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===City Allegiance: <span style="color:MediumBlue;">Tempest's Eye</span> (Aqshy)=== Mountain trading port that touches the sky. The Alpha Strike option, with access to Kharadron Overlords units. <div class="mw-collapsible-content"> <big>'''<span style="color:MediumBlue;">Battle Traits</span>'''</big> *'''Atop Titanspear Mountain:''' Tempest's Eye armies must be from Aqshy. *'''Alert and Forewarned:''' Add 3" to movement and 1 to saves for Tempest Eye units until the end of the 1st battle round. *'''Outrunners of the Realms:''' Add 1 to run rolls. *'''Standing Contracts:''' 1 in 4 units can be {{AOSKeyword|[[Age_of_Sigmar/Tactics/Order/Kharadron Overlords#Warscrolls|Kharadron Overlords]]}}. They gain the Cities of Sigmar and Tempest's Eye keywords. **Observe a 90 point unit of Bleakswords: high bravery 4+ save battleline that may score 1 or 2 extra hits in melee and compare them with Arkanauts: high bravery 4+ save battleline that has the same melee profile but they can shoot reliably at short and medium ranges! You obviously ''will'' take the special weapons for every 10, which means that you can actually get two melee rend -1 and d3 damage attacks with a skypike; the excellent rend -2, d3 damage and 18" range of the skyhook and the 6 shot bullet spam at 12" range of the volley gun. That's on top of a +1 to hit if your unit is wholly within 9" of an objective. You can obviously combo that with a Celestial Hurricanum to get hits on 2+. Oh and I forgot to mention, on top of the juicy special weapons above, every other guy gets a two shot pistol! *'''Command Ability: Rapid Redeploy''': In the shooting phase, pick a {{AOSKeyword|Tempest's Eye}} unit wholly within 12" of hero. That unit can shoot even if it ran in the same turn. <big>'''<span style="color:MediumBlue;">Command Traits</span>'''</big> #'''Aether Guard Captain''': Add 1 to charge rolls for friendly Tempest's Eye units that are wholly within 12" of the general. #'''Hawk Eyed''': Add 1 to wound rolls for missile attacks made by friendly Tempest's Eye units wholly within 12" of the general. #'''Swift as the Wind''': Can run and charge. Hero and mount fight at the start of the combat phase. <big>'''<span style="color:MediumBlue;">Artefacts Of Power</span>'''</big> #'''Patrician's Helm''': Do not take battleshock for friendly Tempest's Eye units wholly within 12" of the bearer. #'''Seerstone Amulet''': If bearer is on the battlefield at the start of your hero phase roll a dice, on a 4+ get an extra CP. #'''Zephyrite Banner''': Reroll charge rolls for friendly Tempest's Eye units that are wholly within 12" of the bearer. <big>'''<span style="color:MediumBlue;">Spell Lore</span>'''</big> #'''Aura of Glory''': Cast on a 7, add 1 to the attack characteristic of melee weapons for friendly Tempest's Eye units that are wholly within 12" of the caster. Damn! Stack this on your aether-chestmisted Balloon dudes to triple their melee output! #'''Strike of Eagles''': Cast on a 7, pick one enemy unit within 30" of the caster (and visible). Roll 6 dice, for every 4+ they take a mortal wound. Awesome range! #'''Celestial Visions''': Cast on a 7, get a CP. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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