F7oWnU Cue the power-metal.]}}&lt;br /&gt;
&lt;br /&gt;
Lo and behold the might of the Stormcast Eternals!&lt;br /&gt;
&lt;br /&gt;
If you want to always have multiple wounds and fight for Sigmar, the Stormcast Eternals are for you! Stormcast Eternals all have at least a 4+ save and 2 wounds per model making them a tough force to take down in hand to hand combat. At the moment they seem more focused on having X models and ensuring those X models survive until the end of the game through various hero abilities (immune to Battleshock, regain wounds, increase their already durable (for AoS at least) 4+ save and bonuses to hit). At the same time, your guys don&#039;t punch all that hard, though your Paladins (read: Elite) more than make up for that. Thanks to their hardiness and comparatively low damage output, they are the epitome of &amp;quot;easy to learn, hard to master,&amp;quot; much like their 40k cousins. They recently got an update as of February 2017 and another in 2018, tactical page in the process of being updated.&lt;br /&gt;
&lt;br /&gt;
The new book in 2017 included the vanguard wing auxiliary chamber, rules for using specific Stormhosts and new battalions. Also included are new warlord traits, relics, prayers for your priests (read Lord-Relictor and Lord Veritant), and mount traits to make that Stardrake an even bigger threat.&lt;br /&gt;
&lt;br /&gt;
The book released in 2018 introduced the Sacrosanct Chamber. Mostly comprised of warrior wizards but also contained the Stormcast&#039;s first dedicated artillery piece and accompanying engineer style hero to go with it. Stormhost rules were overhauled, two new faction-specific lores were added in addition to three faction-specific endless spells.&lt;br /&gt;
&lt;br /&gt;
==Why play Stormcast Eternals?==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*Fairly tough, well-armored Troops.&lt;br /&gt;
*Newbie friendly, very forgiving of mistakes.&lt;br /&gt;
*You have a constant supply of new models. Seriously, you&#039;ve had one big release per year every year since the game launched. The Lord Sigmar saw his legions in 2019 and saw it was good enough for the moment.&lt;br /&gt;
*Lots of options in both Heroes and Units to pick from, making it possible to fill out a wide variety of battle strategies.&lt;br /&gt;
*Have many abilities to restore Wounds.&lt;br /&gt;
*If you&#039;re into metal music, there&#039;s plenty of thematic songs to choose from.&lt;br /&gt;
*They are Space Marines in Fantasy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Expect to throw out your previous Battletome every year with all the new models coming out.&lt;br /&gt;
*Your Bravery Scores are relatively low.&lt;br /&gt;
*When you bring 5 guys, almost everybody else brings 10. So if your opponent is on an objective you need to smash him in the knee caps to do it.&lt;br /&gt;
*No real way to stop Mortal Wounds and with your high saves and elite units they can really sting.  Between this and your low bravery, Nighthaunt will hurt you bad.&lt;br /&gt;
*They are Space Marines in Fantasy.&lt;br /&gt;
*Currently the most played army and basically have all the same issues that Space Marines do in 40k. Foremost among them is that just about everyone you will ever face will have some kind of plan or optimization to counter your Sigmarines.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Stormcast Eternals (2018)|points=[https://www.warhammer-community.com/wp-content/uploads/2019/10/c3e42c6e.pdf Stormcast Eternals Errata]}}&lt;br /&gt;
&lt;br /&gt;
Don&#039;t use the original Stormcast Eternals Battletome or the Stormcast Extremis Battletome.&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
If your army has a {{AOSKeyword|STORMCAST ETERNALS}} allegiance and chose to take the {{AOSKeyword|STORMCAST ETERNALS}} allegiance abilities, it has the following rule:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scions of The Storm:&#039;&#039;&#039; 40K Deep Strike. You may hold up to half of your units (rounding down) in reserve instead of deploying, and at the end of each movement phase, decided if you want to set up one or more reserve units on the battlefield. Each unit not set up this way before round 4 is slain. Setting up anywhere more than 9&amp;quot; away from any enemy models. Very useful, especially for an otherwise relatively slow army. It does let your heavy-hitters get across the board really fast as well as set up your ranged units in prime firing positions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shock And Awe:&#039;&#039;&#039; Subtract 1 from hit rolls for attacks that target friendly {{AOSKeyword|STORMCAST ETERNAL}} units that were set up on the battlefield during the same turn. A nice little bonus that makes your Sigmarines just a little bit harder to kill as they rush into combat from deepstrike. Keep in mind that this battle trait only affects units that arrived &amp;quot;that turn&amp;quot;, meaning on yours, when you dropped them. The effects are no longer in effect when your turn ends.&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;color:#01bbe3;&amp;quot;&amp;gt;Stormhosts&amp;lt;/span&amp;gt;===&lt;br /&gt;
If your army is a Stormcast Eternals army, you can give it a Stormhost Keyword. ALL {{AOSKeyword|Stormcast Eternal}} units in your army gain that keyword, if they already have a Stormhost, like Vandus or Neave (Side note, all named characters, save for the Celestant-Prime are part of the {{AOSKeyword|Hammers of Sigmar}} Stormhost.), it does not replace it, but it also doesn&#039;t prevent other units in your army for having a different Stormhost keyword. Furthermore, it&#039;s worth noting that unlike 40K Chapter Tactics, picking one of these forces your General to take a unique Command Trait, and &amp;quot;the first hero to receive an Artifact of Power&amp;quot; (so probably your General again) is forced to take a specific unique Artifact that only that specific Stormhost has access to. In other words, while you gain a new special rule and a unique Command Ability, you are forcibly locked in for some important decisions. It&#039;s up to you if you want to be more freeform and have more choice with your Command Traits and Artifacts, or play with a specific Stormhost. &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;
=====Hallowed Knights=====&lt;br /&gt;
The [[Black Templars]] of Stormcast. Ignore magic and charge into the fray.&lt;br /&gt;
*&#039;&#039;&#039;Only the Faithful:&#039;&#039;&#039; The anti-spell-caster Sigmarines, if a friendly {{AOSKeyword|Hallowed Knights}} unit is affected by a spell or endless spell, on a roll of a 6+, they ignore the effects of the spell for a turn. &lt;br /&gt;
**Sadly this counts for your own spells too. Very nice for dealing with those pesky Nighthaunt armies who basically chain cast as many spells as they please with a silly amount of bonuses to cast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Holy Crusaders:&#039;&#039;&#039; A {{AOSKeyword|Hallowed Knights}} Wholly within 9&amp;quot; of a  {{AOSKeyword|Hallowed Knights}} Hero (18&#039; if it is your General) it gains +1 to run and charge rolls and can do both during the same turn&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Martyr&#039;s Strength:&#039;&#039;&#039; During the Combat phase when your general is slain. On a roll of 2+, your general Musters the Strength to Pile-in and attack with all its Melee weapons.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Parchment of Purity:&#039;&#039;&#039; Heal a wound each hero phase.&lt;br /&gt;
&lt;br /&gt;
=====Celestial Vindicators=====&lt;br /&gt;
Vicious Hatefilled melee combatants. This is one of the more melee/charge heavy Stormhosts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Driven by Vengeance:&#039;&#039;&#039; they get to reroll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Celestial Vindicators}} units if they made a charge roll this turn. &lt;br /&gt;
**A nice addition if you&#039;re split up and charging multiple different units at once. But, again, our Prayers and spells can imitate this fairly well, so don&#039;t feel strong-armed into it. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Righteous Hatred:&#039;&#039;&#039;  Gives a unit within 9&amp;quot; of one of your Heroes (or 18&amp;quot; if your General is using it) an extra Melee attack. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Single-Minded Fury:&#039;&#039;&#039;  which gives any of his unmodified hit rolls of six to cause an extra point of damage. &lt;br /&gt;
*&#039;&#039;&#039;Artifact: Stormrage Blade:&#039;&#039;&#039; which upgrades one of your Melee Weapons with the ability to (if you choose to use the ability) gain +2 attacks, in exchange for lowering his Armour Save by one.&lt;br /&gt;
&lt;br /&gt;
=====Hammers of Sigmar===== &lt;br /&gt;
GW&#039;s special golden boys got treated pretty well. They have many names and they don&#039;t die easy. &lt;br /&gt;
*&#039;&#039;&#039;First to be Forged:&#039;&#039;&#039;  +1 to the bravery of friendly {{AOSKeyword|Hammers of Sigmar}} units, &lt;br /&gt;
**isn&#039;t the most exciting but it&#039;s rarely a buff you won&#039;t appreciate, though like all the others it&#039;s more useful in certain matchups (Legions of Nagash in particular).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Soul of the Stormhost:&#039;&#039;&#039; When a friendly {{AOSKeyword|HAMMERS OF SIGMAR REDEEMER}} unit (Liberators, Sequitors and Steelheart&#039;s Champions) is destroyed, roll a dice; on a 5+ you may return it to the battlefield 9&amp;quot; away from enemy models. &lt;br /&gt;
**It&#039;s hardly reliable but for 1CP the chance to put a 20 man Sequitor unit back on the battlefield is worth it just for the look on your opponents face if nothing else. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait: We Cannot Fail:&#039;&#039;&#039;  which grants him a 9&amp;quot; entirely within bubble of a 6+ save on mortal wounds and wounds allocated. Yeah we can bring back units and get Deathless &lt;br /&gt;
*&#039;&#039;&#039;Artifact: God-Forged Blade:&#039;&#039;&#039; which upgrades one of the Hero&#039;s Melee Weapons to let his Hit rolls of 6+ have +1 damage. This is alright I guess.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Special Characters:&#039;&#039;&#039; In short? All of them(with official models) (except the Celestant Prime which we can still take). &lt;br /&gt;
**Vandus Hammerhand is really good with a battleshock immunity bubble and one of the best command Abilities in the army.&lt;br /&gt;
**Gavriel Sureheart&#039;s Command ability is amazing with the army Allegiance ability as it&#039;s confirmed to stack meaning for 2CP you can deep strike Paladins 9&amp;quot; away and charge them in with a +6&amp;quot; to range all but guaranteeing the charge.&lt;br /&gt;
&lt;br /&gt;
=====Anvils of the Heldenhammer=====&lt;br /&gt;
Shyish Heros Resurrected. Shyish flavored and lets a Deathstar swing twice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;No True Death:&#039;&#039;&#039; These guys got stuck with the old Stormcast army wide rules, allowing you to reroll failed battleshock tests for all &#039;&#039;&#039;Anvils Of The Heldenhammer&#039;&#039;&#039; units. &lt;br /&gt;
**Considering the relatively low bravery for most of our units, this might come in handy, but, is overshadowed by someone like Vandus, who just ignores battleshock for all units within 24&amp;quot; of him from the Hammers of Sigmar Stormhost. Overall not bad, but there are ways to do this better.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Heroes of Another Age:&#039;&#039;&#039;  Allows a unit within 9&amp;quot; of the Hero using it (or 18&amp;quot; if it&#039;s your General) to either attack with all the Missile Weapons the unit has, or make a Pile-In move and attack with all the Melee Weapons they&#039;re carrying, a unit can only benefit from this ability once per phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Deathly Aura:&#039;&#039;&#039;  which lowers enemy Bravery by -1 within 6&amp;quot; of him&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Soulthief:&#039;&#039;&#039; which upgrades one of the Hero&#039;s Melee Weapons to let it deal a Mortal Wound on a 3+ to any enemy models it wounded but failed to kill.&lt;br /&gt;
&lt;br /&gt;
=====Knights Excelsior=====&lt;br /&gt;
Annihilators of all Chaos. Getting Rerolls for attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Annihilation:&#039;&#039;&#039;An interesting Stomhost to be sure, though it requires a bit of bookkeeping, especially in higher point value games against hordes of units. If a &#039;&#039;&#039;Knights Excelsior&#039;&#039;&#039; unit makes an attack that destroys an enemy unit, you can re-roll hit rolls of 1 for attacks made by that &#039;&#039;&#039;Knights Excelsior&#039;&#039;&#039; unit for the rest of the battle. &lt;br /&gt;
**The thing to note is that it does not specify in melee, so, perhaps a good use for your Knight-Venator, or your Celestial Ballistae, for potential character sniping abilities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: No Mercy:&#039;&#039;&#039; a &#039;&#039;&#039;Knight Excelsior&#039;&#039;&#039; unit or hero within 9&amp;quot; of the Hero using it (or 18&amp;quot; if it&#039;s your General) to re-roll Wound rolls of 1 until the end of the turn.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Divine Executioner:&#039;&#039;&#039; add 1 Damage to all Melee weapons if the General targets a hero.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Chains of celestial Lightning:&#039;&#039;&#039; Once per Battle, Select an Enemy Hero or Monster within 3&amp;quot;. Roll 3d6 of against your opponent (your opponent rolls 2d6 if the target isn&#039;t a monster), if you win the target halves(Rounding up) its movement, Run and charge rolls, and Melee Weapon Attacks until the next Hero Phase.&lt;br /&gt;
&lt;br /&gt;
=====Celestial Warbringers=====&lt;br /&gt;
Prophets and Wizards proficent.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fearless Foresight:&#039;&#039;&#039; These guys are pretty tricky, as their ability is that at the start of the first battleround, after determining who goes first, but before the first turn begins, you can set up D3 friendly &#039;&#039;&#039; Celestial Warbingers&#039;&#039;&#039; units and set them up again. &lt;br /&gt;
**It could be very interesting, especially in combination with the ability to deep-strike again. You could potentially bait some enemy firepower with a juicy target, only to set it up in deep strike instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Astral Conjunction:&#039;&#039;&#039; Gives a Warbringers wizard wholly 9&amp;quot; (or 18&amp;quot; if done by the General) +1 to Casting Rolls.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Portents and Omens:&#039;&#039;&#039; Once per turn, the general can re-roll one of his failed Hit, Wound or Save roll of 1.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Hammers of Augury:&#039;&#039;&#039; At the end of the combat phase, an enemy within 3&amp;quot; takes a Mortal wound on a 3+ and then another one on a 4+.&lt;br /&gt;
&lt;br /&gt;
=====Tempest Lords=====&lt;br /&gt;
Warrior Tacticians, Generating CP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grand Strategists:&#039;&#039;&#039; At the start of your Hero phase, roll a dice, on a 4+ you receive 1 extra command point. &lt;br /&gt;
**Relatively boring, but, for armies that are command point hungry, this could be a lifesaver. Also, innately very powerful even if you&#039;re not super command point hungry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Rousing Oratory:&#039;&#039;&#039;  Allows a &#039;&#039;&#039;TEMPEST LORDS&#039;&#039;&#039; unit or hero within 9&amp;quot; of the Hero using it (or 18&amp;quot; if it&#039;s your General) to re-roll Wound rolls of 1 until your next Hero Phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Bonds of Noble Duty:&#039;&#039;&#039; which adds 1 to any wound rolls with Melee Weapons if he is within 6&amp;quot; of another &#039;&#039;&#039;TEMPEST LORDS&#039;&#039;&#039; Unit.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Patrician&#039;s Helm:&#039;&#039;&#039; which allows you to get a Command Point on a roll of a 5+ every time you use a Command Point. Combined with the ability you gain when you pick the Tempest Lords, enjoy endlessly shitting CP all over the place!&lt;br /&gt;
&lt;br /&gt;
=====Astral Templars=====&lt;br /&gt;
The [[Space Wolf|Storm Wolfeves]], Specalizing in Monster and Hero hunting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beast Stalkers:&#039;&#039;&#039; Add 1 to hit rolls for attacks made by Astral Templars units that target a monster. &lt;br /&gt;
**Unless you&#039;re fighting a whole ton of monsters in your particular Meta, I don&#039;t think this will be getting much use. Especially with Lay Low the Tyrant. Situationally useful, probably not worth the Stormhost.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Cut off the Head:&#039;&#039;&#039; Allows an Astral Templars unit or hero within 9&amp;quot; of the Hero using it (or 18&amp;quot; if it&#039;s your General) to add 1 to Wound rolls that target Heros.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Dauntless hunter:&#039;&#039;&#039; an improved version of Cunning Strategist. After set-up is done, all Astral Templars units wholly within 12&amp;quot; move up to 6&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;Artifact: Godbeast Plate:&#039;&#039;&#039; -1 to wound rolls made by Monsters that target the Bearer.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
A {{AOSKeyword|STORMCAST ETERNALS}} General of an army with a {{AOSKeyword|STORMCAST ETERNALS}} allegiance and has chosen to take the {{AOSKeyword|STORMCAST ETERNALS}} allegiance abilities can choose one of the following Command Traits:&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;
#&#039;&#039;&#039;Shielded by Faith&#039;&#039;&#039;: A 5+ save for your general for mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Consummate Commander&#039;&#039;&#039;: While your general is on the battlefield roll a D6 at the start of your hero phase, on a 4+ you also receive +1 command point&lt;br /&gt;
#*necessary in a CP centric build.&lt;br /&gt;
#&#039;&#039;&#039;Cunning Strategist&#039;&#039;&#039;: D3 {{AOSKeyword|STORMCAST ETERNALS}} get a 5&amp;quot; move before the first battle round begins.&lt;br /&gt;
#&#039;&#039;&#039;Zealous Crusader&#039;&#039;&#039;: Your general can re-roll charge distances.&lt;br /&gt;
#&#039;&#039;&#039;Staunch Defender&#039;&#039;&#039;: Your general and every {{AOSKeyword|STORMCAST ETERNALS}} unit wholly within 9&amp;quot; add 1 to saves if they have not charged this turn. &lt;br /&gt;
#*By far our best command trait, it&#039;s the primary reason you don&#039;t really see Stormhosts being taken outside of Sureheart shenanigans lists.&lt;br /&gt;
#&#039;&#039;&#039;Champion of the Realms&#039;&#039;&#039;: +1 attack for a weapon on your general.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Artefacts of Power&amp;lt;/span&amp;gt;===&lt;br /&gt;
One {{AOSKeyword|HERO}} in your army (+1 per additional Warscroll Battalion) may take a relic from the following tables:&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;
* &#039;&#039;&#039;Storm-Forged Weapons:&#039;&#039;&#039; Pick a weapon that is not used by a mount for one of the following bonuses&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Strife-ender&#039;&#039;&#039;: +1 attack for a melee weapon (+2 against a CHAOS unit).&lt;br /&gt;
#&#039;&#039;&#039;Blade of Heroes&#039;&#039;&#039;: re-roll failed to hit rolls made with a melee weapon against HEROES or MONSTERS.&lt;br /&gt;
#&#039;&#039;&#039;Hammer of Might&#039;&#039;&#039;: wound rolls of 6+ cause double damage for a melee weapon.&lt;br /&gt;
#&#039;&#039;&#039;Fang of Dracothian&#039;&#039;&#039;: re-roll wound rolls of 1 for a melee weapon.&lt;br /&gt;
#&#039;&#039;&#039;Obsidian Blade&#039;&#039;&#039;: improve the rend characteristic of a melee weapon by 1.&lt;br /&gt;
#&#039;&#039;&#039;Gift of the Six Smiths&#039;&#039;&#039;: pick a melee weapon, each turn you may re-roll one hit, wound or damage roll for an attack made with this weapon.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Heaven-Wrought Armour:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Armour of Destiny&#039;&#039;&#039;: A 6+ save after the save for an unsaved wound or mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Armour of Silvered Sigmarite&#039;&#039;&#039;: -1 to hit for melee weapons directed at the HERO&lt;br /&gt;
#&#039;&#039;&#039;Drakenscale Armour&#039;&#039;&#039;: Re-roll failed saves for this HERO against weapons with a Damage characteristic greater than 1.&lt;br /&gt;
#&#039;&#039;&#039;Mirrorshield&#039;&#039;&#039;: -2 to hit for missile weapons directed at this HERO.&lt;br /&gt;
#&#039;&#039;&#039;Spellshield&#039;&#039;&#039;: This HERO may unbind a single spell in each enemy hero phase as if it were a WIZARD and if the HERO is a WIZARD it may unbind 1 additional spell&lt;br /&gt;
#&#039;&#039;&#039;Featherfoe Torc&#039;&#039;&#039;: Units which can fly must re-roll successful hit rolls for attacks directed against this HERO.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Artefacts Of The Tempest:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Talisman of Endurance&#039;&#039;&#039;: +1 wounds.&lt;br /&gt;
#&#039;&#039;&#039;Obsidian Amulet&#039;&#039;&#039;: negate a spell used on this hero on a 4+, other units are affected as normal.&lt;br /&gt;
#&#039;&#039;&#039;Luckstone&#039;&#039;&#039;: Once per battle you can change the results of one hit, wound, damage or save roll for this HERO to the result of your choice.&lt;br /&gt;
#&#039;&#039;&#039;Seed of Rebirth&#039;&#039;&#039;: On a 4+ in each hero phase you heal 1 wound.&lt;br /&gt;
#&#039;&#039;&#039;Sigmarite Pendant&#039;&#039;&#039;: When this hero is slain, cause D6 mortal wounds to the unit that slew them on a 4+.&lt;br /&gt;
#&#039;&#039;&#039;Quicksilver Draught&#039;&#039;&#039;: Once per battle this HERO may pile in and attack in the combat phase before any other units, even if it is your opponent&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Treasured Standards:&#039;&#039;&#039; For heroes with the {{AOSKeyword|TOTEM}} keyword, AKA Knight-Vexillor&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Hurricane Banner&#039;&#039;&#039;: This HERO and any friendly STORMCAST ETERNALS units within 12&amp;quot; can re-roll all rolls when running and charging.&lt;br /&gt;
#&#039;&#039;&#039;Lichbone Standard&#039;&#039;&#039;: Friendly STORMCAST ETERNALS units wholly within 9&amp;quot; of this HERO heal one wound in each of their hero phases.&lt;br /&gt;
#&#039;&#039;&#039;Pennant of Sigmaron&#039;&#039;&#039;: If a friendly STORMCAST ETERNALS unit within 24&amp;quot; of this HERO fails a battleshock test, on a 2+ only one model flees from that unit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mystic Lights:&#039;&#039;&#039; For any hero with a lantern - Lord-Castellant, Lord-Veritant or Knight-Azyros&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Shriving Light&#039;&#039;&#039;: -1 to enemy bravery (-2 for CHAOS) within 6&amp;quot; of this hero.&lt;br /&gt;
#&#039;&#039;&#039;Fury Brand&#039;&#039;&#039;: In the hero phase, give +1 to attacks for one weapon on a HERO within 6&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Lantern of the Tempest&#039;&#039;&#039;: Enemy units that direct missile attacks against friendly STORMCAST ETERNALS units wholly within 12&amp;quot; of the bearer must re-roll hit rolls of 6+.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Celestial Staves:&#039;&#039;&#039; For Lord-Arcanum or Knight-Incantor only&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Staff of Focus&#039;&#039;&#039;: Once per battle, in your hero phase, the bearer can add 1 to casting rolls for the bearer until the end of the phase. In addition, if the barer casts a spell that inflicts any mortal wounds during that phase, add 1 to the number of mortal wounds inflicted on each unit that the spell effects.&lt;br /&gt;
#&#039;&#039;&#039;Mindlock Staff&#039;&#039;&#039;: Once per battle, at the start of the enemy hero phase, you can pick an enemy &#039;&#039;&#039;Wizard&#039;&#039;&#039; within 12&amp;quot; of the bearer. That Wizard Cannot cast any spells that phase.&lt;br /&gt;
#&#039;&#039;&#039;Staff of Azyr&#039;&#039;&#039;: In your hero phase, if the bearer successfully casts any spells that are not unbound, subtract 1 from hit rolls for attacks that target the bearer until your next hero phase&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scrolls Of Power:&#039;&#039;&#039; For Lord-Arcanum or Knight-Incantor only&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Scroll of Unraveling&#039;&#039;&#039;: Once per battle, at the start of the enemy hero phase, the bearer can use this artifact. If they do so, in that hero phase, enemy casting rolls that are equal to the spell&#039;s casting value are unsuccessful, and the caster suffers d3 mortal wounds.  &lt;br /&gt;
#&#039;&#039;&#039;Scroll of Condemnation&#039;&#039;&#039;: Once per battle, in your hero phase, the bearer can use this Artefact. If they do so, pick an enemy &#039;&#039;&#039;Hero&#039;&#039;&#039; within 12&amp;quot; of the bearer. Until the end of that turn add 1 to wound rolls for attacks made by friendly &#039;&#039;&#039;Stormcast Eternals&#039;&#039;&#039; that target that model.&lt;br /&gt;
#&#039;&#039;&#039;Storm Scroll&#039;&#039;&#039;: Once per battle, in your hero phase, the bearer can use this artifact. If they do so, pick up to 6 different enemy units on the battlefield, and give them each a different number from 1 to 6. Then, roll a dice. If the number is the same as the roll, that units suffer D6 mortal wounds.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Prayers of the Stormhosts&amp;lt;/span&amp;gt;===&lt;br /&gt;
Every {{AOSKeyword|PRIEST}} in a {{AOSKeyword|STORMCAST ETERNALS}} army gains an additional prayer to a  which can be used in addition to their other abilities in the hero phase, in the same vein as spells for other armies 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;
#&#039;&#039;&#039;Divine Light&#039;&#039;&#039;: 3+ to cast, choose a unit wholly within 18&amp;quot;. If it is an enemy, you may re-roll 1&#039;s to hit when attacking that unit until your next hero phase. If you choose a friendly unit, enemy units re-roll unmodified hit rolls of 6 when attacking that unit until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Bless Weapons&#039;&#039;&#039;: 4+ to cast, a friendly unit wholly within 18&amp;quot; gains an additional hit for every unmodified hit roll of 6 until your next hero phase. &lt;br /&gt;
#&#039;&#039;&#039;Bolster Faith&#039;&#039;&#039;: 3+ to cast, friendly units within 9&amp;quot; do not have to take battleshock tests until your next hero phase. It does not require the unit you cast this on to be wholly within. So use this on units with lots of models.&lt;br /&gt;
#&#039;&#039;&#039;Abjuration&#039;&#039;&#039;: 3+ to cast, pick an enemy {{AOSKeyword|WIZARD}} within 12&amp;quot; from the priest. If successful the priest can attempt to unbind a 1 spell by that {{AOSKeyword|WIZARD}} in that hero phase.&lt;br /&gt;
#&#039;&#039;&#039;God-King&#039;s Aspect&#039;&#039;&#039;: 3+ to cast, subtract 1 from bravery for units that are within 6&amp;quot; from this priest until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Translocation&#039;&#039;&#039;: 3+ to cast, remove a friendly {{AOSKeyword|STORMCAST ETERNAL}} unit wholly within 9&amp;quot; of this priest from the battlefield and set them up again anywhere on the battlefield more than 9&amp;quot; from enemy units. It may not move in the subsequent movement phase.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Steeds of the Celestial Realms&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
One mount in your army (+1 per additional Warscroll Battalion) may be &amp;quot;exceptional&amp;quot; and take a trait from the relevant tables.&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;
* &#039;&#039;&#039;Generic Traits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Lithe-Limbed&#039;&#039;&#039;: +1 to move characteristic.&lt;br /&gt;
#&#039;&#039;&#039;Savage Loyalty&#039;&#039;&#039;: If this HERO is slain in the combat phase, on a 4+ the unit that slew them takes D3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Keen-Clawed&#039;&#039;&#039;: Any wound rolls of 6+ in the combat phase for this HERO&#039;s mount are resolved with a rend of -3.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dracoth Traits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Drake-Kin&#039;&#039;&#039;: If this HERO suffers damage from an attack with a damage characteristic greater than 1, on a 5+ the HERO only suffers 1 Damage from the attack.&lt;br /&gt;
#&#039;&#039;&#039;Thunder Caller&#039;&#039;&#039;: The HERO&#039;s Dracoth&#039;s Storm Breath ability has a range of 16&amp;quot; rather than 12&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Pack Hunter&#039;&#039;&#039;: +2 to Attacks of the HERO&#039;s Dracoth&#039;s Claws and Fangs if another friendly model is riding a Dracoth within 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stardrake Traits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Storm-Winged&#039;&#039;&#039;: After this model has moved you can pick 1 enemy unit that has any models that this model passed across. On a 2+ the unit takes D3 mortal wounds. This was reworded in the latest book so its no longer limited to the movement phase.&lt;br /&gt;
#&#039;&#039;&#039;Thunderlord&#039;&#039;&#039;: Roiling Thunderhead ability has a range of 24&amp;quot; rather than 18&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Star-Branded&#039;&#039;&#039;: When referring to the Damage table of this HERO, treat it as having suffered one fewer wounds than it actually has.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gryph-Charger Traits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Wind Runner&#039;&#039;&#039;: When this HERO rides the Winds Aetheric, roll an extra dice on the distance they can move.&lt;br /&gt;
#&#039;&#039;&#039;Aethereal Stalker&#039;&#039;&#039;: When this HERO is set up, choose an enemy HERO. This HERO can re-roll all failed hit and wound rolls made for its Gryph-charger&#039;s Razor Beak and Claws attacks that are directed against the chosen HERO.&lt;br /&gt;
#&#039;&#039;&#039;Indefatigable&#039;&#039;&#039;:  re-roll the distance when this HERO runs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dracoline Traits:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Bounding Leap&#039;&#039;&#039;: This model is eligible to fight in the combat phase if it is within 6&amp;quot; of an enemy unit instead of 3&amp;quot;, and it can move an extra  3&amp;quot; when it piles in&lt;br /&gt;
#&#039;&#039;&#039;Pride Leader&#039;&#039;&#039;: Add 1 to hit rolls for attacks made by friendly &#039;&#039;&#039;Dracoline&#039;&#039;&#039; units while they are wholly within 9&amp;quot; of this model.&lt;br /&gt;
#&#039;&#039;&#039;Ear-bursting Roar&#039;&#039;&#039;: At the start of the combat phase, you can pick an enemy within 3&amp;quot; of this model and roll a dice. On a 4+ subtract 1 from hit rolls for attacks made by that unit until the end of the phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tauralon Traits:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Swiftwing&#039;&#039;&#039;: You can re-roll run rolls for this model&lt;br /&gt;
#&#039;&#039;&#039;Lashing Tail&#039;&#039;&#039;: At the end of the combat phase, you can pick an enemy unit within 3&amp;quot; of this model and roll a d6, on a 4+ it causes 1 mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Steel Pinions&#039;&#039;&#039;: Roll a d6 every time this model suffer a regular or mortal wound, on a 6+ the wound is negated.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Spells&amp;lt;/span&amp;gt;===&lt;br /&gt;
Your wizards May take one spell either the Lore of Invigoration or Storm&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;
====Lore of Invigoration====&lt;br /&gt;
#&#039;&#039;&#039;Terrifying Aspect:&#039;&#039;&#039; Cast 5, a visible &#039;&#039;&#039;Stormcast&#039;&#039;&#039; unit wholly within 18&amp;quot; gain a 3&amp;quot; aura of -1 Bravery to enemies until the next Hero Phase.&lt;br /&gt;
#&#039;&#039;&#039;Celestial Blades:&#039;&#039;&#039; Cast 5, a visible &#039;&#039;&#039;Stormcast&#039;&#039;&#039; unit wholly within 18&amp;quot; adds 1 to Melee wounds rolls until the next Hero Phase.&lt;br /&gt;
#&#039;&#039;&#039;Speed of Lighting:&#039;&#039;&#039; Cast 5, visible &#039;&#039;&#039;Stormcast&#039;&#039;&#039; units wholly within 9&amp;quot; can Re-roll Charges until the next Hero Phase&lt;br /&gt;
&lt;br /&gt;
====Lore of the Storm====&lt;br /&gt;
#&#039;&#039;&#039;Lightning Blast:&#039;&#039;&#039; Cast 5, a closest Visible unit is dealt d3 Mortal wounds.  Like 40k Smite but with an infinite range.&lt;br /&gt;
#&#039;&#039;&#039;Starfall:&#039;&#039;&#039; Cast 5, pick a visible point within 12&amp;quot;. On a roll of 4+ for each enemy within 3&amp;quot; of that Point they take a Mortal Wound&lt;br /&gt;
#&#039;&#039;&#039;Thundershock:&#039;&#039;&#039; Cast 6, roll a dice for each enemy within 6&amp;quot;. on a 4+ the unit takes a Mortal Wound.  In addition, subtract 1 from hit rolls for attacks made by that unit until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Azyrite halo:&#039;&#039;&#039; Cast 5, Pick a visible &#039;&#039;&#039;Stormcast&#039;&#039;&#039; unit wholly within 12&amp;quot;, until the next hero phase whenever the unit makes an unmodified save roll of 6, the attacker takes a Mortal Wound. Remember that you still make a save roll even if out-Rended.&lt;br /&gt;
#&#039;&#039;&#039;Chain Lightning:&#039;&#039;&#039; Cast 7, a visible enemy unit within 24&amp;quot; suffers D3 Mortal Wounds, then each other enemy unit within 3&amp;quot; of the first take a mortal wound on a 4+.&lt;br /&gt;
#&#039;&#039;&#039;Stormcaller:&#039;&#039;&#039; Cast 7, For each enemy unit on the battlefield, on a roll of 6+ inflict D3 Mortal wounds on the unit.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Endless Spells&amp;lt;/span&amp;gt;===&lt;br /&gt;
These can only be cast by &#039;&#039;&#039;STORMCAST ETERNAL WIZARDS&#039;&#039;&#039;.&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;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Everblaze_Comet.pdf Everblaze Comet]:&#039;&#039;&#039; (100pts) Comet of Casandora, Stormcasts edition. When it comes down, it hits everything within 10&amp;quot; for a bunch of Mortal Wounds determined by a D3 roll - on a 1, the unit takes a single Mortal Wound. On a 2, the Unit takes a further D3 Mortal Wounds, and on a 3, the Unit takes 3 Mortal Wounds! On top of this, the Comet remains in play and spits out Mortal Wounds at the start of each battle round at any Units within 5&amp;quot;, though this time on a 1-3 it only does one Mortal Wound, while on a 4+ it does D3 Mortal Wounds. Also, all Wizards must subtract 1 from their casting rolls while they are 5 inches or closer to the comet. This spell has the potential to dish out an obscene amount of Mortal Wounds, but a word of caution: even though the spell continues to damage units and bother Wizards after it has been cast, the Comet cannot be moved once it has been placed in the table (but you can dispel it in a later turn and then cast it again) This, combined with the fact that it costs 100 points, forces you to be &#039;&#039;&#039;extremely&#039;&#039;&#039; cautious about where and when to put it.&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Celestian_Vortex.pdf Celestian Vortex]&#039;&#039;&#039; (40pts) &#039;&#039;&#039;(AKA the HAMMERNADO):&#039;&#039;&#039; It&#039;s a Hurricane of Hammers that dispenses Mortal Wounds (12 dice on 6+) and gives any Unit within 6&amp;quot; of it -1 to hit with Missile Weapons. Additionally, it wounds on a 5+ against &#039;&#039;&#039;Chaos&#039;&#039;&#039; units instead. Thanks to its 8 inch movement and the fact that it can move after being set up, the Hammernado proves to be a cheap (Only 40 points!!!) and effective way to damage Chaos forces and screw ranged units (If you manage to cast it against a Tzeentch or Skaven army, they are in for a bad time).&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Dais_Arcanum.pdf Dais Arcanum]:&#039;&#039;&#039; (30pts) This is what is known as a STORMCAST ETERNAL WIZARD that has ascended past a STORMCAST ETERNAL WIZARD. A big disk for your Wizard to ride on: it grants them Fly, 12-inch movement, +1 to their Save and an additional Unbind. For just 30 points, you can hop in a Knight-Incantor or a Lord Exorcist, and make them go even further beyond. Your opponents are going to love it, trust me...&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;
Common keywords in these warscrolls are {{AOSKeyword|ORDER}}, {{AOSKeyword|CELESTIAL}}, {{AOSKeyword|HUMAN}} and {{AOSKeyword|STORMCAST ETERNAL}}.&lt;br /&gt;
*&#039;&#039;&#039;Stormkeeps:&#039;&#039;&#039; 1 in 4 units in a Free City army may be a Stormcast, so think about that when reading these entries.&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;color:#01bbe3;&amp;quot;&amp;gt;Named Leaders&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
The majority of these characters tied to the Hammers of Sigmar.  Note that named characters cannot be given command abilities, relics or mount traits.&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;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Astreia_Solbright.pdf Astreia Solbright]&#039;&#039;&#039;: (200pts) A named HAMMERS OF SIGMAR LORD-ARCANUM on DRACOLINE. Her Unique spell is a 360 degree Storm Lance and her Command Ability is the same as the  LORD-ARCANUM Gryph-Charger.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Aventis_Firestrike.pdf Aventis Firestrike]&#039;&#039;&#039;: (300pts) Named Lord-Arcanum on Tauralon for the Hammers of Sigmar. Regenerates a wound each hero phase and dishes out a mortal wound on a 5+ each time he&#039;s hurt by melee. Trades out Lightning Orb for a 1mm line of [[Awesome|FIRE-LIGHTNING]], inflicting D3 mortal wounds - less range potential, but more reliable since it always hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_stormsires_cursebreakers_en.pdf Averon Stormsire]:&#039;&#039;&#039; (260pts) Only usable with Stormsire&#039;s Cursebreakers. A buffed Knight-Incantor with a buffed spell, adding d3 wounds to enemies within 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-celestantprime-en.pdf Celestant-Prime]:&#039;&#039;&#039; (300pts) &#039;&#039;Only one can be included in a Pitched Battle army.&#039;&#039; While not exactly &#039;&#039;named&#039;&#039;, this here is, bar Vandus Hammerhand, your unique character to hold you over while we wait for the rules for Sigmar that&#039;ll probably also come whenever FW decides to make rules for [[Emperor of Mankind|that bastard]]. The &#039;first&#039; Stormcast Eternal, this is one bad dude. Prime has a very powerful shooting attack, dramatically one-upping the Lord-Celestant on Dracoth by tossing a comet onto the battlefield. His close combat potential seems to have potential, having 3 attacks base. That said, add 2 to the attacks characteristic of Ghal Maraz until the end of the battle (game). Also, whenever he deploys, all enemies within 12&amp;quot; of him suffer -2 Bravery until his next Hero Phase. Let&#039;s put it this way: Nagash will kick his ass. The Glottkin will kick his ass. Archaon... will probably think twice, as might the Mortarchs. The point is, this guy only looks like a combat monster, but he&#039;s your artillery equivalent, except for really big games, where you can afford to leave him off the table for two or three turns. &lt;br /&gt;
**&#039;&#039;Alternatively&#039;&#039; if you build your army to be hyper defensive with a bunch of shielded Liberators with a Castallant&#039;s lantern, you could very easily just set up on the extreme far edge of the board and camp there to force your opponent to spend ages trekking over to you, while you take turns lasting only a couple of seconds (Use a Command Ability, use the Lantern, maybe a quick snipe with the Knight-Venator, turn done.) This way you&#039;ll be in Turn 3 by the time you reach combat and will be able to last a few more turns after that due to your high defense. By the point, you need to bust out the Celestant-Prime to counter-attack, so many turns will have passed that he&#039;ll dominate anything he gets into combat with.&lt;br /&gt;
**In fact, the Prime is a lot better than it would seem at first glance. With his &amp;quot;Orrery of Celestial Fates,&amp;quot; once per turn, you can CHANGE one of his rolls to any result you want. Meaning, each turn you can either: almost guarantee 3 Damage in combat if you change the Hit dice (Ghal Maraz wounds on 2+ and has -3 Rend), or almost guarantee that 9&amp;quot; charge the turn he enters play, or avoid one non-mortal wound to him if you change the Save roll (even against -3 Rend opponents!), or make his meteor attack work in a 12&amp;quot; bubble (that will also give you perfect control to avoid hitting your own guys!). This last option is the best one: usually, you&#039;ll hit at least 3 units, meaning an average 6 mortal wounds, and Battleshock tests for 3 units, at -2 Bravery if they&#039;re at 12&amp;quot; or less! If you make him appear in the right spot, and when many enemy units are at combat with your guys, you&#039;ll force A LOT of Battleshock test at -2 Bravery. Your second turn is ideal for this: most of your units will be engaged, and with 5 Ghal Maraz attacks, if you change the hit dice, the Prime deals each turn something like 9 wounds in combat (except against a handful of super-protected units, like Stonehorns or Phoenix Guard), which is MIGHTY. But in your turn, it&#039;s probably better to change the radius roll for the comet and deal myriads of mortal wounds. This guy requires a lot of skill to play, but if you do it right, his 340 points cost will be repaid in no time. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/Vandus_Hammerhand_CB_Web%20-%20cropped.pdf Vandus Hammerhand]:&#039;&#039;&#039; (260pts) Lord-Celestant of the Hammerhands, the first chamber of the Hammers of Sigmar. He&#039;s Sigmar&#039;s favorite Stormcast, and it shows. On the tabletop he has a brutal command ability, granting all Hammers of Sigmar units within 12 inches an extra attack. His tempestos hammer, Heldensen, deals 3 wounds rather than D3 and his dracoth Calanax has 4 attacks rather than 3. He automatically grants battleshock immunity to all Hammers of Sigmar units within 24 inches.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/Neave_Blacktalon_ENG.pdf Neave Blacktalon]:&#039;&#039;&#039; (110pts) The Stormcast Eternals Hero Hunter. 7 Attacks, 8 on the charge. Her axes and pistol go from Damage 1 to Damage 2 if you target an enemy HERO. She can run and shoot in the same turn. Her best ability is &amp;quot;Windrider&amp;quot; - When a friendly Stormcast Eternal unit within 9&amp;quot; uses their Ride the Winds Aetheric ability, Neave Blacktalon can follow in their wake; she can immediately move in the same manner up to the distance moved by the unit she is following, provided that she ends this move within 9&amp;quot; of them and more than 3&amp;quot; from any enemy models. If she moves in this way, Neave Blacktalon may not run or charge in that turn. Neave Blacktalon is taken from the Hammers of Sigmar Stormhost and always wears their colors in battle.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/aos-warscroll-Gavriel-Sureheart-en.pdf Gavriel Sureheart]:&#039;&#039;&#039; (120pts) Lord-Celestant and yet another member of the Hammers of Sigmar. Despite this, he can be used with any Stormhost, but his +3 to charge rolls within 9&amp;quot; of him applies to ONLY Hammers of Sigmar units. He trades the Lord Celestant&#039;s regular weapons with 2 damage -1 rend sword with 3 attacks (which gets +1 attack when he charges) and a Thundershield.&lt;br /&gt;
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*&#039;&#039;&#039;Lynus Ghalmorian:&#039;&#039;&#039; (240pts) Named Lord Arcanum on Gryph-Charger for the Anvils of the Heldenhammer, found in the August 2019 White Dwarf. Almost identical to the base one, but makes every friendly Anvils of the Heldenhammer unit within 12&amp;quot; reroll save rolls of 1 against missile weapons, replaces the healing spell with one that is cast on a 6+ and deals D3 mortal wounds to a unit within 12&amp;quot; while also giving it -1 to hit rolls until your next hero phase and haves a command ability that gives every friendly Anvils of the Heldenhammer unit within 12&amp;quot; +1 to their hit rolls. 240 points.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Leaders&amp;lt;/span&amp;gt;===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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====Celestant====&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcelestant-en.pdf Lord-Celestant]:&#039;&#039;&#039;(100pts) A strong hero on foot that can do an average of 1.75 mortal wounds in the shooting phase and 1,77 damage at -1 rend + 0,66 damages in the melee phase (more if he charges). when he is within 3&amp;quot; of an enemy he can use command ability to give nearby Stormcast Eternals units(including himself) a +1 to hit during the combat phase. At first, he seems to lose out to his brother on the Dracoth, but in the end, you&#039;re exchanging personal killing power against the powerful support that might end up being worth more than the hilariously unreliable breath attack of the Dracoth. Make sure you surround him with lots of melee units and keep him alive. He&#039;s harder to use than the mounted version, but with careful positioning, he&#039;ll be more effective while taking up fewer Wounds. &lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lord-celestant-dracoth-en.pdf Lord-Celestant on Dracoth]:&#039;&#039;&#039; (200pts) A guy in pompous golden armor and a big cloak who can be equipped with a Dracothian Guard weapon and rides a dragon on lightning. Couldn&#039;t be more Power Metal if he tried. He&#039;s &#039;&#039;very&#039;&#039; killy in close combat and his CA grants a huge bubble in which Stormcast Eternals don&#039;t have to take Battleshock. His ranged attack is potentially devastating, but only if the enemy was stupid enough to bunch up all his important stuff and you get very lucky. With a 50% chance to deal damage, it&#039;s nice to have, but you shouldn&#039;t rely on it. Due to being mounted, he moves at a fast pace and has 7 wounds as opposed to the &amp;quot;general&amp;quot; hero base of 5. This guy is hard-hitting, fast and durable meaning you want him up in the front line where he can lead the charge and give everyone the benefit of his aura.&lt;br /&gt;
**the Celestant Weapon choice:&lt;br /&gt;
*** A glaive that deals more damage on charges, &lt;br /&gt;
***A Hammer that deals Mortal Wounds and stops enemy Pile-ins on hit rolls of 6.&lt;br /&gt;
*** another Hammer that deals more attacks on charges with the best to wound roll and highest damage potential per hit of all the options&lt;br /&gt;
***An Axe that that makes more attacks for each Nearby Stormcast unit cheering you on.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-stormcast-stardrake-en.pdf Lord-Celestant on Stardrake]:&#039;&#039;&#039;(500pts, Behemoth) aka Rage Made Manifest Hoo boy. Recently received a cost reduction from 600 points down to 560. Looking at the stat-wheel, this guy compares quite well to &#039;&#039;Nagash&#039;&#039;, with sixteen wounds at a 3+ save and a high flying Move. Melee-wise, the Drake looks lacking at first, having just about the same profile as a Vampire Lord, with four attacks at 3+/3+/-1/D3, which is a good profile, but not stellar for such a huge model. The Celestant on top adds to the beastie by wielding either the same Hammer you&#039;re used to from the starter set Celestant or a Sword with much worse To Wound rolls (4+ instead of 2+) but which makes 3 To Wound rolls instead of 1 if you rolled a 6+ To Hit, making him nice and blendy and as usual, both profiles get more attacks if you charge. He also bears a Shield, which does the same thing you&#039;re used to and can cause Mortal Wounds on the guys who punch your Celestant. And then you see why the Drake looks so lacking in melee: At range, he can either barf lightning, which works like a Grey Seer&#039;s unique spell, rolling as many D6 as the enemy unit has models and every 6 deals a Mortal Wound or he can instead shoot comets, which have &#039;&#039;&#039;infinite range&#039;&#039;&#039; and hit D6 units for D3 Mortal Wounds, then before combat, he can just flat-out eat up to 3 enemy models, with higher chances to succeed if their Wound-stat is low and after combat, he swings his tail, which deals Mortal Wounds and is more accurate against larger units. His command ability grants all Drakes and Dracoths in your army reroll To Wound with their Claws, Jaws et cetera, including the Celestant&#039;s mount. And he can also adjust casting rolls for all Wizards around him by +/-1. Simply put, this guy is not an auto-win button, and his Command Ability is somewhat lackluster, but he raises holy hell by having a huge threat bubble and crapping out an enormous amount of Mortal Wounds all over the field.&lt;br /&gt;
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====Arcanum====&lt;br /&gt;
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All variants in the GHB 2019 received a 20 point decrease but is canceled out by the increase in Sequitors if you take 10 or more of them. Only really beneficial to lists using an Arcanum for spawning endless spells and no Sequitors (Even then, Incantor is still usually the better option).  &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum.pdf Lord-Arcanum]:&#039;&#039;&#039; (150pts) A wizard and Leader of the Sacrosanct Chamber and has many abilities. Ok in a fight. When surrounded he can Break Spirit Flasks to deal Mortal wounds to everyone around him including himself. Once per turn, he can heal a recently slain Stormcast model (that is not himself) back to 1 wound allowing him to hold the line longer or crawl back to the nearest Cleric. For spells, he can upgrade his Arcane Bolt back to its original d3 Mortal wounds and d6 on casting of 10+. His Unique Spell while on foot is Thunderclap which subtracts 1 from hit rolls of a single enemy unit&#039;s attacks. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_Stormcast_2018.pdf Lord-Arcanum on Gryph-Charger]:&#039;&#039;&#039; (200pts) Comes from the Soul Wars box. The medic of the Arcanum. Like other Gryph-Charger, his movement increased to 12&amp;quot;, Gaining 3/+3/+3/-2/D1 Beak &amp;amp; Claws attack that inflicts a Mortal wound on a natural hit 6. It also gains the ability to &#039;&#039;&#039;Ride the winds Aetheric&#039;&#039;&#039; which lets it make a 6D6&amp;quot; As if it could fly but it can&#039;t charge that turn. It has a different Unique spell that Heals D3 wounds on a Stormcast Model and D6 instead on a cast of +8, this spell can make him good friends with Dracoths. His Command Ability allows a Sacrosanct Evocators to Auto-Cast Empower or allows Castigators and Sequitors to use both options of their Aetheric Channelling&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_on_Celestial_Dracoline.pdf Lord-Arcanum on Celestial Dracoline]:&#039;&#039;&#039; (210pts) Mounted for offense and would lead Evocators on Dracolines. Similar to the Gryph-Charger stats but has one less in rend, but makes up for it by increasing its Claws damage to d3 on Charges. Dracolines also subtract 1 from enemy Bravery. Its unique spell creates a 12&amp;quot; line that inflicts a Mortal wound to an enemy unit on a 5+ for each of its models that falls under the line. its unique Command Ability Gives +1 attack to the Claw weapons of nearby Evocators mounted on Dracoline.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_Tauralon.pdf Lord-Arcanum on Tauralon:]&#039;&#039;&#039; (MONSTER, 280pts) A Lord-Arcanum Riding a flying Ram that has a similar weapons profile to the Dracoline but with +1 Damage. The Tauralon gives a +1 to hit for Stormcast shooting attacks against an enemy it passes over and deals a single mortal wound on a charge. His Unique spell deals d3 mortal wounds to on a 4+ to enemies within 3&amp;quot; of a point you pick. Give a &#039;&#039;&#039;Sacrosanct&#039;&#039;&#039; unit wholly within 18&amp;quot; +2 to run rolls. You will see him flying ahead, hepping Judicators line up their shots and crush that unbubblewrapped wizard.&lt;br /&gt;
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====Other Wizards====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Lord_exorcist.pdf  Lord Exorcist]:&#039;&#039;&#039; (90pts) A Wizard that Specializes in Close Quarters Exorcising. He has the same stats and weapon Profile as the Lord-Arcanum. During the Shooting Phase, he deals a mortal wound to all {{AOSKeyword|Daemon}} and {{AOSKeyword|Nighthaunt}} units within 6&amp;quot; on a 4+. His Unique spell Rolls a dice for each enemy unit within 6&amp;quot;. If (d6 + enemy&#039;s unit&#039;s Bravery &amp;lt; 10 ) than that unit takes d3 Mortal wounds and if that said unit was a {{AOSKeyword|Daemon}} or {{AOSKeyword|Nighthaunt}}, their affective Bravery is Halved (rounded up) for the purposes of this spell. Received a 20 point decrease in the GHB 2019. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Knight_Incantor_Stormcast_2018.pdf Knight-Incantor]:&#039;&#039;&#039; (120pts) The on-foot wizard from Soul Wars. Nothing to write home about in melee, and not a particularly impressive caster with only 1 each cast and deny with no bonus. The Knight Incantor does, on the other hand, come with a Voidstorm Scroll, a once-per-game ability that can be used before rolling to make an Unbinding roll automatically succeed. This can deny your opponent a critical spell, breaking a combo or saving one of your units. Also equipped with Spirit Flasks - once per game at the beginning of a combat phase, the Knight Incantor can choose to shatter up to three spirit flasks. For each one broken, each unit(friendly or enemy, including the Knight Incantor herself) suffers 1 mortal wound, or d3 if there are 10 or more models in the unit. Finally, Her unique spell creates a Storm that inflicts a mortal wound and gives -1 to Charge and Run of all enemies within 18&amp;quot;. The Knight Incantor is a decent all-around wizard who doesn&#039;t stand out in any one area, but can also do almost any task you ask of her. Also a solid ally to any Order faction that doesn&#039;t have wizards of their own.&lt;br /&gt;
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====Priest====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Relictor.pdf Lord-Relictor]:&#039;&#039;&#039; (100pts) Your foot-slogging cleric with a wicked skull helm. He can control the storms, meaning he can choose to either heal a friendly &#039;&#039;model&#039;&#039; for D3 wounds (best used on other Heroes), or to lose what is basically &#039;&#039;Arcane Bolt&#039;&#039; without a casting roll on an enemy, with an excellent bonus that anyone hit also takes a -1 To Hit-penalty in the following turn. You will also choose 1 of the 6 prayers (which can be cast each turn in addition to one of the 2 just described). While no slouch in combat, he&#039;s nowhere near as good as a Lord-Celestant; of course, this isn&#039;t why you take him. The best use for him is in the &amp;quot;secondary&amp;quot; line, using his healing buff to keep your men in fighting shape and lending a hand with the lightning storm anywhere they&#039;re struggling. Heroes and paladins of all types will find him a very good &amp;quot;best bud.&amp;quot; The comparison between him and the Lord-Celestant is easily explained: the Celestant is the fighter of the party while the Relictor is the &amp;lt;strike&amp;gt;chaplain &amp;lt;/strike&amp;gt;  cleric. Remember that the healing storm can&#039;t actually bring things back to life, it only heals stuff that&#039;s still alive. Frankly, the guy is awesome. The advent of Prayers gives him two options to influence the game in the Hero Phase, neither of which can be unbound. Favorite combo - &amp;quot;the FUCK YOU button&amp;quot;: Give him the prayer Divine Light and then use his Lightning in enemy mode. With luck you&#039;ll have a unit that&#039;s taken D3 wounds, is -1 to hit, and your whole army gets to re-roll ones against them. All for the cost of two Gryph-hounds! Bargain!&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Lord-Veritant-ENG.pdf Lord-Veritant]:&#039;&#039;&#039; (110pts) Another Priest, Has an extra wound compared to standard heroes just like the Castellant, and gets a pretty good melee profile (4 attacks at 3/3/-1, 2 damage each). Again, like the Castellant, he gets a Free pet gryph-hound (see Fast Movers below). This guy is a wizard killer. He can unbind one spell in the same way as a wizard, and has a 50/50 chance of doing D3 mortal wounds to an enemy wizard within 7&amp;quot;. Which isn&#039;t a spell so there is no way for the enemy to stop it. Also if the gryph-hound is within 6&amp;quot; of the enemy wizard, you get +3 to your unbinding roll. The gryph-hound is no slouch in combat either, doubling its attacks as long as the enemy is within 3&amp;quot; of the Veritant. Last but not least he is a priest, so don&#039;t forget to throw some extra prayers on him. His role is more of an assassin than the Relictors more support role, choose accordingly for him when deciding on prayers.&lt;br /&gt;
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====Others====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Drakesworn-Templar-en.pdf Drakesworn Templar]:&#039;&#039;&#039; (MONSTER, Behemoth, 420pts) If you like your Drake better without a meh Command Ability. Like Paladins, Dracoths and Dracoth Celestants, the Templar gets the obligatory choice of your three favorite weapons, and again all of them do different things: The Axe gets 6 swings at 1 damage and has a chance of drastically worsening enemy Pile-in moves, great to keep your Templar safe from small gribbles. The Hammer is more or less a Retributor&#039;s hammer but with damage 3, but with the extra goodness of 6+s To Hit making 2 To Wound rolls instead of 1. This can ruin a monster&#039;s day all on its own. Be wary that the Hammer does only get 2 swings, so debuffs will cripple you. The Lance also gets you a nice effect: If you roll a 6+ To Hit against a monster with it, you instantly deal D6 Mortal Wounds. Be aware that D6 Mortal Wounds can potentially be worse than your normal damage of 2, though. Again, the Hammer is the more balanced choice, right between Monster killer and tarpit cleaner, but it&#039;s not as specialized as the other two; pick the one you think is most appropriate, the Drake will probably do most of the work on its own anyway. He gives a +/- of 1 to Nearby Wizards. He also has a bow which pretty much lights the enemy up with phosphorus, granting +1 To Hit for Dracothian Guard in the combat phase. Use this with Concussors for the best effect.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Lord-Aquilor-en.pdf Lord-Aquilor]:&#039;&#039;&#039; (170pts) The post given to the leader of the Vanguard Auxiliary Chambers, aka the Stormcast Eternal Rangers. He&#039;s got decent combat stats and some ranged capability, and also comes with both the &amp;quot;flanking&amp;quot; ability of Vanguard-Hunters and the &amp;quot;jump&amp;quot; of the Vanguard-Palladors (not both at the same time, though). Nice and all, but his real meat comes with his Command Ability: it&#039;s the same flanking thing of the Vanguard-Hunters, but for him AND a unit of either Vanguard-Hunters, Vanguard-Palladors, Vanguard-Raptors or Aetherwings that are within 24&amp;quot; of him. The possibilities are endless: set up an alpha strike with Vanguard-Palladors, save a unit in peril, grab TWO objectives, make Vanguard-Raptors infuriatingly immortal, controlling the flow of the battle, or mess with your opponents&#039; plans (and head). But most of all, he&#039;s loads of fun: teleporting every turn lets you do some strange things and have some strange battles, what with being unpredictable and keeping your opponent guessing. Particularly good if you&#039;re going for a hit-and-run-and-shoot-you-to-death Vanguard Auxiliary Chamber army or if playing an Anvilstrike list (9 Longstrikes in an Anvils of Heldenhammer Stormhost) to keep the Longstrikes out of combat.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcastellant-en.pdf Lord-Castellant]:&#039;&#039;&#039; (120pts) 1 wound more than the standard hero on foot, this hero is slightly better than Lord-Celestant in the combat phase (2,66 damages at -1 rend and 2&amp;quot; range). His lantern&#039;s ability inflicts 1 mortal wound to a {{AOSKeyword|Chaos}} unit or an average of 2 mortal wounds to a {{AOSKeyword|Chaos}} {{AOSKeyword|Daemon}} unit. If there aren&#039;t any such foes around, it can make Stormcast Eternals units more resistant and occasionally heal them. As above, the Celestant may be the fighter, the Relictor is probably the cleric and the Castellant is definitely the paladin. He&#039;s at home upfront where the Celestant could be (though the Castellant lacks any command ability of his own), but equally at home in the secondary line warding your Eternals with his lantern (wording means that you can gain and lose wounds at the same time while your units will have a majority 3+ save thanks to him) or even as a beastmaster if he fights with a bunch of gryph hounds in close proximity. His lantern&#039;s other ability is very nice if a little circumstantial, auto sniping a Chaos Marauder equivalent or letting him damage daemons something fierce without even trying. Finishing off a Chaos hero who&#039;s down to his last wound is fun. All in all, he&#039;s a flexible choice. He&#039;s good at buffing up units that are going to be taking some saves ensuring you&#039;ve got enough men to hold on that little bit longer. Extra rage points when all your opponents attack simply heal a wound back on your Liberator squad.&lt;br /&gt;
**Comes with a free Gryph-hound when he is set-up.&lt;br /&gt;
**Received a 20 point nerf in GHB 2019, but is still worth it for his buff.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_lord_ordinator.pdf Lord-Ordinator]:&#039;&#039;&#039; (140pts) A mustachioed non-Engineer that buffs Warmachines. Add 1 to hit rolls to &#039;&#039;&#039;War Machines&#039;&#039;&#039; wholly within 6&amp;quot;. This pairs very well with the Celestar Ballista which turns every successful hit into d6 hits. Has a Command ability &amp;lt;s&amp;gt; to let a &#039;&#039;&#039;War Machine&#039;&#039;&#039; fire twice.&amp;lt;/s&amp;gt; Was replaced with the ability to give Stormcast whole within 18&amp;quot; of him immunity to Battleshock for the turn. He will find himself in lists with Stormcast Eternals or Free City Warmacines.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightazyros-en.pdf Knight-Azyros]:&#039;&#039;&#039; (100pts) Your flying support Hero. Has the same average melee profile as the Relictor, but gets 2 special rules to make up for it. The first lets any unit re-roll 1s To Hit against enemies if their target is close to the Azyros. He can also deal a bunch of Mortal Wounds to all enemy units within 8&amp;quot; once per game. If you find a situation where this is useful, go for it. Otherwise, the guy isn&#039;t a powerhouse, but he doesn&#039;t want to be. If you want him, simply tweak your army a bit to accommodate him. Prosecutors with Javelins profit a lot from his buff. Keep in mind that Judicators already reroll 1s to hit against Chaos, so he&#039;s better for supporting Prosecutors in general or Judicators against any other army. &lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvenator-en.pdf Knight-Venator]:&#039;&#039;&#039;(110pts) Your flying shooty Hero. Has a whole bunch of good shots at a ridiculously high 30&amp;quot; range, but is by far the worst Stormcast Hero in melee. He can also shoot a special arrow once per game that can either hurt a Monster real bad or murder the face off of a normal Hero with D6+3 Damage &#039;&#039;&#039;IF&#039;&#039;&#039; they fail their saving throw. Thanks to Look Out Sir, the Venator is a whole lot less reliable since its hitting and wounding on a 3+. Hence take the Luckstone and/or an Azyros for maximum benefit.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightheraldor-en.pdf Knight-Heraldor]:&#039;&#039;&#039; (100pts) Your only Hero with a 4+ save. In melee, his profile is slightly worse than the Relictor and the Azyros. Why do you use him? Because he&#039;s got a big, honking Trumpet. With it, he allows a Stormcast unit to Retreat, Run and Charge during the same turn, AND cause damage to opponents huddled up in a terrain piece. Pick a Chaos Dreadhold and cackle &amp;lt;s&amp;gt;maniacally&amp;lt;/s&amp;gt; righteously. Feel free to blow that trumpet wherever you please as your opponent tries to understand how falling rocks only hit his boys! &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvexillor-en.pdf Knight-Vexillor]:&#039;&#039;&#039; (110pts) Your Standard Bearer. In melee, he&#039;s a Hammer-Liberator with twice the attacks, and he can have a pick of two banners. No matter which you pick, Stormcast Eternals around him get to reroll charge rolls. Also, the banners have these effects: The Meteoric Standard grants you a one-shot version of the Prime&#039;s Cometstrike Scepter, which means a big boom. The Pennant of the Stormbringer, on the other hand, lets you pick up a Stormcast unit and then redeploy it anywhere so long as you stay 9&amp;quot; away from enemies, sadly no longer guaranteeing a charge or dropping mortal wounds on nearby enemies. No Longer the go-to option it was, but still potentially very useful. This guy is the polar opposite of the Lord-Castellant; he&#039;s slow and hard to use, but the potential payout is far greater if you find creative ways to employ him.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-whquest-rules-en.pdf Knight-Questor]:&#039;&#039;&#039; (100pts) Well IF you want to field him, be our guest. The Questor is very self-sufficient, meaning he&#039;s not dependent on any buffs but doesn&#039;t dish any out either. He tries to be a duelist, but in the end, his mediocre combat potential holds him back. On the other hand, he never ever dies thanks to his re-rollable 3+ Save. He&#039;s five Wounds that will always pull their weight but will never bring you in more than you paid for him.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.belloflostsouls.net/wp-content/uploads/2016/08/errant-questor-03.jpgErrant-Questor]:&#039;&#039;&#039; (140pts) Warhammer World exclusive, so expect to pay inflated eBay prices if you can&#039;t get there yourself or ask a friend. Similar profile to the Knight-Questor except instead of a rerollable save, he ignores Rend. This might be preferable when facing armies that pile it on. At setup he can take one of three oaths; the first one lets him take wounds for a nominated Stormcast Hero as long as he&#039;s within 3&amp;quot;, like an automatic Look Out Sir. The second lets you name a Hero in the enemy army, which gives the Errant free rerolls to hit and to wound versus that guy. The final and arguably best oath gets you an extra attack, cumulatively, for every 10 wounds you inflict - and with a base of three attacks at 3+/3+/-1 doing D3 damage each, that isn&#039;t too hard. He also rerolls all failed charge rolls, no catch. All in all a pretty strong character; team him up with a Celestant on foot and Castellant for your own little Stormcast Adventuring Party.&lt;br /&gt;
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*&#039;&#039;&#039;Knight-Zephyros:&#039;&#039;&#039; (100pts) 6 Attacks, 7 on the charge. She can run and shoot in the same turn. Her best ability is &amp;quot;Windrider&amp;quot; - When a friendly Stormcast Eternal unit within 9&amp;quot; uses their Ride the Winds Aetheric ability, she can follow in their wake; she can immediately move in the same manner up to the distance moved by the unit she is following, provided that she ends this move within 9&amp;quot; of them and more than 3&amp;quot; from any enemy models. If she moves in this way, she may not run or charge in that turn. Unlike Neave Blacktalon, the Knight-Zephyros can benefit from Command Traits, Artifacts, and can be part of other Stormhosts. In short, she&#039;s a great skirmisher and is a useful asset to keep in your backline to cut off any pesky throw-away squads gunning for an uncontested objective (looking at you, skinks).&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;color:#01bbe3;&amp;quot;&amp;gt;Battleline Units&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
All matched play games require 2-4 battleline units as a minimum. Some units are made battleline by your choice of general.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Strike Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-liberators-en.pdf Liberators]:&#039;&#039;&#039; (Battleline, 90/480pts, Min:5, Max:30) Your basic melee troops, strong with average durability (4+ and 2 wounds). Sigmar tweaked those to be used against the strongest Chaos enemies, so always go for the biggest model on the field. Now let&#039;s talk a little about weapon options because you can have four different flavors of Liberators. If you want to arm them with a weapon and shield, it doesn&#039;t matter which weapon, as the math is the same (0,66 damage per model and you can reroll save rolls of 1 improving them from 50% to 58%) so long as there are no buffs and other special rules to change the odds. Really though, the differences between Sword and Hammer are so marginal you won&#039;t really see them; just remember that your Liberators get &#039;&#039;a lot&#039;&#039; better at punching if you heap on the buffs, going from 0,66 Wounds up to 1,29 Wounds per model if you do it juuust right. Also, get a choice to taking paired weapons for doubling hits on 6s or Shields to reroll saves of 1.&lt;br /&gt;
** Always choose to add the special weapon (the same efficiency again between the two, but doubled compared to the normal weapons and with a -1 rend). But even with all this, don&#039;t start to believe that your Liberators are powerful melee units, as a lot of stuff will outclass them on a Wound-to-Damage basis. What they can do is outlast most of those. Their job is to break the charge, hold objectives and keep your heroes safe. &lt;br /&gt;
*** Regarding the shields. With paired weapons granting additional hits on unmodified rolls of 6 means, there is now a legitimate reason to not want to go with the shields. You will lose the re-rolling 1&#039;s for saves but with potential extra damage. With the changes to mystic shield and other buffs from your new mages, it is entirely possible to make them just as survivable (for instance a paired weapon squad with a mystic shield is just as durable as a shield squad but better in combat. Though spells are never guaranteed and there is only a chance at additional hits as you need 6&#039;s unmodified. Though with a big enough squad you can increase your chances of 6 with enough attacks. If you are taking smaller squads it&#039;s probably better to stick with the shields, but in larger groups, the paired weapons may see more viability, especially with a mystic shield on them.&lt;br /&gt;
*** Alternative take: As an earlier anon said, Liberators aren&#039;t your killing machines, they&#039;re there to bear the impact of your opponent&#039;s attacks and survive long enough for Retributors and their other large-and-in-charge cousins to get smacking things. Are exploding sixes useful? Damn, right they are. Are your Liberators there to rain attacks down on your enemies when there are probably other units that can do the job much better? That depends on your personal strategies. But it&#039;s a choice between trading out the equivalent of a permanent, no-cast-required mystic shield on your unit that is built to endure vs. improving the offensive bottom line of a unit that arguably isn&#039;t build to be offensive. The choice is yours.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-judicators-en.pdf Judicators]:&#039;&#039;&#039; (Stormcast Battleline, 140pts , Min:5, Max:20) Battleline if you&#039;re running a Stormcast Eternals army. Your basic ranged troops, same stats as the Liberators. They can reroll hit rolls of 1 against Chaos in the shooting phase. If you arm them with Skybolt Bow, you can do 0,44 damage per model with -1 rend at 24&amp;quot;. With a Boltstorm Crossbow, you can do 0,66 damage per model with at 12&amp;quot; and if you don&#039;t move this number goes up to 0,99 damage per model. As with Liberators, always add the special weapon (1,54 damages per model with -1 rend at 24&amp;quot; for the Shockbolt Bow, 2 mortal wounds with the Thunderbolt Crossbow if it hits; the larger the target unit, the better your chances. It has a 1 in 3 chance of hitting a lone monster, so it isn&#039;t quite impossible to land a hit if there aren&#039;t any blobs of infantry around to blow up). In melee you do an average of 0,33 damage, the bare minimum to reply in combat, which is where these guys don&#039;t want to be. When it comes to weapon choice, different tactics apply. Bows will see you getting a better payoff in the long run; let them hang back and pincushion the enemy&#039;s units and they&#039;ll do fine. However, if you manage to set up the triple shots for the crossbows, you&#039;re going to darken the sky with bolts and chortle heartily at all the saves your opponent is forced to take. Spread your Liberators wide, so they act as a net to trap the enemy, then put Judicators behind them to tear up anyone foolish enough to attack you. This way your crossbowmen will start where they&#039;re most needed, and you needn&#039;t go to any extra effort to set them up.&lt;br /&gt;
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====Sacrosanct Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Sequitors.pdf Sequitors]:&#039;&#039;&#039; (Conditional Battline: Lord Arcanum General, 120pts, Min:5, Max:20) Battleline if &#039;&#039;&#039;LORD-ARCANUM&#039;&#039;&#039; is your General. All in all, Sequitors are upgraded Liberators: firstly, Sequitors&#039; mauls have a To Hit value of 3+ against all targets, while the Liberators&#039; hammers only have said advantage against beefy enemies. In addition, they can also take a sword instead that only wounds on 4&#039;s, but they get three attacks each; These upgrades already sound sweet, but wait until you hear the second one: at the beginning of &#039;&#039;&#039;every&#039;&#039;&#039; combat phase, the unit can choose to be more offensive, rerolling all failed To Hit rolls, or more defensive, rerolling all failed Save rolls. Combining the upgraded shields with a Lord-Castellant or with your trusty Staunch Defender makes them one of the toughest battlelines in the game, both stronger and tankier than regular Liberators. 2 in 5 models in the unit can take a Stormsmite Greatmace, in addition to that the Sequitor-Prime can have a Greatmace too. This makes 3 Greatmaces (3+/3+/-1/2) per Unit. You&#039;ll have to give up the mortal wound on 4+ in combat, which the Prime is able to dish out with his redemption cache when he is not holding that big hammer. In addition, Greatmaces score d3 hits to &#039;&#039;&#039;Daemons&#039;&#039;&#039; or &#039;&#039;&#039;Nighthaunts&#039;&#039;&#039; on a Hit roll of 6+. These upgrades are not free, as Sequitors are slightly more expensive than Liberators, and on another note, you can&#039;t take Sequitors in as big a squad as Liberators (max 20 in comparison to the Liberators 30), but this is more than compensated by the Sequitors inherent effectiveness. They are a great option as a battleline alternative, and a &#039;&#039;&#039;fundamental&#039;&#039;&#039; one in a magic-focused Stormcast Eternals army.&lt;br /&gt;
** Sequitors vs Liberators: This is going to be a tough one going forward as both units have uses to bring. Liberators have gotten some upgrades to their bravery and weapon options that ups their game in comparison to Sequitors a bit, though Sequitors are still obviously better per model. The Sequitors are more effective in combat and on the defense than Liberators, but are more expensive and come in smaller unit sizes. And since you can fit more models into Liberator squads with the potential of their new paired-weapons to generate more attacks they can potentially put out a lot more attacks, but less effective ones. A good option could be to use both. Use Liberators more defensively, using their greater numbers and reasonable combat abilities as objective grabbers and charge breakers, while deepstriking in the Sequitor units into the enemy lines as assault units. Really both have their uses and it is up to the player on what they want to do with both. Against other elite order armies your taking these guys to dunk on Saurus Guard, Hearthguard Beserkers, Sisters of Slaughter,and Lumineth stone hats.&lt;br /&gt;
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====Vanguard Auxiliary Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Hunters-en.pdf Vanguard-Hunters]:&#039;&#039;&#039; (Conditional Battline: Lord Aquilar General, 100pts, Min:5, Max:15) Battleline if &#039;&#039;&#039;LORD-AQUILOR&#039;&#039;&#039; is your General. They are armed with either a sabre or handaxe (which, stat-wise, have the same relationship as the hammer vs. sword on your Liberators) and all carry a Run &amp;amp; Shoot Boltstorm Pistol 9&amp;quot;/2/3+/4+/-/1, making them an odd Jack-Of-All-Trades unit. Further, they have an &#039;Astral Compass&#039;, which affords an ability similar to 40k&#039;s outflank (but better!). Rather than deploying normally with &#039;&#039;&#039;Scions of The Storm&#039;&#039;&#039;, on the first turn during your movement phases, you can just walk them on from any table edge - so long as you are within 6&amp;quot; of that edge, and more than 7&amp;quot; from enemy models. Meaning it&#039;s more probable than not you can make a charge against the thing you just shoot, making them pretty good at alpha strike/beheading first turn offensives.&lt;br /&gt;
**Coming in at more than Liberators and without the option to take that all-important Sigmarite shield, Vanguard-Hunters are notably more squishy than their brethren. Their lack of &#039;special&#039; weapon makes them the only battleline choice that doesn&#039;t have something a little more choppy to fall back on (but between ranged and melee attacks they make 4 each, while Liberators make only 2). That being said, the application of a well-timed Astral Compass can really swing things in your favor.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;color:#01bbe3;&amp;quot;&amp;gt;Slow Units&amp;lt;/span&amp;gt;===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Strike Chamber====&lt;br /&gt;
&lt;br /&gt;
All the Paladins have the same basic profile, swapping an inch of movement for an extra wound and point of bravery over their Liberator brethren. 2 in every 5 models of all Paladin units can take a Starsoul Mace that automatically inflicts D3 mortal wounds. &lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-retributors-en.pdf Retributors]:&#039;&#039;&#039; (190pts, Min:5, Max:20) It&#039;s Hammertime! Retributors are the jack of all trades when it comes to Paladins.  With each of them getting 2/3+/3+/-1/D2, they&#039;ll pile on the saves your opponent has to take, your opponent will sorely regret every save he fails. While their special ability isn&#039;t as gimmicky as the others&#039;, it&#039;s the most reliable, with Unmodified 6s to hit inflict 2 MW instead. Probably the best and most consistent all-around choice out of the paladins, there&#039;s not much in the game that&#039;ll enjoy being in combat with these guys.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-decimators-en.pdf Decimators]:&#039;&#039;&#039; (170pts, Min:5, Max:20) These guys have an ax to grind. They don&#039;t like horde infantry, and horde infantry doesn&#039;t like them. With a 2&amp;quot; range per guy, you want these men in the thick of the fight, as deep in an enemy unit as possible. Why do you ask? Because each Decimator gets one attack for every enemy model within that 2&amp;quot; and at 3+/3+/-1/1 they&#039;ll certainly put a combine harvester to shame. Furthermore, enemies have to subtract 2 from their bravery when within 6&amp;quot; of a Decimator, so even more of your opponent&#039;s models will decide to call it a day after seeing their buddies get blenderised. They&#039;re far weaker to monsters or characters since they will generally only get 1 attack per guy. You could potentially add a Starsoul Mace to deal with that, but a previous anon covered this merit of this idea quite nicely. You&#039;re trading a bucketload of attacks against horde infantry for a few guaranteed knocks against a monster you shouldn&#039;t have engaged with Decimators in the first place. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-protectors-en.pdf Protectors]:&#039;&#039;&#039; (170pts, Min:5, Max:20) Protectors come with big glaives and are almost as blendy as the Decimators with a whopping 3 attacks each. And thanks to their 3&amp;quot; reach, they can quite easily fight over the top of any other troops you want to put them with. Provides Shooting protection with -1 to hit them and at another unit within 6 inches of them gain Cover if Protectors are closer targets. Despite these fun abilities, though, they&#039;re most at home cutting down monstrous creatures. An Unmodified 6&#039;s to hit Deal D6 Damage instead of 1. Potentially cutting down even dragons with ease. It can also reach over a front rank to shank any dickheads who thought they were safe in the back with their 3&amp;quot; weapons. And never ever forget that, potentially, even a single Protector can murder the Glottkin at full wounds. Sure, the chances are about as high as winning the lottery, but the fact that it&#039;s even possible puts them head and shoulders over a lot of your other choices.&lt;br /&gt;
&lt;br /&gt;
*The table below is based on a unit of 5 with no rerolls. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Paladin MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| Retributors || 4.4 || 1.8 || 5.9 || 3.0 || 7.4 || 4.4 || 8.9 || 5.7&lt;br /&gt;
|-&lt;br /&gt;
| Protectors || 3.3 || 1.7 || 4.4 || 2.7 || 5.6 || 3.7 || 6.7 || 4.7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*It is hard to apply MathHammer to Decimators because of their variable number of attacks but when each Decimator is in reach of 3 models each they have the same output as Protectors. When they are within reach of 4 models each they have the same damage output as Retributors although with greater reliability.&lt;br /&gt;
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====Sacrosanct Chamber====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Castigators_Stromcast_2018.pdf Castigators]:&#039;&#039;&#039; (70pts, Min:3, Max:18) cheaper Judicators with a smaller unit size and a Skybolt Bow with less range. Like the Sequitors, Castigators have an ability that allows you to choose between 2 different upgrades: during the shooting phase, you can choose to Re-roll 1s to hit or increase their rend by 1. You could also benefit from both by having a Lord-Arcanum use its command ability. Also has d3 exploding hits on 6+ against &#039;&#039;&#039;Daemons&#039;&#039;&#039; and &#039;&#039;&#039;Nighthaunts&#039;&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Celestar_Ballista_Stromcast_2018.pdf Celestar Ballista]:&#039;&#039;&#039; (110pts, Artillary) Did someone want Quad Heavy Bolters in AOS? Well here you go- The Mustash man now doesn&#039;t have to import his guns. The Ballista has 2 firing modes, a 36&amp;quot; shot that hit on 3+ or 4 18&amp;quot; shots that hit on 5+. the best thing about the Ballista is that each successful hit turns into d6 hits with -2 rend. Hordes and single wound elites beware.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Evocators_Stormcast_2018.pdf Evocators]:&#039;&#039;&#039; (210pts, Min:5, Max:20) A cabal of Magical Paladins (No Paladin Keyword). Each Evocator model can choose between Tempest Blade and Stormstave or Grandstave - the paired weapons get 4 attacks at 3+/3+/-1/1 with 1&amp;quot; range, the Grandstave gets 3 attacks at 3+/3+/no rend/2/ with 2&amp;quot; range. &lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
**The table below is based on a unit of 5 with no rerolls. If the unit Empowers itself, then they do 33% more wounds irrespective of load out.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Evocator MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| Tempest Blade and Stormstave || 4.4 || 2.6 || 5.9 || 3.9 || 7.4 || 5.2 || 8.9 || 6.7&lt;br /&gt;
|-&lt;br /&gt;
| Grandstave || 4.4 || 1.7 || 6.7 || 3.4 || 8.9 || 5.4 || 11.1 || 7.4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
:*Based on the MathHammer above, there isn&#039;t much in it. A whole unit of Evocators with Grandstaves will on average do two more wounds against hordes but about the same against more heavily armoured foes. Grandstaves will have the advantage against ethereal foes (not to mention the reach making it more likely they will get in). The Blade and Stave will be much better against units with rerolls however as the rend will have a much greater impact. All in all it is probably better to have a mix although large units will want to lean on the Grandstave more heavily due to the extra reach.&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
:*Unlike true PALADINS, Evocators only have a 4+ save, but on the other hand, they&#039;re still Move of 5. A unit of Evocators counts as a single Wizard so long as it has at least 2 models, and it has access to the Empower spell and the Lore of Invigoration(thanks to an errata) but they cannot cast Arcane Bolt or Mystic Shield. Where Evocators really shine, though, is their ability Celestial Lightning Arc. First, it allows the unit to re-roll save rolls of 1 in the shooting phase, but second, it allows the Evocator unit to, after attacking, roll 2 dice for each Evocator in the unit, and each 4+ deals a mortal wound to an enemy unit within 3&amp;quot; of the Evocator unit. This works on a unit-by-unit basis instead of model by model, so so long as one Evocator is within 3&amp;quot; of an enemy, you can choose that enemy as the target. On average, you&#039;ll do one mortal wound per Evocator. A good way to use this is to select the Evocators as the first unit you activate and pile them in so that one model is within 3&amp;quot; of an important character, resolve all your attacks against another unit, and then deal the mortal wounds from Celestial Lightning Arc to a character, most likely killing the character before they get a chance to attack and denying your opponent critical support abilities. As you can tell, Evocators are very very good right now. Unless you have a compelling argument otherwise, you should be running them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_stormsires_cursebreakers_en.pdf Stormsire&#039;s Cursebreakers]:&#039;&#039;&#039; Only usable alongside Averon Stormsire. A pair of Evocators with 1 extra attack each and rerolling 1s against Death and Chaos.&lt;br /&gt;
&lt;br /&gt;
====Vanguard Auxiliary Chamber====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Raptors-with-Longstrike-Crossbows-en.pdf Vanguard-Raptors&#039;&#039;&#039; &#039;&#039;with Longstrike Crossbows]:&#039;&#039; (170pts, Min:3, Max:12) Snipers with magical giant crossbows that shoot thunders. They have 24&amp;quot; range, or 30&amp;quot; if they don&#039;t move; their weapons are very powerful but only shoot once each turn, but with a 6 to hit they instead deal 2 mortal wounds. These are the guys you want for killing commanders/wizards/support heroes/war machines or just elite units that are highly armored and powerful but not very numerous. Just find them some cover and/or high ground and start head shooting; some screening units, particularly Aetherwings, are also welcome. They can also hold pretty well if some fast melee unit catches to them, because they&#039;ve got the basic Liberator stat line (but only 1 melee attack and Bravery 7), but don&#039;t expect them to survive for very long and send them some support asap. Using a Lord Aquilor to teleport them every time the enemy is gonna catch them will give your opponent repeated rage episodes and/or seizures, which are always fun things to see.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Raptors-with-Hurricane-Crossbows-en.pdf Vanguard-Raptors&#039;&#039;&#039; &#039;&#039;with Hurricane Crossbows]:&#039;&#039; (140pts, Min:3, Max:12)&amp;quot;These magical lightning-shooting crossbows my guys have are nice and all&amp;quot;, thought Sigmar one day, &amp;quot;but I can do even better&amp;quot;. Then he gave them magical lightning-shooting machine guns. So, now they only have 18&amp;quot; range, but make 6 attacks, or fucking 9 if they don&#039;t move. Also -1 for enemies charging within 12&amp;quot;. Support them with some Aetherwings or something that can tarpit the enemy well (like Liberators), and even saints will start flipping tables: if all goes well, they&#039;ll never be in melee, while still peppering thing with lots of shots. Use terrain to your advantage, too. They&#039;re excellent against hordes with low saves, slow units, or units with good saves but low numbers (with enough paper cuts, even the mightiest armor will be breached). Be aware of units with both decent numbers and armor, though, as they will survive, reach you and kick your sorry ass. If you&#039;re still not convinced, because of their low range and the high cost and all, use a Lord Aquilor to just go, *Poof*, whenever the enemy is going to reach you. Guaranteed to break even the strongest, years-long, &amp;quot;you-saved-my-life-and-married-my-sister&amp;quot; friendships.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Fast Units&amp;lt;/span&amp;gt;===&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;
====Strike Chamber====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorhammers-en.pdf Prosecutors&#039;&#039;&#039; &#039;&#039;with Celestial Hammers]:&#039;&#039;(90pts, Min:3, Max:12) With the ability to fly 12&amp;quot;, these guys are basically assault marines. The hammers shoot 18&amp;quot; at 4+/4+. This goes up to a 3+/3+ when you close to face-smashing range, which won&#039;t be hard considering that they can charge 3D6. Never forget the increased charge range, especially when you are setting them up via Lightning Strike, as it grants them a significantly better chance of making that 10&amp;quot; charge. These guys will lend your army some much-needed mobility. Soften up a big enemy unit for a charge, pick off wizards and war machines, or zoom on to a much-needed objective. For every one in three, one can take a special weapon: Either the Grandblade or Grandhammer you were already used to, or 1&amp;quot; range version of the Decimators&#039; greataxe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorjavelins-en.pdf Prosecutors&#039;&#039;&#039; &#039;&#039;with Stormcall Javelins]:&#039;&#039; (90pts, Min:3, Max:12) Get a completely exclusive Warscroll for some arbitrary reason. Increased in cost from 80 to 100 for three winged, armored spartans with Spear and Shields. Surprisingly poor in melee but pretty damn good at range, they get only 1 attack at 4+/4+/-/1 in melee, but also an 18&amp;quot; shot at 3+/3+/-/1, which goes up to 2 damage at ranges over 9&amp;quot;. One in three can instead get a Stormsurge Trident so you can also rock freaking Poseidon while you&#039;re at it. The Trident is pretty much what you&#039;re used to from the Stormcasts, gaining -1 Rend and 2 damage both in melee and shooting. Their Prime also shoots twice, so stick (hehe) him with the Trident. And to top it off, they get some nice Sigmarite Shields for rerolls of 1s on saves. Never let these guys anywhere NEAR the enemy. Because their damage goes up to 2 outside of 9&amp;quot;, they&#039;re going to do roughly 3.4 wounds per turn whether you stay back for the bonus or charge in to shoot and stab at the same time. One of those options keeps them almost entirely out of harm&#039;s way, so it shouldn&#039;t be a difficult decision. If you need some burst damage, throw your javelins at 10&amp;quot; and then use your 3D6&amp;quot; to make that charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Gryph-Hounds-en.pdf Gryph-hounds]:&#039;&#039;&#039; (120pts, Min:6, Max:18) Your war hounds. 3 wounds and claws of 2/3+/4+/-/D1 that increases to 4 attacks if near a Castellant or Veritant but no Armour saves. They will be found near archer because of Warning Cry let them shoot enemies that think they can deep strike you. If the enemy doesn&#039;t deepstrike, They will be put on chaff duty, Using their attack &amp;amp; retreat ability to annoy heavy hitters by tieing them down and then running away before they can smack them back.&lt;br /&gt;
&lt;br /&gt;
====Sacrosanct Chamber====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Evocators_Celestial_Dracolines.pdf Evocators on Celestial Dracolines]:&#039;&#039;&#039; (260pts, Min:3, Max:12) Evocators riding Dracolines granting them 2 more wounds and a 12&amp;quot; movement. The Dracolines acquit themselves well with similar attack profile to the Tempest Blade and Stormstave, namely 3/3+/3+/-1/D1. In addition to its Evocator ability, the Dracolines give -1 Bravery to nearby enemies and increase their claw damage to d3s on a charge. All of this culminates in something that can kill a lot of people and Skeletons.&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
**The table below is based on a units all armed with Tempest Blades and Stormstaves with no rerolls. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Evocators vs Evocators on Celestial Dracolines MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| 5 Evocators || 4.4 || 2.6 || 5.9 || 3.9 || 7.4 || 5.2 || 8.9 || 6.7&lt;br /&gt;
|-&lt;br /&gt;
| 3 Evocators on Celestial Dracolines || 4.7 || 2.0 || 6.2 || 3.3 || 7.8 || 4.7 || 9.3 || 6.1&lt;br /&gt;
|-&lt;br /&gt;
| 3 Evocators on Celestial Dracolines (charging)|| 6.7 || 2.7 || 8.9 || 4.6 || 11.1 || 6.5 || 13.3 || 8.6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
:* The difference between the two units from a purely MathHammer approach is a bit of a toss up. The EoCD are 36% more expensive than normal Evocators but do 50% more damage on the charge. When charged the difference between the two is minimal. The bravery debuff is largely irrelevant (and probably largely forgotten) so it comes down to your preferred play-style. The normal Evocators are better for buffing Sequitors (especially as part of a Cleansing Phalanx battalion). The EoCD are better for roving around the board bullying small units and taking objectives as they can buff themselves fairly easily.&lt;br /&gt;
&lt;br /&gt;
====Vanguard Auxiliary Chamber====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Raptors-with-Hurricane-Crossbows-en.pdf Aetherwings]:&#039;&#039;&#039; (40pts, Min:3, Max:12) &amp;lt;s&amp;gt;Attack birds&amp;lt;/s&amp;gt; Defense birds. Lovely plumage. At about 8 pts per wound for 4+/4+/-/1, it&#039;s a waste to use them to attack anything. They will kill nothing and promptly die due to &amp;quot;-&amp;quot; armor. Now look at their ability: if they are hanging out close to their masters Vanguard-Raptors, they can move in response to opponent declaring a charge on Raptors. These are designed to be cheap chaff to protect your Vanguard-Raptors with their atrocious melee and can use their 12&amp;quot; movement to swoop about and control objectives when necessary.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Palladors-en.pdf Vanguard-Palladors]:&#039;&#039;&#039; (170pts, Min:3, Max:12) Gryph riders - your new fast cavalry with either javelins or axes. Their mounts are surprisingly powerful for skinny demi-gryphs, having 5 Wounds and a 4+ Save, and -2 Rend mortal-wound-causing attacks, meaning they eat other armies&#039; heavy cavalry for breakfast. So do not think of them as cheap cavalry, in fact, they&#039;re pretty expensive and elite, use gryph hounds/aetherwings for that. They got a good 12&amp;quot; Move, but most of the time you&#039;ll just use their &amp;quot;jump&amp;quot; ability: instead of both moving and running/charging, you can make them move 6D6 inches (so an average 21 inches) as if they could fly. And you can shoot that turn, too! Remember you cannot charge that turn, so this is only for positioning them in strategic places or make them reach things faster. Fast and all-purpose, they&#039;re a simple but excellent unit.&lt;br /&gt;
&lt;br /&gt;
====Extremis Chamber====&lt;br /&gt;
&lt;br /&gt;
Your elite Dragon Riders. In Pitched Battles, they come in units of at least 2 and cost more than 200 points. All Dracothian Guard units have the same profile - 10&amp;quot; move, 3+ save which re-rolls 1s, 5 wounds per model, and bravery 7. In addition, they all have the same attacks for their mounts - Claws and Fangs(3+/3+/-1/1 weapon which up their damage to d6 on natural Wound rolls of 6s) and Storm Breath (shooting  attack, hits on 4+, deals d3 mortal wounds, 12&amp;quot; range) - the primary difference comes from their weapons and a few special abilities. Note that the kit comes with the parts to make all of these, and enough spare arms to magnetize at least two weapons for each model, so you don&#039;t have to commit while you&#039;re building them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Concussors-en.pdf Concussors]:&#039;&#039;&#039; (220pts, Min:2, Max:12) Retributors +1 on dragons. As with the Retributors, Concussors are the jacks of all trades. Their Lightning Hammers get 3 swings each, at 3+/3+/-1/2, and a 6 to hit both inflicts a mortal wound AND prevents the target unit from piling in later in the phase, which means Concussors can land with only one or two enemy models in attack range, do this, and laugh as the enemy as they can&#039;t pile in to attack back. Be sure to activate these guys first, if you&#039;re trying for that.&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Concussor MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Hammer || 2.7 || 0.6 || 3.6 || 1.3 || 4.4 || 2.1 || 5.3 || 2.9&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Combined || 4 || 0.9 || 5.3 || 2 || 6.7 || 3.1 || 8 || 4.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Desolators-en.pdf Desolators]:&#039;&#039;&#039; (190pts, Min:2, Max:12) A &amp;quot;fuck you&amp;quot; to everyone at the table including the guy who bought them. Desolators are at first glance slightly worse than Concussors, with worse To Hit rolls and mostly the same otherwise, then you read their special rule, which increases their attacks the bigger the unit is, going from 3 attacks at 3 or fewer models up to 5 attacks with 6 or more models. Yes, GW expects you to buy four boxes of these just to reliably keep their bonus. Other than that, Desolators are plenty terrifying in small numbers already, but if you don&#039;t want to go the extra mile and field 7 or 8 of them, just use Concussors and have done.&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Desolator MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 2 Desolators || Thunderaxe || 2 || 0.2 || 2.7 || 0.6 || 3.3 || 1.1 || 4 || 1.7&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Combined || 3.3 || 0.5 || 4.4 || 1.3 || 5.6 || 2.2 || 6.7 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| 4 Desolators || Combined || 11.3 || 4.1 || 15.1 || 7 || 18.9 || 10.3 || 22.7 || 13.6&lt;br /&gt;
|-&lt;br /&gt;
| 6 Desolators || Combined || 25.3 || 12.2 || 33.8 || 19.2 || 42.2 || 26.6 || 50.7 || 34.4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Fulminators-en.pdf Fulminators]:&#039;&#039;&#039; (220pts, Min:2, Max:12) YES. Cavalry with actual charge weapons. No, they&#039;re not spears, they&#039;re glaives, like the ones the Protectors get, but cooler. Same stats but shorter range, but here&#039;s where it gets interesting: They don&#039;t give a To Hit penalty to enemy shooters, they give you +1 to your saves against shooters, which stacks with the shields for rerollable 2+ saves against shooting. The glaives also don&#039;t get bonus damage against monsters, their damage just climbs from 1 to 3 in the turn they charge. These are your line breakers. They&#039;re pointless to shoot at with anything less than War Machines and raise holy hell if they make the charge. However, they are a bit less intimidating than Concussors if they don&#039;t charge. Combine these with a Heraldor to make sure you can charge every turn,&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Fulminator MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Not charging || Stormstrike Glaive || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Combined || 2.7 || 0.6 || 3.6 || 1.3 || 4.4 || 2.1 || 5.3 || 2.9&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Charging || Stormstrike Glaive || 4 || 0.9 || 5.3 || 2 || 6.7 || 3.1 || 8 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|- &lt;br /&gt;
| Combined || 5.3 || 1.3 || 7.1 || 2.6 || 8.9 || 4.2 || 10.7 || 5.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Tempestors-en.pdf Tempestors]:&#039;&#039;&#039; (190pts, Min:2, Max:12) The odd one out. These guys want to be shooty, with a 4-shot crossbow. -1 to hit for Enemy shooting within 12&amp;quot; of them. Don&#039;t expect them to shoot something dead or out-damage the other variants. &lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Tempestor MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| Warblade || 1.2 || 0.2 || 1.8 || 0.6 || 2.4 || 1.1 || 3 || 1.6&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Combined || 2.5 || 0.5 || 3.6 || 1.3 || 4.6 || 2.1 || 5.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Volleystorm Crossbow || 0.9 || 0 || 1.3 || 0.3 || 1.8 || 0.6 || 2.2 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that none of the MathHammer above includes the chances of getting D6 damage on a 6 to wound with the Dracoths nor the chance to get mortals with the Concussors. Your choice of draco-chonker depends on your playstyle. If you want to go all in (600 points), 6 Desolators will do big damage to a lot of stuff but it is a not particularly durable basket. If you don&#039;t make your charge out of deepstrike then you are laying out a big target for your opponent to gobble up. If you only want the one &amp;quot;small&amp;quot; unit, then your choice between Fulminators and Concussors is largely a toss up. The damage of the Concussors is more reliable but the Fulminators are more likely to make it into combat unscathed. There is never a place for Tempestors however, the -1 to hit is so short ranged that it won&#039;t come into play often and the damage from the Volleystorm Crossbows is so negligible (2 dead grots on average) that you might as well not bother.&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;
Always weigh the value of the bonus rules, Traits, Command points and artifacts against adding an additional unit to your army. Most battalions now clock in around 150-200 points, which is roughly the average base cost of most Stormcast units.&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;color:#01bbe3;&amp;quot;&amp;gt;Single Battalions&amp;lt;/span&amp;gt;===&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;
*&#039;&#039;&#039;Lords of the Storm&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord Celestant (Either on foot, Dracoth, or on a Stardrake), a Lord-Relictor, an optional Gryph-hound unit, 1-4 Lord-Castellants or -Veritants, and 3-15 Knights-Heraldor, -Vexillor, -Azyros, or -Venator.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
130 points. So long as any heroes from the formation remain on the battlefield, at the beginning of your hero phase you roll a die and on a 4+ you get an extra command point. &lt;br /&gt;
&lt;br /&gt;
Between the cost, the conditional effect and the rather specific/steep requirements you are better off not taking this battalion in most cases.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Phalanx&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2 Evocators or mounted on Dracoline, 2 Sequitors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 points. When Evocators cast Empower on the Sequitors, the Sequitors can re-roll all hit rolls in addition to wound rolls.&lt;br /&gt;
&lt;br /&gt;
Far and away the best battalion we have in the faction. Sequitors are already insane for their cost just on their own. Between the Sequitors and Evocators Stormcast have some of the strongest combat units in the game for their cost and this battalion just requires you take the best units you were probably already going to take. Just imagine 10 sequitors, now imagine you use the command ability on your Lord Arcanum on Gryph-charger guaranteeing the Empower from your Evocators is successful. Your 10 block of BATTLELINE infantry is re-rolling ALL their hits, their wounds AND their saves!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grand Convocation&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 unit with the Lord-Arcanum keyword, 1 Lord-Exorcist, 2+ Knight-Incantor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
130 Points. If one model is wholly within 9&amp;quot; of 2 other models, add +1 to Casting Rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hailstorm Battery&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Lord-Ordinator, 1 Celestar Ballista, 1 Castigators&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 Points. In this Battalion the wounds your Castigators inflict act as markers lights and grant the Ballista a re-roll to hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soulstrike Brotherhood&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Celestar Ballista, 2 Castigators, 2 Vanguard-hunters&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 Points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderhead Brotherhood&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Three gangs of Liberators and two gangs of Judicators.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
150 points. If a Liberator squad is put in front of a judicator squad when they get shot, the Liberators act as cover (Which will get a lot less usage than it sounds). Judicators must be wholly within 3&amp;quot; of the Liberators to benefit from their shields.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Wing&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 packs of Prosecutors and a pack of Liberators as well as judicators in a rather nice formation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
140 points. If the Liberators or judicators are within 16&amp;quot; of the Prosectors and they roll a 6 to hit, they can even inflict 2 wounds for each hit, making dual-wielding an actually useful option.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hammerstrike Force&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two Paladin gangs and a pack of Prosecutors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 points. In the hero phase pick ONE of the Paladin units wholly within 9&amp;quot; of the flyboys, they add +1 to wound rolls for the Paladin unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devastation Brotherhood&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One pack of every sort of Paladin assembled together with a pack of Prosecutors and a group of Judicators.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
110 Points. If the Paladins all wound an enemy unit in the same Combat Phase, that unit will get even further turbo-rekt by d6 additional mortal wounds. The Prosecutors are there to bog down the enemy so you can hit them; they can force an enemy unit within 9&amp;quot; to take -1 Bravery. If Judicators cause any wounds to a unit in the shooting phase, the enemy unit gets -d6 to movement until your next turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Skyborne Slayers&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found on the GW Website [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skyborneslayers-en.pdf Here] and for free on the app.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord-Celestant leads 2 squads of Liberators, 2 squads of Judicators, and a squad each of Decimators and Protectors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
180 points. This entire formation can deep-strike absolutely anywhere they like so long as it&#039;s 5&amp;quot; from any enemies and within 12&amp;quot; of a point, and they never suffer Battleshock. This rule is separate from the normal deepstrike, and allows for all the units in the battalion to set up in the celestial realm, and they all have to come down at the same time also. LUBE UP, THE STORM&#039;S COMING IN DRY! Only semi-legal in tournament play depending on the organizer (not sure why OP thinks this wouldnt be tournament legal, its and official Battalion from GW, and is included in the 2019 Generals Handbook.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warrior Brotherhood&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in the Grand Alliance: Order book.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2 heroes in any combination with 1 unit of prosecutors, 2 units of paladins, 3 units of liberators, and 2 units of judicators.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
170 points. Benefits include +1 bravery to any unit within 6&amp;quot; of another, &amp;lt;s&amp;gt;deep&amp;lt;/s&amp;gt; lightning strike: can start with any unit in reserve and teleport it in the movement phase at least 9&amp;quot; away from enemies, and a re-roll on wound rolls of 1 for any unit within 8&amp;quot; of two other units from the battalion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Angelos Conclave&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1-3 units of Vanguard-Palladors join 3-9 groups of Hunters.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
150 points. The Palladors roll 3 extra dice for their Ride the Winds Aetheric ability.&lt;br /&gt;
&lt;br /&gt;
Fucking garbage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Justicar Conclave&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 units of Raptors and 3 units of Aetherwings&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 points. The Raptors re-roll to hits of 1 when shooting something that&#039;s within 12&amp;quot; of any Aetherwings from this Conclave. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lightning Echelon&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two units each of Fulminators and Tempestors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 points. Once per game, all charging units from this battalion cause d3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderwave Echelon&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two units each of Concussors and Desolators&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
100 points. -1 bravery to units within 3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drakesworn Temple&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Three fucking Drakesworn Templars&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
130 points. Together, they can sparkle so hard they inflict Mortal Wounds on enemies / heal your Stormcasts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sempiternals Hailstorm Battery&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in the August 2019 issue of White Dwarf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord-Ordinator, a Castigators unit and a Celestar Ballista. Everyone must be Anvils of the Heldenhammer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
150 points. Castigators and Ballista can reroll every 1 to wound when shooting if they&#039;re within 12&amp;quot; from the Lord-Ordinator.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sempiternals Cleansing Phalanx&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in the August 2019 issue of White Dwarf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2 units of Evocators and 2 units of Sequitors. Everyone must be Anvils of the Heldenhammer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
170 points. Like the regular Cleansing Phalanx, but instead of rerolls, the Sequitors get +1 Rend when Empowered by the Evocators.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Chamber Battalions&amp;lt;/span&amp;gt;===&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;
*&#039;&#039;&#039;Exemplar Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lords of the Storm instead join 3 Devastation Brotherhoods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
80 points. They get the same Deep-Strike rule but also gain an extra attack if ever a unit dies.  If you piss them off, you better pray you can run from the STORM.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harbinger Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lords of the Storm grab 3 Vanguard Wings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
100 points. This leads to quite a lot of goons. However, any model can deep-strike wherever and whenever they want and they also gain +1 to-hit.  Things that get hit by these boys get wrecked. Especially fun for the Venator and the Prosecutors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sacrosanct Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternal 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Grand Convocation, 3 Cleansing Phalanxes, 3 hailstorm Batteries&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
70 points. For fielding all these units you gain the ability to let one Lord-Arcanum an extra spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Auxiliary Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Take 1 Lord-Aquilor, 3-9 Knights Azyros, Zephyros or Venators, a Vanguard Angelos Conclave, and a Justicar Conclave.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
140 points. You make 1 additional attack for every shooting weapon for every unit in the chamber except heroes. Vanguard-Raptors with 2 shot longstrike crossbows? Thanks to the point changes in the GHB 2020 you can now fit all this stuff in a 2000 points army (1990 points to be precise).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extremis Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One of each of the Lightning Echelon, Thunderwave Echelon and Drakesworn Temple plus a Celestant on Stardrake OR Dracoth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
100 points. For the filthy rich ($980-$3680 to buy directly from GW). In addition to the bonuses they each get on their own, this battalion allows you to deep-strike them via comet: You pick a point on the battlefield. Each enemy unit within 18&amp;quot; takes D3 Mortal Wounds on 4+. Then, deploy all the entire Chamber within 24&amp;quot; of that same spot, more than 9&amp;quot; from the enemy. Kablooey, here comes the dragons to eat your ass. After that, guess what, MOAR Dragons are even MOAR terrifying because enemies close to them roll 2D6 for Battleshock and pick the highest. &lt;br /&gt;
&lt;br /&gt;
This battalion costs a minimum of 3950 points and a maximum of 13690 points as of General’s Handbook 2018.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warrior Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lords of the Storm with 3 Thunderhead Brotherhoods and 3 Hammerstrike Forces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
80 points. They are able to re-roll to wound rolls as long as there are at least 50 models on the table.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sempiternals Sacrosanct Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in the August 2019 White Dwarf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Sempiternals Grand Convocation, 3 Sempiternals Hailstorm Batteries and 3 Sempiternals Cleansing Phalanxes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
90 points. Lynus Ghalmorian gets +9&amp;quot; to the range of his spells.&lt;br /&gt;
&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;color:#01bbe3;&amp;quot;&amp;gt;Defunct Battalions&amp;lt;/span&amp;gt;===&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;
*&#039;&#039;&#039;Wardens of the Realmgate&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord-Castellant (with an optional gryph-hound) joins a gang of Protectors and two gangs of Liberators in protecting a Baleful Realmgate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That gate is set up after the Castellant and any time he&#039;s within 6&amp;quot; of it during the Hero Phase, he can roll a d6 and summon a new set of Sigmarines (or a unit that just died) within 6&amp;quot; of it. All the Protectors do is give anyone in this set re-rollable saves if they&#039;re within 6&amp;quot;. S&#039;yeah, summoning Sigmarines.  Not really worth it considering you need to shell out for that terrain.&lt;br /&gt;
&lt;br /&gt;
Like Nagash, this Battalion is practically a scenario in and of itself. It can&#039;t move away after being placed, but it can crap enormous numbers of Sigmarines onto your opponent and is nigh indestructible with the Castellant&#039;s save bonuses and the rerolls from the Protectors. If you&#039;re going to field this, build a narrative around it, because under normal circumstances, its immobility makes it nearly useless for the Stormcasts, even if it&#039;s actually very powerful.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aetherstrike Force&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Take a Knight-Venator, a Knight-Azyros, 2 blobs of Judicators, 2 units of Raptors, and 2 squads of birds.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your opponent kills a unit from this (like the birds, or heroes), then you get a free shooting attack from one of your units at whatever killed your unit. On top of that, one unit from the battalion can shoot in the hero phase, as long as they shoot at something that&#039;s within 12&amp;quot; of some Aetherwings from this or the Azyros.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Celestial Hunting Pack&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Lord Celestant on Dracoth, 1 Lord-Aquilor, 3 units of &#039;&#039;&#039;DRACOTHIAN GUARD&#039;&#039;&#039;, and 3 units of Vanguard-Palladors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a unit from this moves over an enemy while Riding the Winds Aetheric, AND there&#039;s a unit with the Storm Breath or Storm Blast (basically your Dracothian Guard) within 12&amp;quot; of that enemy unit, that unit takes a single mortal wound. On top of that, if either hero from this is your general, both heroes can use their Command Abilities as though they were your general.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm Vortex Garrison&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Lord-Castellant, 1 Knight-Heraldor, 1 Knight-Vexilllor, and 2 groups each of Liberators, Vanguard-Hunters, and &#039;&#039;&#039;PALADINS&#039;&#039;&#039; (of any kind).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For this, you ignore battleshock for everything in this as long as the unit is within 8&amp;quot; of a &#039;&#039;&#039;HERO&#039;&#039;&#039; from this garrison. And if the Liberators or Paladins die, then they can return from the dead when a unit of Hunters arrive from pursuit. The newly revived unit just has to be 7&amp;quot; away from the enemy, 6&amp;quot; of the table edge, and 6&amp;quot; of the Hunters that led the guys back to the battle. Use with a Lord-Aquilor to keep bringing guys back each turn! &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm Heralds&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord-Celestant on Stardrake, 3 groups of Prosecutors and 3 units of Vanguard-Palladors become a living thunderstorm.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can set up any units from the battalion in the Aetheric Currents when a unit of Palladors Rides the Winds Aetheric, you can set up any of the other units from the battalion within 5&amp;quot; of the Palladors that moved and more than 3&amp;quot; from the enemy. When the Prosecutors show up using that ability, they get to add 1 to the hit and wound rolls in the shooting phase. On top of &#039;&#039;that&#039;&#039;, the Stardrake can use his Roiling Thunderhead ability in the Hero phase and the Shooting phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
* &#039;&#039;&#039;Sigmars Testudo&#039;&#039;&#039;: 30 Shield Liberators in a Line. 20 Protectors directly behind them so they can hit without getting hit back. 2 Units of 5 Bow Judicators behind them who can snipe whilst not be getting sniped back thanks to the Protectors. Lord Castellant to buff your Saves. Lord Relictor to use Divine Light and Healing Storm. Knight Vexillor with the Pennant of Sigmar relic for Battleshock Resistance. 1980 points, 7 drops. Enjoy losing friends.&lt;br /&gt;
** For 2500 points exactly add another unit of Judicators and 6 Vanguard-Raptors with Longstrike Crossbows.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Daylord&#039;s Legion:&#039;&#039;&#039; Stormcast have Access to Bravery Debuffs listing first what you have In faction: Heldenhammer Command trait, Mystic Light Shriving Light Artifact, God-King&#039;s Aspect Player, Terrifying Aspect Spell, Celestant-Prime When he Deepstrike, A Dracoline unit, Decimator, in addition, other things not inside the faction like Allies, endless spells, Realm artifacts, and Realm Effects. If used all the infection abilities together you have a total debuff of -8 to bravery for a turn. You are unlikely to consistently pull this total off. Beware that you have to kill models to get a battleshock test and the effort may be meaningless if the opponent can negate Battleshock tests. To prevent this by you can Focus down the Support units and Heros with Ranged and deep strikes. You can also purposefully Use Inspiring Presence force your opponent to spend his CP so he doesn&#039;t have enough to use his stronger abilities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skyborne Slayers:&#039;&#039;&#039; With 2x5 Libs, 2x5 Judies, 5 Decimators, 15 Protectors, and 1 Lord Celestant, clocking in at 1530 points, and with their own special Deepstrike Ability, you set these guys up your enemy&#039;s face (5&amp;quot;!!) and charge in for the alpha strike. Sure you have to set em all up at the same time and within 12&amp;quot; of a point, but not fully within, so leaving some room on the flanks and behind your line. With the new 2020 points reductions, I think id play them with Celestant Prime, and 1 Incantor and the Everblaze comet. Give the Incantor Staff of Focus. This is a Strong Battalion for Alpha Strike.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Chamber:&#039;&#039;&#039; With the 2020 Points decreases across the board, this Battalion Looks Viable to me in competitive play. This is a Super battalion, meaning it consists of 2 other battalions and some heroes. You can now run 3x3 Longstrikes, and 3x venators.  Everyone shoots and non heroes gets +1 on their missile attack profile. Sending 18 2/3/-2/2, with 2mw on 6s to hit, across the board at 30&amp;quot; range is the main damage. The Venators can open up on enemy heroes or monsters fishing for D6+3 Damage, before helping out with shooting the bulk of the enemy army. Aetherwings as cheap and effective screening units, and are designed to basically lock an enemy into melee in the enemy charge phase, so they cant charge, the bird will most likely die, 2w each with no armor save. Unless your oppenent double turns you, they will guarentee another turn of shooting for the longstrikes. Im excited to build this battalion.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
There is very little that a Stormcast Eternal army can&#039;t do. When you&#039;re building your army, probably the first decision you should make should be the units you want to use for your battleline. You&#039;ve actually got four options here.&lt;br /&gt;
*&#039;&#039;&#039;Liberators&#039;&#039;&#039;: Liberators are your main choice for Battleline, what you&#039;ll be doing unless you have a theme going. Liberators aren&#039;t going to get a huge amount of killing done, but that&#039;s not their job - their job is to stay alive and force the enemy to spend time killing them. With a 4+ save and rerolling 1s thanks to their shields, they&#039;re good at this. Put them in cover for a 3+, keep them near an objective, and watch your enemy&#039;s frustrations mount.&lt;br /&gt;
*&#039;&#039;&#039;Judicators&#039;&#039;&#039;: Your choice for ranged battleline, and only battleline if your allegiance is STORMCAST ETERNALS. Judicators are almost half-again as expensive as Liberators, but have the ability to be involved in the battle more thanks to having ranged weapons. If you give them the bows, they&#039;ll be decent at holding an objective and giving your melee units covering fire. Judicators can&#039;t re-roll saves and don&#039;t have the survivability needed to stand up in melee. Keep another unit around to guard them and help hold the objective.&lt;br /&gt;
*&#039;&#039;&#039;Vanguard-Hunters&#039;&#039;&#039;: Battleline as long as you have a Lord-Aquilor general. Vanguard Hunters are a mixed bag, having some ability to shoot with their boltstorm pistols, an extra inch of move compared to most of your units, and an ability to appear 7&amp;quot; away from the enemy and within 6&amp;quot; of the board edge. For all this, they&#039;re 10% more expensive than Liberators, without any real addition in killing power. Being able to shoot their pistols in melee does bring you up to a respectable 4 attacks per hunter, though. Unless you absolutely love the Vanguard chamber aesthetic, probably best skipped.&lt;br /&gt;
*&#039;&#039;&#039;Sequitors&#039;&#039;&#039;: Sequitors are Battleline as long as you have a Lord-Arcanum general. For the same cost as Vanguard-Hunters(10% more than Liberators), Sequitors are almost strictly better than liberators. Their weapons are strictly better - their mauls are more accurate than liberator hammers, their swords get more attacks than liberator warblades, and they have access to a large mace that&#039;s 3+/3+/-1/2. Sequitors also have shields that let them re-roll save rolls of 1, and an extremely useful unique ability - at the beginning of the combat phase, the unit chooses whether to upgrade its shields to re-roll all saves, or upgrade their weapons to re-roll all misses. All of this combined makes a very powerful unit - the only real downside is that the Lord Arcanum is an unremarkable wizard and for Sequitors he must be your General.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
While playing a Seize Ground Matched Play battle, throwing in a Seraphon / Stormcast Eternal army for the first time, I discovered they made an all right combo. Sure, they don&#039;t have matching keywords or anything, but then Stormcasts don&#039;t really need them anyway. The Seraphon work well with the Stormcasts, as the lizard dudes give a front line of more numerous units - Saurus Warriors, for example - and a cheapish cavalry who can chew at your enemy, before the Paladins can -every and make your opponent cry! What&#039;s more, the Seraphon can give the on for main thing the Stormcasts are lacking - wizards. Now, with a Lord-Relictor and say, even a Skink Starpriest, enjoy as your Lightning Prayers and Arcane Bolt make wonders ... depending on the fortune of the dice, of course! Finally - it seems that, due to the strength of individual Stormcast units, you can basically ally them with any faction - some more fitting than others. But Seraphon, Sylvaneth and, maybe, Fyreslayers - I don&#039;t know! - perhaps ⠋⠊⠞ best.&lt;br /&gt;
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*&#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;
===[[Age_of_Sigmar/Tactics/Order/Cities_of_Sigmar|Cities of Sigmar]]===&lt;br /&gt;
Hoo boy, did this open some venues.&lt;br /&gt;
&lt;br /&gt;
As a universal rule, Cities of Sigmar armies can grab a unit of Stormcasts as part of their army for every three normal units they hold. Sure, this will rob them of any Stormhost keywords and traits, but you instead gain the city&#039;s keyword and special rules. While we won&#039;t go into the full specifics of how these cities and forces work, here are some basic ideas.&lt;br /&gt;
*{{AOSKeyword|Hammerhal}}: Fun note here - Aventis Firestrike grants a free CP on the first turn if he&#039;s in a Hammerhal army. In addition, any banners (which you&#039;ll lack with exception of the Knight-Vexilor) can grant additional CPs and your entire army ignores battleshock while on their side of the board. You can generally pick anything on this end and not go wrong, but do beware how squishy your humie/stuntie/elfy friends are.&lt;br /&gt;
*{{AOSKeyword|Anvilguard}}: Nothing to really support you here. Stormcast aren&#039;t really the sort that hurt easily in Battleshock, and going {{BLAM}} on one is a terrible idea.&lt;br /&gt;
*{{AOSKeyword|Tempest&#039;s Eye}}: Very keyed towards alpha-striking. Whether it&#039;s getting your Vanguard in place to lay down fire early or helping throw Prosecutors and Paladins right in the enemy&#039;s face, you really wanna make that turn 1 speed-boost worth your while. Also, remember that the Kharadron Overlords can also cover shooting since they can also be included.&lt;br /&gt;
*{{AOSKeyword|Hallowheart}}: Sacrosanct Chamber says hello. Each Evocator squad can now cast Empower twice a turn, allowing them to boost even more of their own, while the Lord Arcanum can try their special spell and then fire an amped-up Arcane Bolt.&lt;br /&gt;
*{{AOSKeyword|The Living City}}: While not the same as your normal deep-strike, this does give you some fun venues for sniping flanks. Wanted to make your Dracothain Guard fire and then smack up? Want your Judicators to volley fire and then slip away? This is no better way for it.&lt;br /&gt;
*{{AOSKeyword|Greywater Fastness}}: Don&#039;t forget your Lord-Ordinator! While Stormcasts lack much in the way of artillery, your Lord-Ordinator can absolutely bolster what war machines you do pack. His command ability doesn&#039;t hurt either, especially if you take some more Stormboys to act as a wall for your war machines.&lt;br /&gt;
*{{AOSKeyword|The Phonecium}}: Kinda hard to work with here. Stormcast are expensive. Sure, you can send packs of chaff to fuel your big boys&#039; strikes, but that&#039;s just whack.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
Rules are here&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;
Here are links to all the warscrolls for the army, in the same order as they are listed in the article. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-celestantprime-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lord-celestant-dracoth-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcelestant-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcastellant-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Lord-Veritant-ENG.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvenator-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightazyros-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightheraldor-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvexillor-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-knight-questor-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-liberators-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-judicators-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-retributors-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-decimators-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-protectors-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorhammers-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorhammers-en.pdf&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A01:CB1C:8D1:7200:F09F:1FE4:1069:A879</name></author>
	</entry>
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