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==Allegiance Abilities== ===<span style="color:#01bbe3;">Battle Traits</span>=== If your army has a {{AOSKeyword|STORMCAST ETERNALS}} allegiance and chose to take the {{AOSKeyword|STORMCAST ETERNALS}} allegiance abilities, it has the following rules: <tabs> <tab name="Battletome (Default)"> '''Scions of The Storm:''' 40K Deep Strike. You may hold up to half of your units (rounding down) in reserve instead of deploying, and at the end of your movement phase, decide 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" 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. Now even stronger courtesy of certain lords allowing you to set up from 7" away, and certain units dealing damage when they deploy this way to enemies. '''Shock And Awe:''' 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 "that turn", meaning on yours, when you dropped them. The effects are no longer in effect when your turn ends. '''Blaze of Glory:''' Introduced in the 3E Dominion Boxset to mildly offset the sting of losing models in melee. When one of your models is slain, target an enemy unit within 1" and roll a number of dice equal to their wounds stat, adding another one if the model has the {{AOSKeyword|Thunderstrike}} keyword; each 6 deals a mortal wound to that model. </tab> <tab name="Celestial Sentinel"> Introduced in Broken Realms: Morathi, a {{AOSKeyword|STORMCAST ETERNALS}} army can choose to be stationed in a Stormkeep instead of blasting down from the heavens. When making your army, you can say that it is from a Stormkeep and use the following Battle Traits instead of the ones from the Battletome: '''Shield of Civilization:''' {{AOSKeyword|LIBERATORS}} grant +1 bravery to {{AOSKeyword|STORMCAST ETERNALS}} units wholly within 12". In addition, at the end of your movement phase, any {{AOSKeyword|LIBERATOR}} units that weren't set up and didn't move that phase gain +1 to hit and saves. '''Mortal Auxillaries:''' 1 in 4 units in your army can be {{AOSKeyword|CITIES OF SIGMAR}} units. They also benefit from the liberators' new bravery aura and can be targeted by command abilities as if they were {{AOSKeyword|STORMCAST ETERNALS}}. </tab> </tabs> ===<span style="color:#01bbe3;">Stormhosts</span>=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> 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't prevent other units in your army for having a different Stormhost keyword. Furthermore, it's worth noting that unlike 40K Chapter Tactics, picking one of these forces your General to take a unique Command Trait, and "the first hero to receive an Artifact of Power" (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'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. <div class="mw-collapsible-content"> =====Hallowed Knights===== The [[Black Templars]] of Stormcast. Ignore magic and charge into the fray. *'''Only the Faithful:''' 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. **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. *'''Command Ability: Holy Crusaders:''' A {{AOSKeyword|Hallowed Knights}} Wholly within 9" of a {{AOSKeyword|Hallowed Knights}} Hero (18' if it is your General) it gains +1 to run and charge rolls and can do both during the same turn *'''Command Trait: Martyr's Strength:''' 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. *'''Artifact: Parchment of Purity:''' Heal a wound each hero phase. =====Celestial Vindicators===== Vicious Hatefilled melee combatants. This is one of the more melee/charge heavy Stormhosts. *'''Driven by Vengeance:''' 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. **A nice addition if you're split up and charging multiple different units at once. But, again, our Prayers and spells can imitate this fairly well, so don't feel strong-armed into it. *'''Command Ability: Righteous Hatred:''' Gives a unit within 9" of one of your Heroes (or 18" if your General is using it) an extra Melee attack. *'''Command Trait: Single-Minded Fury:''' which gives any of his unmodified hit rolls of six to cause an extra point of damage. *'''Artifact: Stormrage Blade:''' 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. =====Hammers of Sigmar===== GW's special golden boys got treated pretty well. They have many names and they don't die easy. *'''First to be Forged:''' +1 to the bravery of friendly {{AOSKeyword|Hammers of Sigmar}} units, **isn't the most exciting but it's rarely a buff you won't appreciate, though like all the others it's more useful in certain matchups (Legions of Nagash in particular). *'''Command Ability: Soul of the Stormhost:''' When a friendly {{AOSKeyword|HAMMERS OF SIGMAR REDEEMER}} unit (Liberators, Sequitors and Steelheart's Champions) is destroyed, roll a dice; on a 5+ you may return it to the battlefield 9" away from enemy models. **It'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. *'''Command Trait: We Cannot Fail:''' which grants him a 9" entirely within bubble of a 6+ save on mortal wounds and wounds allocated. Yeah we can bring back units and get Deathless *'''Artifact: God-Forged Blade:''' which upgrades one of the Hero's Melee Weapons to let his Hit rolls of 6+ have +1 damage. This is alright I guess. *'''Special Characters:''' In short? All of them(with official models) (except the Celestant Prime which we can still take). **Vandus Hammerhand is really good with a battleshock immunity bubble and one of the best command Abilities in the army. **Gavriel Sureheart's Command ability is amazing with the army Allegiance ability as it's confirmed to stack meaning for 2CP you can deep strike Paladins 9" away and charge them in with a +6" to range all but guaranteeing the charge. =====Anvils of the Heldenhammer===== Shyish Heros Resurrected. Shyish flavored and lets a Deathstar swing twice. *'''No True Death:''' These guys got stuck with the old Stormcast army wide rules, allowing you to reroll failed battleshock tests for all '''Anvils Of The Heldenhammer''' units. **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" of him from the Hammers of Sigmar Stormhost. Overall not bad, but there are ways to do this better. *'''Command Ability: Heroes of Another Age:''' Allows a unit within 9" of the Hero using it (or 18" if it'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're carrying, a unit can only benefit from this ability once per phase. *'''Command Trait: Deathly Aura:''' which lowers enemy Bravery by -1 within 6" of him *'''Artifact: Soulthief:''' which upgrades one of the Hero's Melee Weapons to let it deal a Mortal Wound on a 3+ to any enemy models it wounded but failed to kill. =====Knights Excelsior===== Annihilators of all Chaos. Getting Rerolls for attacks. *'''Storm of Annihilation:'''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 '''Knights Excelsior''' unit makes an attack that destroys an enemy unit, you can re-roll hit rolls of 1 for attacks made by that '''Knights Excelsior''' unit for the rest of the battle. **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. *'''Command Ability: No Mercy:''' a '''Knight Excelsior''' unit or hero within 9" of the Hero using it (or 18" if it's your General) to re-roll Wound rolls of 1 until the end of the turn. *'''Command Trait: Divine Executioner:''' add 1 Damage to all Melee weapons if the General targets a hero. *'''Artifact: Chains of celestial Lightning:''' Once per Battle, Select an Enemy Hero or Monster within 3". Roll 3d6 of against your opponent (your opponent rolls 2d6 if the target isn'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. =====Celestial Warbringers===== Prophets and Wizard specialists. *'''Fearless Foresight:''' 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 ''' Celestial Warbingers''' units and set them up again. **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. *'''Command Ability: Astral Conjunction:''' Gives a Warbringers wizard wholly 9" (or 18" if done by the General) +1 to Casting Rolls. *'''Command Trait: Portents and Omens:''' Once per turn, the general can re-roll one of his failed Hit, Wound or Save roll of 1. *'''Artifact: Hammers of Augury:''' At the end of the combat phase, an enemy within 3" takes a Mortal wound on a 3+ and then another one on a 4+. =====Tempest Lords===== Warrior Tacticians, Generating CP. *'''Grand Strategists:''' At the start of your Hero phase, roll a dice, on a 4+ you receive 1 extra command point. **Relatively boring, but, for armies that are command point hungry, this could be a lifesaver. Also, innately very powerful even if you're not super command point hungry. *'''Command Ability: Rousing Oratory:''' Allows a '''TEMPEST LORDS''' unit or hero within 9" of the Hero using it (or 18" if it's your General) to re-roll Wound rolls of 1 until your next Hero Phase. *'''Command Trait: Bonds of Noble Duty:''' which adds 1 to any wound rolls with Melee Weapons if he is within 6" of another '''TEMPEST LORDS''' Unit. *'''Artifact: Patrician's Helm:''' 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! =====Astral Templars===== The [[Space Wolves|Storm Wolves]], Specializing in Monster and Hero hunting. *'''Beast Stalkers:''' Add 1 to hit rolls for attacks made by Astral Templars units that target a monster. **Unless you're fighting a whole ton of monsters in your particular Meta, I don't think this will be getting much use. Especially with Lay Low the Tyrant. Situationally useful, probably not worth the Stormhost. *'''Command Ability: Cut off the Head:''' Allows an Astral Templars unit or hero within 9" of the Hero using it (or 18" if it's your General) to add 1 to Wound rolls that target Heros. *'''Command Trait: Dauntless hunter:''' an improved version of Cunning Strategist. After set-up is done, all Astral Templars units wholly within 12" move up to 6". *'''Artifact: Godbeast Plate:''' -1 to wound rolls made by Monsters that target the Bearer. </div></div> </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===<span style="color:#01bbe3;">Command Traits</span>=== 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: <div class="mw-collapsible-content"> #'''Shielded by Faith''': A 5+ save for your general for mortal wounds. #'''Consummate Commander''': 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 #*necessary in a CP centric build. #'''Cunning Strategist''': D3 {{AOSKeyword|STORMCAST ETERNALS}} get a 5" move before the first battle round begins. #'''Zealous Crusader''': Your general can re-roll charge distances. #'''Staunch Defender''': Your general and every {{AOSKeyword|STORMCAST ETERNALS}} unit wholly within 9" add 1 to saves if they have not charged this turn. #*By far our best command trait, it's the primary reason you don't really see Stormhosts being taken outside of Sureheart shenanigans lists. #'''Champion of the Realms''': +1 attack for a weapon on your general. </div></div> ===<span style="color:#01bbe3;">Artefacts of Power</span>=== One {{AOSKeyword|HERO}} in your army (+1 per additional Warscroll Battalion) may take a relic from the following tables: <tabs> <tab name="Storm-Forged Weapons"> Pick a weapon that is not used by a mount for one of the following bonuses #'''Strife-ender''': +1 attack for a melee weapon (+2 against a CHAOS unit). #'''Blade of Heroes''': re-roll failed to hit rolls made with a melee weapon against HEROES or MONSTERS. #'''Hammer of Might''': wound rolls of 6+ cause double damage for a melee weapon. #'''Fang of Dracothian''': re-roll wound rolls of 1 for a melee weapon. #'''Obsidian Blade''': improve the rend characteristic of a melee weapon by 1. #'''Gift of the Six Smiths''': pick a melee weapon, each turn you may re-roll one hit, wound or damage roll for an attack made with this weapon. </tab> <tab name="Heaven-Wrought Armour"> #'''Armour of Destiny''': A 6+ save after the save for an unsaved wound or mortal wound. #'''Armour of Silvered Sigmarite''': -1 to hit for melee weapons directed at the HERO #'''Drakenscale Armour''': Re-roll failed saves for this HERO against weapons with a Damage characteristic greater than 1. #'''Mirrorshield''': -2 to hit for missile weapons directed at this HERO. #'''Spellshield''': 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 #'''Featherfoe Torc''': Units which can fly must re-roll successful hit rolls for attacks directed against this HERO. </tab> <tab name="Artefacts Of The Tempest"> #'''Talisman of Endurance''': +1 wounds. #'''Obsidian Amulet''': negate a spell used on this hero on a 4+, other units are affected as normal. #'''Luckstone''': 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. #'''Seed of Rebirth''': On a 4+ in each hero phase you heal 1 wound. #'''Sigmarite Pendant''': When this hero is slain, cause D6 mortal wounds to the unit that slew them on a 4+. #'''Quicksilver Draught''': Once per battle this HERO may pile in and attack in the combat phase before any other units, even if it is your opponent's turn. </tab> <tab name="Treasured Standards"> For heroes with the {{AOSKeyword|TOTEM}} keyword, AKA Knight-Vexillor #'''Hurricane Banner''': This HERO and any friendly STORMCAST ETERNALS units within 12" can re-roll all rolls when running and charging. #'''Lichbone Standard''': Friendly STORMCAST ETERNALS units wholly within 9" of this HERO heal one wound in each of their hero phases. #'''Pennant of Sigmaron''': If a friendly STORMCAST ETERNALS unit within 24" of this HERO fails a battleshock test, on a 2+ only one model flees from that unit. </tab> <tab name="Mystic Lights"> For any hero with a lantern - Lord-Castellant, Lord-Veritant or Knight-Azyros #'''Shriving Light''': -1 to enemy bravery (-2 for CHAOS) within 6" of this hero. #'''Fury Brand''': In the hero phase, give +1 to attacks for one weapon on a HERO within 6". #'''Lantern of the Tempest''': Enemy units that direct missile attacks against friendly STORMCAST ETERNALS units wholly within 12" of the bearer must re-roll hit rolls of 6+. </tab> <tab name="Celestial Staves"> For Lord-Arcanum or Knight-Incantor only # '''Staff of Focus''': 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. #'''Mindlock Staff''': Once per battle, at the start of the enemy hero phase, you can pick an enemy '''Wizard''' within 12" of the bearer. That Wizard Cannot cast any spells that phase. #'''Staff of Azyr''': 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 </tab> <tab name="Scrolls Of Power"> For Lord-Arcanum or Knight-Incantor only #'''Scroll of Unraveling''': 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's casting value are unsuccessful, and the caster suffers d3 mortal wounds. #'''Scroll of Condemnation''': Once per battle, in your hero phase, the bearer can use this Artefact. If they do so, pick an enemy '''Hero''' within 12" of the bearer. Until the end of that turn add 1 to wound rolls for attacks made by friendly '''Stormcast Eternals''' that target that model. #'''Storm Scroll''': 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. </tab> </tabs> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===<span style="color:#01bbe3;">Prayers of the Stormhosts</span>=== 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. <div class="mw-collapsible-content"> #'''Divine Light''': 3+ to cast, choose a unit wholly within 18". If it is an enemy, you may re-roll 1'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. #'''Bless Weapons''': 4+ to cast, a friendly unit wholly within 18" gains an additional hit for every unmodified hit roll of 6 until your next hero phase. #'''Bolster Faith''': 3+ to cast, friendly units within 9" 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. #'''Abjuration''': 3+ to cast, pick an enemy {{AOSKeyword|WIZARD}} within 12" from the priest. If successful the priest can attempt to unbind a 1 spell by that {{AOSKeyword|WIZARD}} in that hero phase. #'''God-King's Aspect''': 3+ to cast, subtract 1 from bravery for units that are within 6" from this priest until your next hero phase. #'''Translocation''': 3+ to cast, remove a friendly {{AOSKeyword|STORMCAST ETERNAL}} unit wholly within 9" of this priest from the battlefield and set them up again anywhere on the battlefield more than 9" from enemy units. It may not move in the subsequent movement phase. </div></div> ===<span style="color:#01bbe3;">Steeds of the Celestial Realms</span>=== One mount in your army (+1 per additional Warscroll Battalion) may be "exceptional" and take a trait from the relevant tables. <tabs> <tab name="Generic Traits"> Available to all mounts #'''Lithe-Limbed''': +1 to move characteristic. #'''Savage Loyalty''': If this HERO is slain in the combat phase, on a 4+ the unit that slew them takes D3 mortal wounds. #'''Keen-Clawed''': Any wound rolls of 6+ in the combat phase for this HERO's mount are resolved with a rend of -3. </tab> <tab name="Dracoth Traits"> #'''Drake-Kin''': 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. #'''Thunder Caller''': The HERO's Dracoth's Storm Breath ability has a range of 16" rather than 12". #'''Pack Hunter''': +2 to Attacks of the HERO's Dracoth's Claws and Fangs if another friendly model is riding a Dracoth within 6". </tab> <tab name="Stardrake Traits"> #'''Storm-Winged''': 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. #'''Thunderlord''': Roiling Thunderhead ability has a range of 24" rather than 18". #'''Star-Branded''': When referring to the Damage table of this HERO, treat it as having suffered one fewer wounds than it actually has. </tab> <tab name="Gryph-Charger Traits"> #'''Wind Runner''': When this HERO rides the Winds Aetheric, roll an extra dice on the distance they can move. #'''Aethereal Stalker''': 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's Razor Beak and Claws attacks that are directed against the chosen HERO. #'''Indefatigable''': re-roll the distance when this HERO runs. </tab> <tab name="Dracoline Traits"> #'''Bounding Leap''': This model is eligible to fight in the combat phase if it is within 6" of an enemy unit instead of 3", and it can move an extra 3" when it piles in #'''Pride Leader''': Add 1 to hit rolls for attacks made by friendly '''Dracoline''' units while they are wholly within 9" of this model. #'''Ear-bursting Roar''': At the start of the combat phase, you can pick an enemy within 3" 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. </tab> <tab name="Tauralon Traits"> #'''Swiftwing''': You can re-roll run rolls for this model #'''Lashing Tail''': At the end of the combat phase, you can pick an enemy unit within 3" of this model and roll a d6, on a 4+ it causes 1 mortal wound. #'''Steel Pinions''': Roll a d6 every time this model suffer a regular or mortal wound, on a 6+ the wound is negated. </tab> </tabs> ===<span style="color:#01bbe3;">Spells</span>=== Your wizards May take one spell either the Lore of Invigoration or Storm <tabs> <tab name="Lore of Invigoration"> #'''Terrifying Aspect:''' Cast 5, a visible '''Stormcast''' unit wholly within 18" gain a 3" aura of -1 Bravery to enemies until the next Hero Phase. #'''Celestial Blades:''' Cast 5, a visible '''Stormcast''' unit wholly within 18" adds 1 to Melee wounds rolls until the next Hero Phase. #'''Speed of Lighting:''' Cast 5, visible '''Stormcast''' units wholly within 9" can Re-roll Charges until the next Hero Phase </tab> <tab name="Lore of the Storm"> #'''Lightning Blast:''' Cast 5, a closest Visible unit is dealt d3 Mortal wounds. Like 40k Smite but with an infinite range. #'''Starfall:''' Cast 5, pick a visible point within 12". On a roll of 4+ for each enemy within 3" of that Point they take a Mortal Wound #'''Thundershock:''' Cast 6, roll a dice for each enemy within 6". 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. #'''Azyrite halo:''' Cast 5, Pick a visible '''Stormcast''' unit wholly within 12", 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. #'''Chain Lightning:''' Cast 7, a visible enemy unit within 24" suffers D3 Mortal Wounds, then each other enemy unit within 3" of the first take a mortal wound on a 4+. #'''Stormcaller:''' Cast 7, For each enemy unit on the battlefield, on a roll of 6+ inflict D3 Mortal wounds on the unit. </tab> <tab name="Endless Spells"> These can only be cast by '''STORMCAST ETERNAL WIZARDS'''. * '''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Everblaze_Comet.pdf Everblaze Comet]:''' (110pts) Comet of Cassandora, Stormcasts edition. When it comes down, it hits everything within 10" 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", 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 '''extremely''' cautious about where and when to put it. * '''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Celestian_Vortex.pdf Celestian Vortex]''' (30pts) '''(AKA the HAMMERNADO):''' It's a Hurricane of Hammers that dispenses Mortal Wounds (12 dice on 6+) and gives any Unit within 6" of it -1 to hit with Missile Weapons. Additionally, it wounds on a 5+ against '''Chaos''' 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). * '''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Dais_Arcanum.pdf Dais Arcanum]:''' (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" 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... </tab> </tabs>
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