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===Heroes=== *'''Prime Warden:''' The most expensive hero, but they're also incredibly powerful. Tough 6 and 2+ defense makes them durable, while their weapons pack a punch at any range: The comet hammer gives you a flurry of AP 3 attacks and Fear lets you press the advantage in combat, enough to down monsters. The comet sceptre gives a decently ranged blast that can rip through some armor. *'''Celestial Lord:''' Your most well-rounded hero. Melee is clearly his focus, as he has Furious and a pair of weapons (one of them giving AP 1). He's got a really potent option for shooting in his heavy bolt pistol (and no, we're not making that name up). They have an expensive power called Retribution, which proves incredibly strong since it adds a +1 bonus to melee for their unit. **Melee: By default, the celestial lord wields both a sword (A2) and a hammer (A2 AP 1). You can trade these off for a tempest hammer to make all their attacks AP 2. You can also buy a beast-hound, giving four more attacks and a 12" bubble to stop any Ambush setup. **Mounts: The great gryph gives you quite a bit of mobility with Fast and Strider and still provides +3 Tough so they're durable. The great drake is a bit of a bruiser, giving both some potent AP 1 attacks and Fire Breath. It lacks Strider, but Furious makes their role as an attack mount more viable. The star dragon makes you a general monster: Lots of attacks that shred infantry, Fire Breath and flight (though at normal speed) give you something of a compromise between the other mounts at a massive price hike. *'''Order Lord:''' A bit smaller than a celestial mode, toting a single hammer for all AP 1 attacks, but without Furious. This makes them the cheapest of the many heroes the Eternal Wardens have, but that's a bit of a small margin. Their special rule is Engineer, making them give a friendly artillery unit within 12" add +1 to their shooting - a bit of a conflict of interest since they can't really shoot. **Melee: Aside from the hammer, you have two options. One is dual wielding, giving a flurry of hits. For the same price, you could instead get a astral greathammer, making the hammer AP 4 and capable of devastating absolutely EVERYTHING. *'''Exorcist Lord:''' The first of the wizard heroes, this one stands out with the soul staff, a mid-range laser that can make a decent hole in most enemies. *'''Enchanter Knight:''' This is pretty much identical to the exorcist lord. Their chief difference is their shooting: the enchanter has soul flasks, a very short-range Blast 6 attack to deter mobs before closing the gap. *'''Arcane Lord:''' The best wizard of the lot, having a rating of 2. This guy only has a hand weapon to fight, but you can buy magic flasks, essentially the enchanter's soul flask but with AP 2, for short-ranged firepower. The arcane lord is also the only other character that gets mounts. *Mounts: The great gryph is the same as the celestial lord's, but you get it a bit cheaper here. The draco-beast is similar to the celestial lord's great drake, but without Fire Breath or Fear and thus is much cheaper (actually, it's the same as the great gryph). The horned griffon is a bigger beast, giving both Tough 9 and +1 to defense, and Flying gives you some much-needed mobility. *'''Herald Knight:''' Back to the celestial lord's 2+ defense and with a greatsword for a barrage of combat. The herald has a built-in power in Battle Horn, giving them the chance to move a friendly model on a 4+. This gives them a great means of support in a way that can't be shut up by wizards like Shock Speed. *'''Relic Lord:''' This tough hero is equipped with a relic banner, a ranged blast attack that can blow apart units. Thankfully, they're still capable in melee with the order lord's hammer. *'''Beacon Knight:''' The closest to a skirmishing hero. This guy has Flying, so they're pretty mobile for cheap. They have the Beacon rule, allowing allies to Ambush within 12" without an issue. This makes them quite useful as an anchor for your army, though this comes at the cost of having a relatively eh hand weapon as your sole weapon. *'''Hunter Knight:''' The shooty version of the beacon knight. That hunter's bow (and the optional hunting eagle) give you quite a good range for shooting. That said, that shooting is now all the hunter can do. Fortunately, they can at least hold their ground in combat if they get charged. *'''Banner Knight:''' The banner knight has an artillery banner like the relic lord, but this one focuses more on coverage instead of punch. This storm banner has Blast 6, so it can blow up infantry, but its usefulness runs into a wall against armor. *'''Caste Lord:''' The Lantern the caste lord provides gives a unit Stealth, so it can make for a pretty good defensive boost. The shock halberd is just as powerful as a hammer and has Rending to give a better shot against armor, making them more than handy when in combat.
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