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==Allegiance Abilities== ===<span style="color:#01bbe3;">Battle Traits</span>=== If your army has a {{AOSKeyword|STORMCAST ETERNALS}} allegiance and chose to take the {{AOSKeyword|STORMCAST ETERNALS}} allegiance abilities, it has the following rules: <tabs> <tab name="General"> '''Stormhosts:''' Pick your subfaction, giving all ({{AOSKeyword|Stormcast Eternals}} in the army that keyword. named characters from different Stormhosts stop you from gaining the subfaction ability. '''Guardians of the Heavens and shields of the mortal realms:''' pick between the mobile strike force descending from Azyr ({{AOSKeyword|Scions of The Storm}}) or the boots on the ground troops ({{AOSKeyword|Stormkeep}}). '''Blaze of Glory:''' Introduced in the 3E Dominion Boxset to mildly offset the sting of losing models in melee. When one of your models is slain, target an enemy unit within 1" and roll a number of dice equal to their wounds stat, adding another one if the model has the {{AOSKeyword|Thunderstrike}} keyword; each 6 deals a mortal wound to that model. </tab> <tab name="Scions of The Storm"> The original battletome's trait, the only change since the first and last book is that the protection after deap striking is now a command trait ): '''Scions of The Storm:''' 40K Deep Strike. You may hold up to half of your units (rounding down) in reserve instead of deploying, and at the end of your movement phase, decide if you want to set up one or more reserve units on the battlefield. Each unit not set up this way before round 4 is slain. Setting up anywhere more than 9" away from any enemy models. *Very useful, especially for an otherwise relatively slow army. It does let your heavy-hitters get across the board really fast as well as set up your ranged units in prime firing positions. Now even stronger courtesy of certain lords allowing you to set up from 7" away, and certain units dealing damage when they deploy this way to enemies. </tab> <tab name="Stormkeep"> Introduced in Broken Realms: Morathi and expanded upon in our newest Battletome, a {{AOSKeyword|STORMCAST ETERNALS}} army can choose to be stationed in a Stormkeep instead of blasting down from the heavens. When making your army, you can say that it is from a Stormkeep and use the following Battle Traits instead of the default ones: '''Watchful Guardians:''' You get Cities of Sigmar Auxiliaries to make a Coalition army. They gain the {{AOSKeyword|Stormkeep}} keyword and don't affect any of your battletraits. In addition all your units add +1 to their bravery when they're within 12" of a friendly {{AOSKeyword|Redeemer}} unit. '''Shield of Civilization:''' {{AOSKeyword|Redeemer}} units count as 3 models for each model for the purposes of capturing objectives in their own deployment zone in turns 1 & 2, and any objective starting turn 3. Additionally, that unit deals d3 mortal wounds to whoever charges them on a 3+. </tab> </tabs> ===<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, almost all named characters are part of the {{AOSKeyword|Hammers of Sigmar}} Stormhost. The Celestant-Prime, the sons of Dracothion and Yndrasta are the only heroes without a Stormhost to call home), it does not replace it, but it also doesn't prevent other units in your army for having a different Stormhost keyword. <div class="mw-collapsible-content"> =====Hallowed Knights===== No longer the [[Black Templars]] of Stormcast, now you can potentially fight again whenever your Battleline dies. ;Trait: Hallowed Knights - {{AOSKeyword|REDEEMER}} units get a 4+ attack again when they die. *This does stack with Blaze of Glory- this could be a very nasty combination with Vindictors. However, no extra Battleline with this Command Trait makes it far less appealing than some of the other options, as you're just banking on being able to kill things whenever you lose a unit. Not inherently a good thing in Stormcast, where you're always outnumbered. Still worth a consideration in any Stormkeep list, however, as conditional battleline won't pick up the {{AOSKeyword|REDEEMER}} keyboard that serves as the base for the Stormkeep abilities. ;'''Special Characters:''' *Gardus Steel Soul =====Celestial Vindicators===== Previously the vicious hatefilled melee combatants. Now they're unfortunately one of the weakest Stormhosts. ;Trait: Celestial Vindicators - At the start of combat, pick a unit of {{AOSKeyword|Celestial Vindicators}} that charged to make Exploding 6s on hits. *No extra Battleline and a mediocre Command Trait? I'm sorry Celestial Vindicator players. If you want to lean into this, focus on your melee blenders like Vanquishers, Protectors, and especially Decimators and Desolators. It can also help your Annihilators make their debut turn even more destructive. Avoid units like Vindictors, Retributors and Concussors, who already have a built-in "on an unmodified 6+ to hit" mechanic. =====Hammers of Sigmar===== GW's special golden boys got treated pretty well. They have many names and they get free dragons. ;Trait: Hammers of Sigmar - {{AOSKeyword|DRACOTHIAN GUARD}} is {{AOSKeyword|battleline}}, and your units have a 6+ Ward when within 12" of an objective. *You shouldn't need me to tell you that this is strong, but it's very strong. Free dragon battleline, and ward saves? Easily one of the best Stormhosts in the book. Unfortunately. ;'''Special Characters:''' In short? Most (with official models) except the Celestant Prime and Yndrasta. *Vandus Hammerhand *Gavriel Sureheart *Astreia Solbright *Vorrus Starstrike *Neave Blacktalon *Aventis Firestrike *Bastian Carthalos *Aevon Stormsire =====Anvils of the Heldenhammer===== Shyish Heros Resurrected. ;Trait: Anvils of the Heldenhammer - At the end of the charge phase, roll 2D6 for each enemy unit within 1" of a friendly unit at the end of the charge phase. If you roll higher than the enemy unit's Bravery, you get to ignore the first 2 wounds of that unit for the phase. *Fairly unreliable, especially if you're up against daemons or undead. It's interesting, but is it useful? Not really. =====Knights Excelsior===== Annihilators of all Chaos. Getting heavy armor everywhere. ;Trait: Knights Excelsior - {{AOSKeyword|Annihilators}}, {{AOSKeyword|Decimators}}, {{AOSKeyword|Protectors}}, and {{AOSKeyword|Retributors}} all become {{AOSKeyword|Battleline}}. Also, once per turn during the combat phase if a {{AOSKeyword|Paladin}} unit is with 1" of an enemy unit that outnumbers them, you can add +1 to hit and wound rolls for that unit until the end of the phase. *Paladins got a real boost in the new edition so if you're fond of elite, tanky forces, perhaps this is the Stormhost for you? =====Celestial Warbringers===== Use to be the wizard guys, now just Future Readings ;Trait: Fearless Forsight - Each phase your units may reroll 1 roll to hit, wound, or armour save. *While perhaps seeming basic the ability to get a free reroll every phase is not something to discount, as it can be a real late game save against a bad die roll. No special battleline is unfortunate but still this stormhost is still one to consider. =====Tempest Lords===== Previously were about CP farming, Now about getting those Prosecutors and dragons into combat. ;Trait: The Host on High - {{AOSKeyword|Prosecuters}} become {{AOSKeyword|Battleline}}. Flying units may reroll one of the dice on charge rolls. =====Astral Templars===== The [[Space Wolves|Storm Wolves]], Specializing in Monster and Hero hunting. ;Trait: Astral Templars - {{AOSKeyword|Vanguard-Palladors}} and {{AOSKeyword|Vanguard-Hunters}} become {{AOSKeyword|Battleline}}. and enemy monsters cant pick them for their rampages. They essentially get a free Hunters of the Heartland battalion ability. *In the new Monster Meta, these will prove useful- the Vanguard Chamber will hopefully come into their own now through the Astral Templars as specialized Monster Hunters to team up with Yndrasta. </div></div> </div></div> ===<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. ===<span style="color:#01bbe3;">Grand Strategies</span>=== As the new gimmick in AOS 3rd edition, each army has three unique Grand Strategies. Of course, Stormcast get the... Weird ones. #'''Draconith Defiance:''' You complete this grand strategy if the only {{AOSKeyword|HEROES}} left alive are {{AOSKeyword|DRACONITH}}. #'''Pillars of Victory:''' You complete this grand strategy if the only {{AOSKeyword|BATTLELINE}} left alive are {{AOSKeyword|REDEEMERS}}. #'''Sacred Charge:''' You complete this grand strategy if 2 friendly {{AOSKeyword|CITIES OF SIGMAR}} units are left alive on the battlefield. ===<span style="color:#01bbe3;">Battle Tactics</span>=== You get these in addition to the ones granted by your battleplan (either the core ones for core batteplans, or the Ghur ones for the GHB2021 battleplans). #'''Hammer Strike Assault:''' Get victory points for killing a {{AOSKeyword|Hero}} with at least 10 wounds. #'''No Challenge Too Great:''' Get victory points for killing a {{AOSKeyword|Hero}} with a {{AOSKeyword|Redeemer}} Unit. #'''Draconith Destruction:''' Get victory points for killing a unit of 10 or more models with a {{AOSKeyword|DRACONITH}} unit. #'''A Matter of Honour:''' Get victory points for killing a {{AOSKeyword|MONSTER}} with a {{AOSKeyword|DRACONITH}} unit. #'''Pioneers of the Realm:''' Get victory points for capturing objectives wholly within your opponent's deployment zone with a {{AOSKeyword|CITIES OF SIGMAR}} unit. #'''Lightning-shattered Morale:''' Get victory points for making a model in a unit of Bravery 10 run. ===<span style="color:#01bbe3;">Core Battalions</span>=== Coming soon, but these battalions just shuffle around the roles a bit while granting the same options.
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