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====Extremis Chamber==== 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" 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" 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't have to commit while you're building them. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Concussors-en.pdf Concussors]:''' (235pts, 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't pile in to attack back. Be sure to activate these guys first, if you're trying for that. <!----> {| class="wikitable" style="width:70%; margin:0 27% 0 3%; text-align: center" |+ Concussor MathHammer |- ! rowspan="2" | Weapon !! colspan="2" | 3+ Save !! colspan="2" | 4+ Save !! colspan="2" | 5+ Save !! colspan="2" | 6+ Save |- | Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. |- | Lightning Hammer || 2.7 || 0.6 || 3.6 || 1.3 || 4.4 || 2.1 || 5.3 || 2.9 |- | Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4 |- | Combined || 4 || 0.9 || 5.3 || 2 || 6.7 || 3.1 || 8 || 4.3 |} *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Desolators-en.pdf Desolators]:''' (205pts, Min:2, Max:12) A "fuck you" 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't want to go the extra mile and field 7 or 8 of them, just use Concussors and have done. <!----> {| class="wikitable" style="width:70%; margin:0 27% 0 3%; text-align: center" |+ Desolator MathHammer |- ! colspan="2" rowspan="2" | Weapon !! colspan="2" | 3+ Save !! colspan="2" | 4+ Save !! colspan="2" | 5+ Save !! colspan="2" | 6+ Save |- | Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. |- | rowspan="3" | 2 Desolators || Thunderaxe || 2 || 0.2 || 2.7 || 0.6 || 3.3 || 1.1 || 4 || 1.7 |- | Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4 |- | Combined || 3.3 || 0.5 || 4.4 || 1.3 || 5.6 || 2.2 || 6.7 || 3.1 |- | 4 Desolators || Combined || 11.3 || 4.1 || 15.1 || 7 || 18.9 || 10.3 || 22.7 || 13.6 |- | 6 Desolators || Combined || 25.3 || 12.2 || 33.8 || 19.2 || 42.2 || 26.6 || 50.7 || 34.4 |} *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Fulminators-en.pdf Fulminators]:''' (235pts, Min:2, Max:12) YES. Cavalry with actual charge weapons. No, they're not spears, they're glaives, like the ones the Protectors get, but cooler. Same stats but shorter range, but here's where it gets interesting: They don'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'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'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't charge. Combine these with a Heraldor to make sure you can charge every turn, <!----> {| class="wikitable" style="width:70%; margin:0 27% 0 3%; text-align: center" |+ Fulminator MathHammer |- ! colspan="2" rowspan="2" | Weapon !! colspan="2" | 3+ Save !! colspan="2" | 4+ Save !! colspan="2" | 5+ Save !! colspan="2" | 6+ Save |- | Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. |- | rowspan="3" | Not charging || Stormstrike Glaive || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4 |- | Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4 |- | Combined || 2.7 || 0.6 || 3.6 || 1.3 || 4.4 || 2.1 || 5.3 || 2.9 |- | rowspan="3" | Charging || Stormstrike Glaive || 4 || 0.9 || 5.3 || 2 || 6.7 || 3.1 || 8 || 4.3 |- | Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4 |- | Combined || 5.3 || 1.3 || 7.1 || 2.6 || 8.9 || 4.2 || 10.7 || 5.8 |} *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Tempestors-en.pdf Tempestors]:''' (205pts, 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" of them. Don't expect them to shoot something dead or out-damage the other variants. <!----> {| class="wikitable" style="width:70%; margin:0 27% 0 3%; text-align: center" |+ Tempestor MathHammer |- ! rowspan="2" | Weapon !! colspan="2" | 3+ Save !! colspan="2" | 4+ Save !! colspan="2" | 5+ Save !! colspan="2" | 6+ Save |- | Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. |- | Warblade || 1.2 || 0.2 || 1.8 || 0.6 || 2.4 || 1.1 || 3 || 1.6 |- | Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4 |- | Combined || 2.5 || 0.5 || 3.6 || 1.3 || 4.6 || 2.1 || 5.6 || 3 |- | Volleystorm Crossbow || 0.9 || 0 || 1.3 || 0.3 || 1.8 || 0.6 || 2.2 || 1 |} 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'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 "small" 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'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. *'''Stormdrake Guard:''' (Unknown pts, Min: 2?, Max: 12?) The newest Extremis chamber members. We think. These guys are conditional battleline if you take the Knight-Draconis. Otherwise, they presumably move closer to 12", and have the fly keyword. They come with either lances or warblades. With the lances presumably having better reach, while the Warblades potentially having better damage. Unlike the other Extremis Chamber units, the different weapon loadouts aren't different units. </div></div>
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