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===<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%">
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