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==Allegiance Abilities== With the advent of the General's Handbook Part Deux, the Freeguilds have now become even better with new Battle Traits, Command Traits and Artefacts! Now the mortal armies of Sigmar are even stronger than before! *If your army has the Free Peoples Allegiance, Greatswords and Demigryph Knights count as Battleline choices! ===Battle Traits=== *'''Defiant Avengers:''' Basically the same as the normal ORDER Allegiance; Re-role battleshock tests for FREE PEOPLES units. Especially useful for Free People, since it stacks with both the unit and Freeguild General banners to make us surprisingly safe from Battleshock (but still far from immune). *'''Freeguild Great Companies:''' DETACHMENTS 2.0! Yes, the old detachments system from the old [[The_Empire_(Warhammer_Fantasy)|Empire]] returns, but with a twist! Now any unit with FREEGUILD in its keywords can support their brethren in battle! **The Great Company is made up of 3 units, one of which has to be a Freeguild Guard unit with at least 20 models in it. The other two choices choices each require at the least 10 models, but are otherwise entirely up to you. ***<strike>Take into account that Demigryph Knights can be included in a Company, but the must be 10 at least, which puts them at 560 points in matched.</strike> Demigryph Knights can't be included as they are '''not''' FREEGUILD. A Freeguild General also can't be included as he is a single model and thus less than 10. **What do you get from this? Well, at the end of the enemy charge phase, units in a Great Company can support each other by Shooting as if it were the shooting phase, or Charging as if it were the charging phase, so long as: ***The Unit lending support is more than 3" away from the enemy. ***The unit being supported is within 3" of the enemy. ***Both units are wholly within 12" of each other. **The Freeguild Regiment Battalion can form 3 Great Companies on its own. Use this to your advantage! **If you have the feel that both the musicians' effect and the companies work similarly, you've been paying attention. But there's a key difference here: '''companies only affect the members of their company''' while '''musicians have no such limitation and can use their effects in units outside their company'''. This can be used to inter-company and/or hero support which is awesome all in itself. ===Command Traits=== *'''1. Inspiring:''' '''FREE PEOPLES''' units that are wholly within 12" of your General DO NOT HAVE TO TAKE BATTLESHOCK TESTS. While still good, note that it is not as useful on Freeguild as it would be on other factions due to our banner induced bravery shenanigans. *'''2. Battle-tested Veteran:''' At the start of the hero phase, as long as your general is still on the battlefield roll a dice. On a 5+ you gain 1 additional command point. Glory to Cadia! *ahem* This is a sure way to make your opponent cry as you rack up additional command points for that major push. On average you should get 2 additional command points during a standard game. *'''3. Shrewd Commander:''' Roll in the Triumph table at the start of a battle. This is in addition tomorrow winning a major victory in your last battle. Pretty great in matched play if you fall short some ten points or so. Two rolls on the triumph table? Two sets of re-rolls to wound, to hit or saves? Yes please. *'''4. Indomitable:''' Add 1 to the save rolls of friendly FREE PEOPLES units wholly within 12β of your general so long as they didn't charge. With this trait your expendable, cheap-as-shit Guard models go to a 3+ re-rolling 1s in combat. Throw down a block of guard, use it in a grand company of Handgunners and laugh your heart out, you sick bastard. Though this will mean that you will have to clump your units up a bit (wholly within 12" folks), but fortunately Free Peoples are pretty much designed to work as a giant blob army. Note it also brings your General up to a 2+ (because you took a shield like a good boy, didn't you?). *'''5. Righteous Fury:''' Add 1 to the general's wound rolls if the target has the CHAOS keyword. Very situational *'''6. Grim Resolve:''' This trait adds one additional wound to your general. Not a game changer, but definitely useful on a normal Freeguild General ===Artefacts=== *'''1. The Armor of Meteoric Iron:''' This returning piece of armor adds 1 to save rolls to the model. While it doesn't protect against mortal wounds, sticking this bad boy on a Freeguild General with a Shield can make your enemy have a tough time wounding without high Rending weapons. *'''2. Blade of the Realms:''' Pick one of your weapons, and if you roll a 6 or more for your weapon, the target suffers a mortal wound, IN ADDITION to any other damage that the attack inflicts. *'''3. Luckstone:''' Re-roll one failed hit, wound or save roll for the model EACH PLAYER turn (not Battle Round). Useful on an Indomitable General so he can reroll his first failed 2+ each turn. *'''4. The Broken Shackle:''' The unit wearing these broken ass boots may retreat or charge as if they could fly, AND can retreat and charge in the same turn. Most useful on a Griffon General, as it'd allow you to charge into, and subsequently hop over any tarpit lines to get at the juicy backfield units. *'''5. Writ of Dominion:''' Plant your feet in the ground, roll out a piece of paper, and declare that everything Chaos owns is yours now; you add 1 to the wound rolls made for friendly FREE PEOPLES units that are wholly within 12" of the person who has this artefact. Combo with Hold The Line! on a unit of 30 Crossbows and you will mulch anything short of the gods themselves in a single turn. *'''6. Flag of the Conquerors:''' Add 1 to the Bravery of FREE PEOPLES units wholly within 12" of the model holding this glorious flag. Also, it lets you re-roll charges for units that are supporting another unit in their Great Company. ===Notable Artefacts of the Realms=== * '''Sword of Judgement (Realm of Shadow: Ulgu)''' - Like the Runefangs of old! Pick one melee weapon. If the hit roll for this weapon against a HERO or MONSTER is 6+, that attack does D6 mortal wounds and the attack sequence ends. Chuck this on a Griffon General with a Sigmarite Runesword (you want it for the 5 attacks) and watch it carve a swathe through enemy heroes and monsters alike. Whilst it is a bit inconsistent by itself, put some +1 to hit on the Griffon General with the Rousing Battle Cry or Hold the Line! command abilities and you can bring that 6+ down to a 5+ or even 4+ plus. *'''Ethereal Amulet (Realm of Death: Shyish)''' - Makes the unit a Nighthaunt unit by making them immune to save modifiers. Good on your Generals but means that the Indomitable command trait doesn't affect them. Put this on your Griffon General who you will be putting into danger.
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