Editing
Age of Sigmar/Tactics/Old/2e/Order/Stormcast Eternals
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===<span style="color:#01bbe3;">Leaders</span>=== <div class="mw-collapsible-content"> ====Celestant==== *'''[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcelestant-en.pdf Lord-Celestant]:'''(110pts) 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" 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'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's harder to use than the mounted version, but with careful positioning, he'll be more effective while taking up fewer Wounds. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lord-celestant-dracoth-en.pdf Lord-Celestant on Dracoth]:''' (215pts) 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't be more Power Metal if he tried. He's ''very'' killy in close combat and his CA grants a huge bubble in which Stormcast Eternals don'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's nice to have, but you shouldn't rely on it. Due to being mounted, he moves at a fast pace and has 7 wounds as opposed to the "general" 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. **the Celestant Weapon choice: *** A glaive that deals more damage on charges, ***A Hammer that deals Mortal Wounds and stops enemy Pile-ins on hit rolls of 6. *** another Hammer that deals more attacks on charges with the best to wound roll and highest damage potential per hit of all the options ***An Axe that that makes more attacks for each Nearby Stormcast unit cheering you on. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-stormcast-stardrake-en.pdf Lord-Celestant on Stardrake]:'''(550pts, Behemoth) aka Rage Made Manifest Hoo boy. Recently received a cost reduction from 600 points down to 500. Now back up to 540. Looking at the stat-wheel, this guy compares quite well to ''Nagash'', 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'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'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'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 '''infinite range''' and hit D6 units for D3 Mortal Wounds on 4+, 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'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. ====Arcanum==== 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). *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum.pdf Lord-Arcanum]:''' (160pts) 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's attacks. **''Interestingly'', when combined with the new Stormcast "Blaze of Glory" ability, the Lord Arcanum's Spirit Flasks make him incredibly dangerous for opponents to deal with. If hes going to die in combat, you can burst his Spirit Flasks, kill himself and pop some mortal wounds. Than then, watch him blow up like a roman candle. I very nearly killed the Light of Eltharion with this today, and I would gladly make that trade any day. You could even use Praetors to potentially negate wounds on the Arcanum, potentially killing themselves in the process and detonating themselves as well while still not losing your hero. Its not really a primary strategy, but definitely a useful fall-back strat if youve got a dangerous enemy hero killer gunning for him, and you value their death more than your hero's life. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_Stormcast_2018.pdf Lord-Arcanum on Gryph-Charger]:''' (215pts) Comes from the Soul Wars box. The medic of the Arcanum. Like other Gryph-Charger, his movement increased to 12", Gaining 3/+3/+3/-2/D1 Beak & Claws attack that inflicts a Mortal wound on a natural hit 6. It also gains the ability to '''Ride the winds Aetheric''' which lets it make a 6D6" As if it could fly but it can'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 *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_on_Celestial_Dracoline.pdf Lord-Arcanum on Celestial Dracoline]:''' (225pts) 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" 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. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_Tauralon.pdf Lord-Arcanum on Tauralon:]''' (MONSTER, 300pts) 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" of a point you pick. Give '''Sacrosanct''' units wholly within 18" +2 to run rolls. You will see him flying ahead, hepping Judicators line up their shots and crush that unbubblewrapped wizard. ====Other Wizards==== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Lord_exorcist.pdf Lord Exorcist]:''' (95pts) 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" on a 4+. His Unique spell Rolls a dice for each enemy unit within 6". If (d6 + enemy's unit's Bravery < 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. <strike>Received a 20 point decrease in the GHB 2019 </strike>. He now the cheapest Wizard in the army as of <strike>2020</strike> 2021 Pitched Battle updates, sitting pretty at only <strike>90</strike> 95 points! *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Knight_Incantor_Stormcast_2018.pdf Knight-Incantor]:''' (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". The Knight Incantor is a decent all-around wizard who doesn'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't have wizards of their own. *'''Knight-Arcanum:''' (150 pts) From the Dominion Boxset. An otherwise ordinary wizard who acts as a 3" bubble of denial for predatory Endless Spells - no spell can go into or through this space, which can give you a bit of breathing room. Their unique spell acts like an Arcane Bolt that can pick who it hits in exchange for any overcasting benefits, and its range is boosted for every {{AOSKeyword|Thunderstrike}} unit within 12" of the caster. ====Priest==== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Relictor.pdf Lord-Relictor]:''' (110pts) Your foot-slogging cleric with a wicked skull helm. He can control the storms, meaning he can choose to either heal a friendly ''model'' for D3 wounds (best used on other Heroes), or to lose what is basically ''Arcane Bolt'' 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's nowhere near as good as a Lord-Celestant; of course, this isn't why you take him. The best use for him is in the "secondary" line, using his healing buff to keep your men in fighting shape and lending a hand with the lightning storm anywhere they're struggling. Heroes and paladins of all types will find him a very good "best bud." The comparison between him and the Lord-Celestant is easily explained: the Celestant is the fighter of the party while the Relictor is the <strike>chaplain </strike> cleric. Remember that the healing storm can't actually bring things back to life, it only heals stuff that'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 - "the FUCK YOU button": Give him the prayer Divine Light and then use his Lightning in enemy mode. With luck you'll have a unit that'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! *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Lord-Veritant-ENG.pdf Lord-Veritant]:''' (120 pts) 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". Which isn't a spell so there is no way for the enemy to stop it. Also if the gryph-hound is within 6" 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" of the Veritant. Last but not least he is a priest, so don'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. *'''Lord-Exorcist:''' (95 pts) The cheapest priest, and the Sancrosact option. Just because he's the cheapest of the bunch, don't count him out. His Redemption Stave isn't all that impressive (4 attacks at 3/3/-1, D3 Wounds each) but it will keep him alive should he get into a fight. His biggest trick is his Redemptor Casket, which hits any Daemon or Nighthaunt every shooting phase that's within 6" of him. Roll a D6 for every Daemon or Nighthaunt unit, and on a 4+ that unit suffers a mortal wound. He's also a wizard, that can cast his own unique spell, as well as the default spells. His unique spell deals D3 mortal wounds to any enemy in 6". The trick is that when determining if the spell hits, you roll again, adding the enemy's bravery to the roll, and you're looking for less than ten. If you're asking yourself how this is useful, the trick comes when you realize you halve the bravery of Death and Daemon units for this spell, making him a terror against a whole Grand Alliance, and a potent weapon against Daemons. *'''Knight-Exorcist:''' (Unknown) The newest priest, and the only Thunderstrike option. We know the least about the Knight-Exorcist right now, but it can be assumed that he will acquit himself well in close combat with that big mace of his. ====Others==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Drakesworn-Templar-en.pdf Drakesworn Templar]:''' (MONSTER, Behemoth, 450pts) 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'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'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'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 your Dracothian Guards against that unit until end of turn. Use this with Concussors for the best effect. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Lord-Aquilor-en.pdf Lord-Aquilor]:''' (185pts) The post given to the leader of the Vanguard Auxiliary Chambers, aka the Stormcast Eternal Rangers. He's got decent combat stats and some ranged capability, and also comes with both the "flanking" ability of Vanguard-Hunters and the "jump" of the Vanguard-Palladors (not both at the same time, though). Nice and all, but his real meat comes with his Command Ability: it'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" 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' plans (and head). But most of all, he'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'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. *'''[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcastellant-en.pdf Lord-Castellant]:''' (130pts) 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" range). His lantern'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'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'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'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's down to his last wound is fun. All in all, he's a flexible choice. He's good at buffing up units that are going to be taking some saves ensuring you'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. **Comes with a free Gryph-hound when he is set-up. **Received a 20 point nerf in GHB 2019, but is still worth it for his buff. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_lord_ordinator.pdf Lord-Ordinator]:''' (150pts) [[Rogal Dorn|A mustachioed non-Engineer that buffs Warmachines.]] Add 1 to hit rolls to '''War Machines''' wholly within 6". This pairs very well with the Celestar Ballista which turns every successful hit into d6 hits. Has a Command ability <s> to let a '''War Machine''' fire twice.</s> Was replaced with the ability to give Stormcast whole within 18" of him immunity to Battleshock for the turn. He will find himself in lists with Stormcast Eternals or Free City Warmacines. *'''[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightazyros-en.pdf Knight-Azyros]:''' (110pts) 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" once per game. If you find a situation where this is useful, go for it. Otherwise, the guy isn't a powerhouse, but he doesn'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's better for supporting Prosecutors in general or Judicators against any other army. *'''[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvenator-en.pdf Knight-Venator]:'''(120pts) Your flying shooty Hero. Has a whole bunch of good shots at a ridiculously high 30" 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 '''IF''' 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. *'''[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightheraldor-en.pdf Knight-Heraldor]:''' (110pts) 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'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 <s>maniacally</s> righteously. Feel free to blow that trumpet wherever you please as your opponent tries to understand how falling rocks only hit his boys! *'''[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvexillor-en.pdf Knight-Vexillor]:''' (120pts) Your Standard Bearer. In melee, he'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'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" 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's slow and hard to use, but the potential payout is far greater if you find creative ways to employ him. *'''Knight-Vexillor with Banner of Apotheosis:''' (125 pts) The Dominion boxset's version, meant to work with {{AOSKeyword|Thunderstrike}} units. Alongside the bubble to re-roll charges, there's also the unique banner which, once per game, can be triggered to use three charges: These charges can heal one nearby unit of 1d3 wounds or restore a model with 1d3 wounds. This also means that you can spend multiple charges on one unit, allowing you to immediately reinforce a very battered unit on the double with 2d3 or 3d3 wounds. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-whquest-rules-en.pdf Knight-Questor]:''' (110pts) Well IF you want to field him, be our guest. The Questor is very self-sufficient, meaning he's not dependent on any buffs but doesn'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's five Wounds that will always pull their weight but will never bring you in more than you paid for him. *'''[https://www.belloflostsouls.net/wp-content/uploads/2016/08/errant-questor-03.jpg Errant-Questor]:''' (140pts) Warhammer World exclusive, so expect to pay inflated eBay prices if you can'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's within 3", 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'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. Surprisingly, one of the few models that didn't get a points increase in the jump to 3E. *'''[https://preview.redd.it/lrxsvtaismd11.png?width=843&auto=webp&s=a3507bc6fa940fb4158c8067344778943912e6d4 Knight-Zephyros]:'''* (110pts) 6 Attacks, 7 on the charge. She can run and shoot in the same turn. Her best ability is "Windrider" - When a friendly Stormcast Eternal unit within 9" 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" of them and more than 3" 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'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). *'''Lord-Imperitant:''' (160 pts) The commander among Dominion's generic heroes. His weapons aren't too bad, with a ranged weapon that spits out random attacks and a pet gryph-hound to support him. Most useful of his abilities is that he can issue a command each turn without spending CP, which is quite useful. Also helpful is their ability to guide fellow Thunderstrike Eternals in deep-striking, letting them arrive within 7" of an enemy unit rather than the typical 9" - in case your unit REALLY needs to get stuck in immediately. In the fluff he's the strategist leader, in play seems to confirm him as this, as his most useful features is his free command ability and reduced deep strike. While he can reliably pump out four attacks with his hammer, and has an 18" shooting with his baton with fairly reliable hit, wound, and rend, he's not exactly a damage dealer, or a tank. Stick him into the thick of it at your peril, since he would be better positioned behind your Vindicators. That said, consider bubble-wrapping him with Praetors so he doesn't get focused-fired before you can drop your Annihilators. The biggest drawback to this lord is just that his deepstrike ability only works with keyword Thunderstrike, meaning you're going to have to bring all the new toys along to get any mileage out of it. *'''Knight-Judicator:''' (Unknown) The newest lieutenant-type hero. The Knight-Judicator's the big brother to all your little Judicators, and presumably buffs them as well. He's got a greatbow that can probably shoot better than the basic Judicator bow. He also comes with two gryph-hounds. Jury's out to see whether or not they get the default Gryph-hound "alert" feature, or if they'll just be a source of extra melee attacks like the Lord-Imperitant. *'''Knight-Draconis:''' (Unknown, but presumably expensive) The new hero mounted on a dragon, and the one to take to make Stormdrake Guard Battleline. Presumably only works with Stormdrake Guard, but here's to hoping that'll extend to Dracoths and Dracolines in the new Battletome. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information