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===City Allegiance: {{color|DarkCyan|Hammerhal}} (Aqshy or Ghyran)=== The flagship twin city with named Stormcast Characters. <div class="mw-collapsible-content"> <big>'''{{color|DarkCyan|Battle Traits}}'''</big> *'''City of Two Realms''': Hammerhal armies must be from Aqshy or Ghyran. *'''Banners Held High''': [[Imperial Guard|At the start of your hero phase, roll for each unit that contains at least one banner or standard-bearer. For each 6, you get a CP.]] *'''Master of Hammerhal''': If [[Age_of_Sigmar/Tactics/Order/Stormcast_Eternals#Named_Leaders|Aventis Firestrike]] is your general, you get an extra CP at the start of your first hero phase. *'''The Pride of Hammerhal''': While wholly within your territory, your units ignore battleshock. *'''Command Ability - Righteous Purpose:''' You use this in the combat phase on a friendly {{AOSKeyword|HAMMERHAL}} unit that is wholly within enemy territory, wholly within 12" of a friendly {{AOSKeyword|HAMMERHAL HERO}} and within 3" of an enemy unit. It gets to pile in and attack again. <big>'''{{color|DarkCyan|Command Traits}}'''</big> #'''Acadamae Prodigy''': Add 1 to attack characteristic of melee weapons. Also start the game with an extra command point. #'''Blood of the twelve''': Reroll wound rolls of 1 for melee attacks made by friendly units wholly within 12" of the general. #'''Aggressive General''': Add 1 to hit for melee attacks made by friendly units wholly within 12" of the general if this general made a charge move in the same turn. Since it doesn't say round, it's only ''your player turn'': YOU are aggressive. <big>'''{{color|DarkCyan|Artefacts Of Power}}'''</big> #'''Armour of Mallus''': Add 1 to save rolls of the bearer. #'''Saint's Blade''': Pick 1 melee weapon of the bearer, improve its rend by 1. While the bearer is within 6" of an objective marker, add 1 to damage inflicted by the weapon. #*Those high-number-of-attacks but low rend or damage 1 attacks on your characters? They've just become really good on your mobile griffon general or dragon-riding dark elf. It makes me want to take 5 attack sword or 4 attacks lance instead of 3 attacks great weapon in order to double down on the damage potential. #'''Twin Stones''': You can activate this artefact in each of your hero phases, if you do so, chose which aspect you want to use. #*Aqshy Aspect, Add 1 to hit for melee attacks made by friendly units wholly within 12" of the bearer. #*Ghyran aspect, roll a d6 for every unit wholly within 12" of the bearer, on a 4+ you can heal d3 wounds that were previously allocated to that unit. <big>'''{{color|DarkCyan|Spell Lore}}'''</big> #'''Wings of Fire''': Thermal Rider cloak was not enough for you? Have some wings of fire: cast on a 6, if successful pick 1 friendly unit that is visible to the caster, add 1 to run and charge rolls and that unit can fly until the start of your next hero phase. #'''Cinder Cloud''': Cast on a 7, until the start of your next hero phase, subtract 1 from attacks that target friendly units wholly within 9 of the caster. Combine with a Mystifying Miasma battlemage to give targeted penalties to compound the debuff. #'''Twin Tailed Comet''': Cast on a 7, <s>you kickstart the events of Total Warhammer II</s> pick one enemy unit within 18" of the caster that is visible, they take d3 mortal wounds (or if they had 10 or more models, they take d6 mortal wounds instead). </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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