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===<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]:'''(130pts) An okay hero on foot that can shoot d6 shots at an enemy within 12", and has 5 attacks in melee that can deal 2 damage apiece. His unique traits allow him to deal out mortal wounds instead of regular attacks when he rolls 6s to hit, and he can issue All-out Attack for free, once per battle. A lot has changed since the Lord-Celestant first graced the tabletop, to the point where if you want a melee beatstick to go with your Battleline, the Lord-Celestant should be the first hero you consider. You probably don't want the vanilla Lord-Celestant for your general however, now that his mounted versions have become much stronger, and the inclusion of the Lord-Imperitant into the game. * '''[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 can use the All-Out Attack command once per game for free. 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. To simplyfy, his Dracoth can spit out some mortal wounds if you get lucky, but you will never want to rely on it, as it only spits out d3 mortal wounds on a 4+. The Dracoth's Claws and Fangs will surely tear out enemy battleline, or even a hero if he gets to rip into them, and whenever you roll a 6 for a save, he gets to deal out a mortal wound to whoever had the gall to try and hit him. Pick the Glaive or the Lightning Hammer for best results. **The Celestant's Weapon choice: ***The Stormstrike Glaive that deals more damage on charges, its pitiful damage of 1 becomes a 3 if the Lord-Celestant charged this turn. ***The Lightning Hammer that deals 2 Mortal Wounds on hit rolls of 6 instead of rolling for damage ***The Tempestos Hammer, which only gets 3 attacks at 3+/2+/-1/D3 Damage, but you can stack an additional D3 onto each hit if he charged this turn. While this can deal the most damage in a single blow, it also comes with the worst rend out of his 4 weapon profiles. ***Lastly, a Thunderaxe that only deals out a single point of damage, but gets 2 extra attacks if the Lord-Celestant is fighting against a unit with more models than 1. **With Stormcast Dragons now a potential army option, he's potentially a budget leader option to lead your Dracothian Guard into the charge. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-stormcast-stardrake-en.pdf Lord-Celestant on Stardrake]:'''(500pts, Behemoth) aka Rage Made Manifest. Hoo boy. Looking at the stat-wheel, this guy compares quite well to ''Nagash'', with eighteen 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+/-2/2 damage, which is a good profile, but not stellar for such a huge model, and a tail attack which is D6 attacks at 3+/3+/-1=2 damage. The Celestant on top adds to the beastie by wielding either the same Hammer with better rend, or a Sword with more attacks. He also bears a Shield, which 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 shoot comets, which are now a 4 attack ranged weapon with 30" to shoot, and Rend -3 and Damage 3, 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. He also has a once-per-game ability to issue one free command to a Stormcast unit within 12". And he can also adjust casting rolls for all Wizards around him by +/-1. Simply put, this guy is not an auto-win button, but he raises holy hell by having a huge threat bubble and crapping out an enormous amount of Mortal Wounds all over the field. **Tempted to bring him as the general for an all-dragon list? You bet your are. The Lord-Celestant on Stardrake is a nice middle-ground between picking the Knight-Draconis, or going with big Karazai or Krondys. While not as much of a blender as Karazai, and not a caster like Krondys, this Lord-Celestant isn't going to stop until something kills him dead, or he breaks the enemy line for the rest of your dragons to take care of business. ====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]:''' (155pts) A wizard and Leader of the Sacrosanct Chamber and has a few abilities. Solid in a fight compared to most wizards in the game, but then again stormcast wizards tend to be less pure spellcasters as much as characters who just so happen to cast spells. 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 (this does not count as having been slain, so no blowing up stormcast and stuffing them back in their armor to keep fighting anyway). For spells, he has Thunderclap, which subtracks 1 from an enemy unit's hit rolls. He can move predatory endless spells he controls an extra 6" in addition to their movement speed, which makes him pretty good as a Endless Spell caddie. All in all, the Lord-Arcanum acquits himself as a decent middle-of-the-road wizard, and he's definitely the one you want to be casting your predatory endless spells. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_Stormcast_2018.pdf Lord-Arcanum on Gryph-Charger]:''' (195pts) Came from the Soul Wars box, now only available bundled with an Evocator-Prime. The medic of the Arcanum. Like other Gryph-Charger, his movement increased to 12", Gaining 3/+3/+3/-2/D1 Beak & Claws, and the same Aetherstave as the default Lord-Arcanum It also gains the ability to '''Ride the winds Aetheric''' which lets it essentially redeploy instead of move. 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. Unfortunately, with the loss of his unique command ability, this Lord-Arcanum is somewhat rudderless compared to his counterparts. While previously you wanted him to stick with either the Sequitors or Evocators to give them free empowers, or to let the sequitors pick both of their channeling abilities, that's all gone now. Keep him with your Battleline, where he can support them as a wizard, and heal your troops as well. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_on_Celestial_Dracoline.pdf Lord-Arcanum on Celestial Dracoline]:''' (200pts) 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. 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 aura Gives +1 attack to the Claw weapons of nearby Evocators mounted on Dracolines. If you're running Evocators on Dracolines, you might want to consider bringing this Lord-Arcanum to lead them into battle. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_Tauralon.pdf Lord-Arcanum on Tauralon:]''' (MONSTER, 285pts) A Lord-Arcanum Riding a flying Ram that has a similar weapons profile to the Dracoline but with one more attack. The Tauralon gives a +1 to hit for Stormcast and Cities attacks so long as he's within 3" of them.. His Unique spell deals d3 mortal wounds to on a 4+ to enemies within 3" of a point you pick. The Lord-Arcanum on Tauralon has become somewhat unfocused, having lost much of the utility that it once had (and now only being able to cast one spell. Kind of an unnecessarily cruel nerf to the Master Wizard of the Sacrosanct), and its previous buffs to shooting now requires him to stay next to whoever you want him to buff. Instead now consider taking this Monstrous Rampage-y caster into combat, where he's capable of causing up to 20 wounds across 8 3+/3+/-1 attacks, which benefit from his own +1 to hit aura if he made a normal move before charging in, and then granting it to your other units that he's fighting alongside. ====Other Wizards==== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Lord_exorcist.pdf Lord Exorcist]:''' (170pts) A Wizard that Specializes in Close Quarters Exorcising. He has the same stats and weapon Profile as the Lord-Arcanum. His abilities have changed up now enemy units cannot return slain models while within 9". His Unique spell Rolls a dice for each enemy unit within 12". If (d6 + enemy's unit's Bravery <= 12 ) than that unit takes d3 Mortal wounds. Overall he's lost his unique bonuses against Daemons or Nighthaunt, but gained better utility overall. He is the unfortunate recipient of one of the largest points increases of any Stormcast character from the last edition to this one, putting his current price at an alarming 170 pts! While his utility may have increased, his greatest strength was that he was insanely cheap and a solid wizard to boot. Post nerf, he's 35 pts more expensive than just shooting for a second Lord-Arcanum on foot. Not saying he's useless, but he has to earn his points now and its hard to imagine a world where he's worth that much more than the other footslogging wizards. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Knight_Incantor_Stormcast_2018.pdf Knight-Incantor]:''' (125pts) 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. Finally, Her unique spell creates a Storm that 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. Anywho, they're best taken as your budget wizard. *'''Knight-Arcanum:''' (135 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 wholly within 12" of the caster. The Knight-Arcanum's melee abilities are notably a worse iteration of both the Knight-Incantor and the Lord-Arcanum's melee. While promising d3 wounds, having to wound on 4+s means that the Knight-Arcanum is best spent away from the thick of it. At the end of the day, the Knight-Arcanum's real role is endless spell denial, put her in her back line where your opponent is liable to drop their predatory spells, and keep her with your battleline that you want to stay alive. Any honestly, she has to compete with the Knight-Incantor, who is both cheaper and better at shutting down enemy magic at the source with her voidstorm scroll. ====Priest==== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Relictor.pdf Lord-Relictor]:''' (145pts) Your foot-slogging cleric with a wicked skull helm. He has two unique prayers, one where he can choose to either heal a friendly {{AOSKeyword|Stormcast Eternals}} unit wholly within 12" for D3 wounds (best used on other Heroes), or to make an enemy unit wholly within 12" take d3 mortal wounds, and hae them suffer -1 to hit until your next hero phase. Best used on nearby enemy heroes. 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 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. His biggest draw now is ultimately cost- he's not as cheap as he used to be, but he's by no means the most expensive hero in the Stormcast hero lineup. Consider him carefully, especially now that Translocation can teleport your heavy paladins around. Also, he gets +1 to chanting rolls, meaning that no matter what you ask him to do, he's probably going to get that prayer answered. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Lord-Veritant-ENG.pdf Lord-Veritant]:''' (155 pts) Another Priest, Has extra wounds compared to standard heroes just like the Castellant, and gets a pretty good melee profile (3 attacks at 3+/3+/-1, 2 damage each). Again, like the Castellant, he gets a Free pet gryph-hound who no longer counts as a seperate model bringing his overall wounds to a healthy 8. 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 unit within 12" with his prayer. Which isn't a spell so there <strike>is no way</strike> are very few ways for the enemy to stop it (The Knight Relictor in this army book being one such example). Also it now effects any unit, not just wizards. 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 Relictor's more support role, choose accordingly for him when deciding on prayers. His biggest con is, like the Castellant, he's lost some of his mojo, and just isn't as strong as he used to be, despite increasing in price, though getting a bit more tanky by technicality. Still, he's a sturdy priest with an unbind and decent arm behind a solid blade. Potentially a good pair with the Witch Hunters in Cities of Sigmar lists. Also good if you have a spare hero slot and you cant decide on getting another Wizard for magical defense or a priest for utility: just get a Veritant, he does both roles surprisingly well. *'''Knight-Relictor:''' (140 pts) The newest priest, and the only Thunderstrike option. He's a fairly basic model though, with a pretty decent mace with 3+ hit/3+ wound/-1 Rend/2 Damage. His most important power is the ability to negate the effects of enemy prayers or invocations on a 4+, giving you a big bubble of anti-priestness. Super useful if your local meta has tons of priests, but will likely become even more relevant if the coming army books expand each army's access to Priests like many think will happen. Keep an eye on him. ====Others==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Drakesworn-Templar-en.pdf Drakesworn Templar]:''' (MONSTER, Behemoth, 400pts) 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 2, 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 3 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. Now much better, as its base damage has been reduced to a 1. 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 spits out a random amount of attacks every time, but for each 6, instead of rolling that wound, it just deals a mortal wound. Notably got worse, as he dropped down to having a 4+ save, as opposed to the Lord-Celestant's 3+. **While the Drakesworn Templar has long been "the worst Stardrake" in the community's eyes, the truth is that now, he's finally found a niche of his own. Coming it at a whole 50 points less than the Lord-Celestant option, and taken with the lance, all of a sudden the Templar is a pretty good monster hunter for the All-Dragon Stormcast list, which is where he will probably see a fair bit of use from now own. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Lord-Aquilor-en.pdf Lord-Aquilor]:''' (170pts) 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. The Vanguard Chamber really got shuffled around in this new edition, and he's no exception to it. Now, all he has are Ride the Winds Aetheric, and the ability to give out a free command to any friendly {{AOSKeyword|Vanguard}} units within reach. Before, you could get up to some fun shennanigans with his abilities, now he's mostly useful for babysitting your other {{AOSKeyword|Vanguard}} units. Currently, this only incudes Vanguard-Hunters and Vanguard-Palladors; he can't use the free order on Vanguard-Raptors, or even himself. Groan as appropriate. *'''[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcastellant-en.pdf Lord-Castellant]:''' (160pts) <strike>No longer the powerhouse he once was,</strike> The Lord-Castellant is interested in walking alongside Battleline to buff them, and to deal some extra damage. His unique ability is his lantern, which can either add 1 to save rolls for a friendly stormcast unit in 18", or can potentially deal out d3 mortal wounds to an enemy unit within 18" in a 2+ (meaning he can basically cast an Arcane bolt-like attack without it being a spell that's vulnerable to dispels or a prayer thats vulnerable to anti-prayer mechanics like the Knight-Relictor. This kind of unavoidable mortal wound sniping can be key in mid-to-late game fights, and carefully employed can catch an opponent unawares and deny him a pivotal character or lose him a general who would otherwise survive). His buff ability only works on Stormcast now, meaning his usefulness has decreased drastically as an ally in soup armies like Cities of Sigmar. He can acquit himself alright in combat, and has a fairly impressive 3+ save, 8 wounds, and 9 bravery, <strike>but just fails to stand out like he once did</strike> and has good versatility for both buffing Stormcast and tossing unavoidable mortal wounds across the table. Reliable if you want to pay for him. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_lord_ordinator.pdf Lord-Ordinator]:''' (110pts) [[Rogal Dorn|A mustachioed non-Engineer that buffs Warmachines.]] Add 1 to hit rolls to {{AOSKeyword|War Machines}} wholly within 9". This pairs very well with the Celestar Ballista which has gone from good to great, and with his ability, goes from great to terrifying (you feel like hitting and wounding on 2+s?). Has the ability to deal two mortal wounds with every 6 you roll to hit, instead of regular wounds. An interesting ability, should his precious war machines become besiged by flankers. 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]:''' (120pts) Your flying support Hero. He's got 5 attacks at 3+/3+/-1/2 damage apiece, but he's got his special little lantern to help as well. His only ability now is giving +1 to hit on an enemy unit 9" of him in the combat phase. No longer a buffer for your shooting units, the Knight-Azyros wants to be moving alongside your other Prosecutors, or calvary. *'''[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvenator-en.pdf Knight-Venator]:'''(140pts) 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 Damage on a 3+. You could theoretically waste this on a regular unit as well, but he really, really wants to be a hero/monster hunter. The biggest problem with the Knight-Venator is now his high cost, and the fact that all his ranged attacks that he prizes so much only deal 1 damage a piece. *'''[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightheraldor-en.pdf Knight-Heraldor]:''' (100pts) Oh how the mighty have fallen. Previously, a unique hero with a unique ability, now your single cheapest hero, who doesn't bring much to the table. While he acquits himself nicely with a 3+ save and a broadsword that's alright in combat, his previously inpressive horn got hit with the nerf bat pretty hard. Now he picks a piece of terrain wholly within 18" of him, and he you roll a dice for each enemy unit with 3" of that terrain feature. On a 2+, that unit suffers d3 mortal wounds. Neat, but not as impressive as it once was. *'''[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvexillor-en.pdf Knight-Vexillor]:''' (120pts) Your standard, 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 explosion where you pick a point within 24", and each enemy within 6" get d3 mortal wounds. 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. The bigest question you have to ask is if you want his new brother for 40 more points? Ultimately, it comes down to which abilities you want more, but where his Thunderstrike brother is pure utility with his once-per-game heal, the default option can either blow stuff up, or redeploy a unit. *'''Knight-Vexillor with Banner of Apotheosis:''' (140 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]:''' (100pts) 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. Your duelist hero, with an alright combat profile that gives himself +1 to hit when he's fighting a {{AOSKeyword|Hero}}. When he rolls 6s to hit, he gets a free 2 mortal wounds on his enemy. An ok hero who isn't to impressive, the biggest problem with the Knight-Questor is that he just doesn't do anything when he's actually in play. A duelist who doesn't have a lot of wounds, strikes first, or any real way to get into close combat with enemy heroes is an easy pass. If you want an actual on-foot assassin, just take the Knight-Zephyros. *'''[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]:'''* (100pts) She can run and shoot in the same turn. Her best ability is "Windrider" - Instead of doing a normal move with her, you can instead remove her from the battlefield, then set her up again more than 1" from all terrain and objectives, and more than 9" from all enemy units. 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). The biggest thing holding her back is the low damage of her pistol and axes- while she gets a fair bit out of it, she's going to struggle duels against dedicateed enemy melee heroes. Send her to handle chaff and enemy infiltrators that are prowling your backline, and use her to protect your vulnerable slow rear or artillery. *'''Lord-Imperitant:''' (170 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:''' (200 pts) The newest lieutenant-type hero. The Knight-Judicator's the big brother to all your little Judicators, and allows you to take the new Vigilors as battleline when you field him as your general. He's got a greatbow that has a range of 30" with 2 attacks at rend -3 and 3 damage a piece. He also has a once per game ability to pick a point on the field and deal D3 Mortal Wounds to all enemy units with 6" on a 4+. He also comes with two gryph-hounds, which come with Warning Cry. If you intend to run a ranged Stormcast army, this one is an auto-include. *'''Knight-Draconis:''' (300 pts) The new hero mounted on a dragon, and the one to take to make Stormdrake Guard Battleline. He can make one unit of Stormdrake Guard battleline. He hits hard, with his dragon's breath weapon dealing mortal wounds, even giving out a single mortal wound on rolls of one. He also comes with a 4+ spell ignore. Also note that after this hero attacks, your opponent picks 1 model in the unit that was attacked, then you roll a die. If you rolled greater than the wounds characteristic of the model that was picked, it is instantly slain. Once per battle you can also pick 1 Stormdrake Guard unit if they are wholly within 12", and they can shoot their mortal wound breath. The Knight-Draconis wants to be leading your Stormdrake Guard into the thick of it, and while he doesn't get a bevy of customization options, he does get the Aeonfire Blade, one of the nastiest weapons with 2 damage, and rend -3. Give him all-out attack, and there's a good chance your enemies will be tacking 10 wounds just from the rider alone. Not to be outdone, the Stormdrake is a force to be reckoned with as well, who only has slightly worse attacks, wounding ability, and rend than the rider. Oh yea, and he gets Monstrous Rampage. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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