PJetski Posted March 24, 2021 Share Posted March 24, 2021 (edited) Following up on discussions in my earlier thread about rewriting the Stormcast Battletome, and a discussion in the What's Next For Stormcast thread, I have taken another stab at rewriting the Stormcast rules. Many players have identified a big problem with the Stormcast Eternals - their rules do not match their lore or even their models! Stormcast are large models but still die pretty easily; they have swords the size of Freeguild but their attacks are mostly weak and inaccurate; they have Wizards that can fight better than melee heroes; the large expensive centerpiece models are not impactful enough for their relative stature; most stormhosts are never worth playing and the general traits & artifacts are weak; the special characters are mostly useless, and so on. My main goals with this revamp are the following: Rewrite the warscroll rules so they more accurately reflect the lore and models of the Stormcast Eternals Reduce the model count of the Stormcast army and make each unit feel more elite Revise the allegiance abilities to bring them in line with other 2.0 armies and better portray the way Stormcast go to war Replace the existing Stormhost rules with new identities and rules that fit better into narrative and matched play Increase the point costs of many underutilized units and make these units stronger (both offensively and defensively) In order to accomplish these goals I have some overreaching strategies: Almost every Stormcast model has +1 to their Wounds characteristic Basic Stormcast are 3 wounds and 4+ save Shields give a unit +1 save. If the unit already has a 3+ save, shields re-roll 1s instead. "Elite" units (Paladins, Evocators) are 4 wounds. Paladins have 3+ save. Mounted units are +2 wounds over their unmounted counterparts Knights are 5 wounds Lords are 6 wounds Lord-Celestants are +1 wound over other Lords Special characters usually +1 wound Rules for weapon options (including shields) have been examined in every unit to make each choice feel more compelling Prime models in every unit each have a special once per battle ability Prime Electrids also increases casting/unbinding/dispel rolls by 1 Add synergies to more unit combinations that make sense from a narrative or thematic perspective All Warrior Chamber units, some Vanguard units, some Extremis, and few Sacrosanct units have improved damage output With all that context in mind, see the spoilered text below for all the updated warscrolls. Named Characters: Spoiler Warrior Chamber: Spoiler Extremis Chamber: Spoiler Vanguard Chamber: Spoiler Sacrosanct Chamber: Spoiler Pitched Battle Profiles (aka Point Costs): Spoiler A full gallery of the warscrolls can be found here: https://imgur.com/a/9xhaNrF Update: Allegiance abilities, Stormhosts, and Battalions: https://imgur.com/a/1lVenGv This has not been playtested so it's obviously not balanced, but let me know what you think anyway! Stormcast Battletome Revamp (MSEA).pdf Edited March 25, 2021 by PJetski 6 Quote Link to comment Share on other sites More sharing options...
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.