Age of Sigmar/Tactics/Edition 1.1/Extremis Chamber: Difference between revisions

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==Warscrolls==
#Redirect [[Age_of_Sigmar/Tactics/Order/Stormcast_Eternals]]
 
===Heroes===
*'''Lord-Celestant on Dracoth:''' A guy in pompous golden armour and a big cloak who swings a giant warhammer and rides a dragon on lightning. Couldn't be more Power Metal if he tried. He's ''very'' killy in close combat and his command ability grants a huge bubble in which Stormcast Eternals don't have to take Battleshock. His ranged attack is potentially devastating, but only if the enemy was stupid enough to bunch up all his important stuff and you get very lucky. With a 50% chance to deal damage, it's nice to have but you shouldn't rely on it. Due to being mounted, he moves at a fast pace and has 7 wounds as opposed to the "general" hero base of 5. This guy is hard hitting, fast and durable meaning you want him up in the front line where he can lead the charge and give everyone the benefit of his aura.
 
*'''Lord-Celestant on Stardrake:''' aka Rage Made Manfest Hoo boy. Looking at the stat-wheel, this guy compares quite well to ''Nagash'', with sixteen wounds at a 3+ save and a high flying Move. Melee-wise, the Drake looks lacking at first, having just about the same profile as a Vampire Lord, with four attacks at 3+/3+/-1/D3, which is a good profile, but not stellar for such a huge model. The Celestant on top adds to the beastie by wielding either the same Hammer you're used to from the starter set Celestant or a Sword with much worse To Wound rolls (4+ instead of 2+) but which makes 3 To Wound rolls instead of 1 if you rolled a 6+ To Hit, making him nice and blendy and as usual, both profiles get more attacks if you charge. He also bears a Shield, which does the exact same thing you're used to and can cause Mortal Wounds on the guys who punch your Celestant. And then you see why the Drake looks so lacking in melee: At range, he can either barf lightning, which works like a Grey Seer's unique spell, rolling as many D6 as the enemy unit has models and every 6 deals a Mortal Wound or he can instead shoot comets, which have '''infinite range''' and hit D6 units for D3 Mortal Wounds, then before combat, he can just flat-out eat up to 3 enemy models, with higher chances to succeed if their Wound-stat is low and after combat, he swings his tail, which deals Mortal Wounds and is more accurate against larger units. His command ability grants all Drakes and Dracoths in your army rerolls To Wound with their Claws, Jaws et cetera, including the Celestant's own mount. And he can also adjust casting rolls for all Wizards around him by +/-1. Simply put, this guy is not an auto-win button and his Command Ability is somewhat lackluster, but he raises holy hell by having a huge threat bubble and crapping out an enormous amount of Mortal Wounds all over the field.
 
*'''Drakesworn Templar:''' If you like your Drake better without a meh Command Ability. Like Paladins, Dracoths and Dracoth Celestants, the Templar gets the obligatory choice of your three favorite weapons and again all of them do different things: The Axe gets 6 swings at 1 damage and has a chance of drastically worsening enemy Pile-in moves, great to keep your Templar safe from small gribbles. The Hammer is more or less a Retributor's hammer but with damage 3, but with the extra goodness of 6+s To Hit making 2 To Wound rolls instead of 1. This can ruin a monster's day all on its own. The Lance also gets you a nice effect: If you roll a 6+ To Hit against a monster with it, you instantly deal D6 Mortal Wounds. Be aware that D6 Mortal Wounds can potentially be worse than your normal damage of 2, though. Again, the Hammer is the more balanced choice, right between Monster killer and tarpit cleaner, but it's not as specialized as the other two; just pick the one you think is most appropriate, the Drake will probably do most of the work on its own anyway. And instead of an awkward Command Ability, he simply raises the Bravery of Stormcasts around him by 1, leaving you more room to employ the awesome force multiplier-Command on the on-foot Celestant and he gets a bow that can pretty much light the enemy up with phosphorus, granting +1 To Hit for Dracothian Guard in the combat phase. Use this with Concussors for best effect.
 
===Troops===
*'''Concussors:''' Retributors +1 on dragons. As with the Retributors, Concussors are the jacks of all trades. They can shoot D3 Mortal Wounds with their Storm Breath (though you need to hit on 4+ before) per model, have the exact same Dracoth melee as the Celestant and swing a big hammer. This hammer is similar to the one Retributors have, but better in several ways. They get three swings and a 6+ To Hit doesn't just cause 2 mortal wounds, but causes 1 mortal wound and then you get to keep rolling To Wound for even more damage. They also have the same reroll-saves-of-1 shields you already know, but on a 3+ frame to really make them count.
 
*'''Desolators:''' A "fuck you" to everyone at the table including the guy who bought them. Desolators are at first glance slightly worse than Concussors, with worse To Hit rolls and mostly the same otherwise, then you read their special rule, which increases their attacks the bigger the unit is, going from 3 attacks at 3 or less models up to 6 attacks with 6 or more models. Yes, GW expect you to buy four boxes of these just to reliably keep their bonus. Other than that, Desolators are plenty terrifying in small numbers already, but if you don't want to go the extra mile and field 7 or 8 of them, just use Concussors and have done.
 
*'''Fulminators:''' YES. Cavalry with actual charge weapons. No, they're not spears, they're glaives, like the ones the Protectors get, but cooler. Same stats but shorter range, but here's where it gets interesting: They don't give a To Hit penalty to enemy shooters, they give you +1 to your saves against shooters, which stacks with the shields for rerollable 2+ saves against shooting. The glaives also don't get bonus damage against monsters, their damage just climbs from 1 to 3 in the turn they charge. Their breath attack is also optimized for melee, as you get 3 shots at a low range that deal double damage (2 instead of 1) if you shoot them at melee range. These are your linebreakers. They're pointless to shoot at with anything less than War Machines and raise holy hell if they make the charge. However, they are a bit less intimidating than Concussors if they don't charge. Also, remember that tidbit above about a Protector being able to kill the Glottkin at full wounds? Well, a single Fulminator can potentially murder Archaon and kill a Mortarch as a chaser. Certainly, it's less likely than being struck by lightning, but think who you're playing.
 
*'''Tempestors:''' The odd one out. These guys want to be shooty, with a 4-shot crossbow. Unfortunately, they have the same optimized-for-melee breath weapon the Fulminators get and are even worse in melee than a Fulminator without charge bonus (which isn't to say they're useless in melee, just not amazing). The real meat is this: If the entire unit directs all its shooting at the same enemy unit, they take a To Hit penalty until your next Hero Phase. Given that "the entire unit" may well be just 1 Tempestor, this can fuck with your opponent really well. Just don't expect them to shoot something dead or out-damage the other variants. They're also just as tough with 3+ save plus shield.
 
==Battalions==
*'''Lightning Echelon:''' The first attack wave of the Extremis Chamber, these are meant to mess with the enemy line and break through so the second wave can kill the remnants. To this end, you take two units each of Fulminators and Tempestors (again, each unit only needs to be 1 model strong) and so long as the Tempestors hug the Fulminators, they benefit from the same rerollable 2+ save against shooting. Sweet. Additionally, once per game they can use an oddly specific but potentially powerful trick: After you charge, you deal one mortal wound per charging Dracoth to the units you charged. After that, you may charge again. This is tough to use as it requires a very smart opponent to be of use. If he sets up a roadblock to hem in your chargers, so he can charge them with something powerful next turn, you can charge, trample down the roadblock and then charge the actual prize instead. Other than that, it's tough to find a worthwhile use for it.
 
*'''Thunderwave Echelon:''' The second attack wave of the Extremis Chamber, meant to hack down everything that survived the first charge. Two units each of Concussors and Desolators (again, each unit only needs 1 model, but remember that Desolators get bonuses for being in huge units) make units flee faster: Whenever an enemy model in melee with them flees, you can roll a D6 and on 5+ you hack down another model. This is terrifying for multi-wound infantry with low Bravery such as Trolls. The other rule allows you to, once per game, pile in and attack a second time.
 
*'''Drakesworn Temple:''' Three fucking Drakesworn Templars, because you have money to burn. Together, they can sparkle so hard they inflict Mortal Wounds on enemies / heal your Stormcasts and guess what, having a trio of huge-ass dragons come to eat you is bad for your morale, thus enemies take Bravery penalties by being close to them.
 
*'''Extremis Chamber:''' One of each of the above plus a Celestant on Stardrake, for the filthy rich. In addition to the bonuses they each get on their own, this battalion allows you to deep-strike them via comet: You pick a point on the battlefield. Each enemy unit within 18" takes D3 Mortal Wounds on 4+. Then, deploy all the entire Chamber within 24" of that same spot, more than 6" from the enemy, so in easy melee distance. Kablooey, here comes the dragons to eat your ass. After that, guess what, MOAR Dragons are even MOAR terrifying, because enemies close to them roll 2D6 for Battleshock and pick the highest.
 
==Army Building==
 
==Allied Armies==
 
==External links==
Rules are here
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]]

Latest revision as of 12:26, 19 June 2023