Editing
Age of Sigmar/Tactics/Order/Stormcast Eternals
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===<span style="color:#01bbe3;">Enhancements</span>=== ====<span style="color:#01bbe3;">Command Traits</span>==== A {{AOSKeyword|STORMCAST ETERNALS}} General of an army with a {{AOSKeyword|STORMCAST ETERNALS}} allegiance and has chosen to take the {{AOSKeyword|STORMCAST ETERNALS}} allegiance abilities can choose one of the following Command Traits: *'''Shock and Awe''': -1 to hit units that came out of deep strike this turn. This buff effects the whole army, so your general doesn't have to come in with them. *'''Staunch Defender''': Stormkeep armies may reroll the number of mortal wounds that a Redeemer unit gets to roll within 12" of your general. *'''Envoy of the Heavens:''' When a {{AOSKeyword|STORMCAST ETERNALS}} model dies in a unit, that unit gets +1 to saves for the rest of the phase. Vindictors can now go to 2+s. *'''Master of the Celestial Menagerie:''' If the general is a {{AOSKeyword|Monster}} and is on the table, subtract 1 from all wound rolls of melee weapons that target friendly {{AOSKeyword|STORMCAST ETERNALS MONSTERS}}. This has since been FAQ'd to also require the Behemoth role, so no -1 to wound across the board for all the new shiny Stormdrakes! ====<span style="color:#01bbe3;">Artefacts of Power</span>==== One {{AOSKeyword|HERO}} in your army may take a relic from the following tables: <tabs> <tab name="Storm-Forged Weapons"> Pick a weapon that is not used by a mount for one of the following bonuses #'''Blade of Heroes''': re-roll failed to hit rolls made with a melee weapon against {{AOSKeyword|HEROE}}s or {{AOSKeyword|MONSTER}}s. Pairs well with the 2+ wound rolls of the mounted Lord-Celestants' hammer option. #'''Hammer of Might''': Pick a weapon; unmodified wound rolls of 6 double damage for that weapon. Gives a Lord-Celestant on Dracoth charging in with the glaive 5 chances at a 6-damage attack. Spicy. #'''Fang of Dracothian''': If you deal a wound to an enemy model with this weapon, then at the end of each turn it suffers a Mortal Wound. Situationally useful, but it's hard to think of a scenario where this outperforms rerolling hits or doubling the damage of every sixth hit. </tab> <tab name="Heaven-Wrought Armour"> #'''Drakescale Armour''': Re-roll failed saves for this HERO against weapons with a Damage characteristic greater than 1. #'''Mirrorshield''': Missile weapons can't target the bearer unless the firing unit is within 9". #'''Amulet of the Silvered Sigmarite:''' Any incoming attacks against the bearer cannot be re-rolled. </tab> <tab name="Artefacts Of The Tempest"> #'''Quicksilver Draught''': Once per battle this {{AOSKeyword|HERO}} gains Fight First in the combat phase. #'''Luckstone''': Once per battle you can change the results of one-hit, wound, run or save roll for this HERO to the result of your choice. For 1d6 rolls you pick a number 1-6, and for 2d6 rolls you pick a result 2-12. #'''Obsidian Amulet''': Once per game, this hero can ignore all effects of any spells or endless spells that are affecting or would affect the bearer until your next Hero phase. </tab> </tabs> ====<span style="color:#01bbe3;">Spell Lore</span>==== Your wizards May take one spell from the Lore of the Storm. All spells are 12" range, but if the caster is {{AOSKeyword|LORD}} or {{AOSKeyword|DRACONITH}} then it goes up to 18". <tabs> <tab name="Lore of the Storm"> #'''Lightning Blast:''' CV 5+. The closest visible unit is dealt d3 Mortal wounds. Like 40k Smite, except with no range to speak of. Ensures your Wizards will always be able to do work so long as they can see somebody, even if caught out of position on the other side of the board. #'''Azyrite halo:''' CV 5+. Pick a visible Stormcast unit wholly within 12", until the next hero phase, whenever the unit makes an unmodified save roll of 6, the attacker takes a Mortal Wound. Remember that you still make a save roll even if out-Rended. Not a bad pick for defensive spells, but Mystic Shield exists for the same casting value, and combats rend (and stacks with all-out defense). #'''Celestial Blades:''' CV 5+. A visible Stormcast unit wholly within 12" adds 1 to Melee wounds rolls until the next Hero Phase. Not a bad pick, as you get to pick a unit to have "their finest hour", which in combination with all-out attack can make most of your guys hit and wound on 2+s. #'''Chain Lightning:''' CV 6+. One visible enemy unit within 12" suffers D3 Mortal Wounds, then each other enemy unit within 3" of the first take a mortal wound on a 4+. Perhaps your best damage-dealing spell, as you can ping one unit with mortal wounds, then all their buddies may take some damage too. Of course, it's not perfect, but unless you're casting for utility, or have a better spell at your disposal, this is a good way to soften the enemy up before you bring the hammer down. #'''Thundershock:''' CV 6+. Pick a visible point within range. All enemy units wholly within 6" have -1 to wound on all their attacks. There's some potential here, but it's high casting value and the fact that typically, increasing saves is a better call means that this spell can probably be ignored. Keep in mind that between Mystic Shield, the Castellant's Warding Lantern and All-Out Defense, +1 save is a lot easier to get than -1 to wound, so why not both? Bring along the Lord-Relictor to give enemies -1 to hit and you've got the Holy Trinity! #'''Starfall:''' CV 5+. Pick a point on the table. On a roll of 4+ for each enemy within 3" of that Point, until end of turn that unit cannot make pile-in moves. A weird situational spell, and one that's liable to not even go off as you need to do two whole rolls in order to get the ability to go off. Pass. </tab> <tab name="Endless Spells"> These can only be cast by '''STORMCAST ETERNAL WIZARDS'''. * '''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Everblaze_Comet.pdf Everblaze Comet]:''' (100pts) Comet of Cassandora, Stormcasts edition. When it comes down, it hits everything within 10" for a bunch of Mortal Wounds determined by a D6 roll - on a 1, the unit takes a single Mortal Wound. On a 2-5, the Unit takes D3 Mortal Wounds, and on a 6, the Unit takes D6 Mortal Wounds! Also, all Wizards must subtract 1 from their casting rolls while they are 10 inches or closer to the comet. This spell got, well, reduced in points, and in value. It can no longer keep spitting out mortal wounds round after round, this combined with the fact that it costs 100 points, forces you to be '''extremely''' cautious about where and when to put it. * '''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Celestian_Vortex.pdf Celestian Vortex]''' (80pts) '''(AKA the HAMMERNADO):''' It's a Hurricane of Hammers that dispenses Mortal Wounds (12 dice on 6+) and gives any Unit within 6" of it -1 to hit with Missile Weapons. Thanks to its 8 inch movement (14" if you're controlling it with a Lord-Arcanum) the Hammernado proves to be a relatively cheap and effective way to damage forces that lack mortal wound protection and screw ranged units (If you manage to cast it against a Tzeentch or Skaven army, they are in for a bad time). * '''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Dais_Arcanum.pdf Dais Arcanum]:''' (55pts) This is what is known as a {{AOSKeyword|STORMCAST ETERNAL WIZARD}} that has ascended past a {{AOSKeyword|STORMCAST ETERNAL WIZARD}}. A big disk for your Wizard to ride on: it grants them Fly, 12" movement and an additional Unbind. For just 55 points, you can hop in a Knight-Incantor or a Lord-Exorcist, and make them go even further beyond. Your opponents are going to love it, trust me... </tab> </tabs> ====<span style="color:#01bbe3;">Prayers of the Stormhosts</span>==== Every {{AOSKeyword|PRIEST}} in a {{AOSKeyword|STORMCAST ETERNALS}} army gains an additional prayer which can be used in addition to their other prayers in the Hero Phase. All prayers have a range of 12" for {{AOSKeyword|Knights}}, which extend to 18" for {{AOSKeyword|Lords}} #'''Divine Light''': 3+ to cast, choose an enemy unit wholly within 12". You may re-roll 1's to hit when attacking that unit until your next hero phase. #'''Translocation''': 3+ to cast, remove a friendly {{AOSKeyword|STORMCAST ETERNAL}} unit wholly within 9" of this priest (12" for {{AOSKeyword|Lords}}) from the battlefield and set them up again anywhere on the battlefield more than 9" from enemy units. Expect to use this a lot for your footsloggers. #'''Bless Weapons''': 4+ to cast, a friendly unit wholly within 18" deals 2 hits for every unmodified 6 rolled to hit instead of just 1. Remember that these "unmodified roll of 6+" type abilities can't stack, so units like Longstrikes, Retributors and Vindictors will have to choose which ability takes effect. ====<span style="color:#01bbe3;">Traits of the Noble Beast</span>==== One mount in your army may be "exceptional" and take a relevant trait. Heavily changed from before. #'''Aetheric Swiftness''': For {{AOSKeyword|DRACOTHS}}, {{AOSKeyword|DRACOLINES}}, and {{AOSKeyword|Gryph-Chargers}}. Allows the rider eligible to fight and pile in from 6" instead of 3". #'''Light of the Young Stars''': For {{AOSKeyword|STARDRAKES}}. It gains a new Monstrous Rampage to grant -1 to hit rolls until the end of turn on a 3+. #'''Celestial Instincs''': The mount can fall back and either charge or shoot on the same turn. #'''Envoy of Lighting''': If the hero deep-strikes with Scions of the Storm, roll a d6 for every enemy unit within 10" of them, dealing d3 mortal wounds on a 4+. #'''Scintillating Trail''': Enemy wizards suffer a -1 to their unbinding rolls when a wizard from within 12" casts a spell. #'''Thunderous Presence''': For {{AOSKeyword|Draconith}}. It effectively gives you a second roar that shuts off commands during the Battleshock phase, shutting off the use of Inspiring Presence. ====<span style="color:#01bbe3;">Holy Commands</span>==== At long last. Stormhosts no longer hand out a bonus Command Trait, so you get these instead. You get one of five to choose from for your army. You may use that Command Ability once per game. They are unique enhancements, so you can take multiple if you spend additional enhancements to do so. Also with the exception of Call for Aid, these commands can only be issued by {{AOSKeyword|KNIGHT}}s or {{AOSKeyword|DRACONITH}}/{{AOSKeyword|LORD}}s, the latter of which get an 18" range. #'''Call for Aid:''' Can be issued by any hero. A {{AOSKeyword|REDEEMER}} unit of 5 models or less get all their dead models to come back to life. An interesting ability, and {{AOSKeyword|HALLOWED KNIGHTS}} will like this ability as they rely on those units to fight as their frontlines. If they can come back and do it again, this can be potentially devastating - if only limited by the model requirement. #'''Steadfast March:''' The unit that is issued this Command Ability gets to run and charge. You already have some ideas of what you want to do with this, don't you? #'''Thunderbolt Volley:''' Allows an {{AOSKeyword|Angelos}} or {{AOSKeyword|Justicar}} unit within range to shoot in the hero phase. #'''Unleash Thy Hatred:''' One {{AOSKeyword|PALADIN}} unit within range adds +1 to the attacks for their melee weapons. #'''Final Thunderstrike:''' You add +1 to the rolls for a Blaze of Glory, dealing mortal wounds on 5+s. Save it for when one of the dragons (which are {{AOSKeyword|THUNDERSTRIKE}}) or your biggest hero dies, and watch your enemies explode. Requires a little bit of finesse, as you have to call it at the start of the combat phase, so make sure the enemy doesn't have a way of avoiding or mitigating attacks directed at the Final Thunderstriking unit.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information