Allornone
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Posts posted by Allornone
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>Lord-Aquilor
Carries every weapon listed.Astral Compass:
Same as the ones from the Vanguard Hunters.Ride the Aetherwinds:
Same as the Vanguard-Palladors.Aetherstrike:
Same as the Vanguard Palladors.Command Ability: Lord of the Azyrite Whirlwind
Pick a unit ov Vanguard-Hunters, Vanguard-Raptors, Vanguard-Palladors or Aetherwings within 24" of this model and remove both that unit and this model from the table. During your next movement phase you can bring them into play by the rules of Astral Compass.- 3
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>Aetherwings
Fly.Flying Hunters:
May retreat and charge during the same turn.Attentive Wardens:
At the beginning of the charge phase any friendly unit of Aetherwings within 12" of a unit of Raptors may move 2d6". They may retreat with that move, but they can't run and they can't end up further than 12" away from that unit of Raptors.- 3
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Vanguard Hunters are Battleline under a Lord-Aquilor is general under Stormcast allegiance.
Vanguard-Palladors.
Each model either carries a axe or a javelin and all of them parry pistols. The Prime also carries a Lunar Blade in addition to the other weapons.Aetherstrike:
Beak and Claws to-wound rolls of a 6 cause a Mortal Wound instead of normal damage.Lunar Blade:
Pick a unit within 1" of the Prime and roll a die. On a 2+ that unit suffers a Mortal Wound.Ride the Aetherwinds:
Pick a direction instead of moving and roll 6d6. The unit can move up to that distance in that direction as if it could fly. Must end that move at least 3" from enemy models. Can't run or charge afterwards (but can shoot).
>Raptors with Longstrike Crossbow
Prime gets a Aetherwing.Longstrike:
+6" range on the crossbow when not moving.Headshot:
Longstrike Crossbow to-hit rolls of a 6 cause two Mortal Wounds instead of normal damage.Warning Cry:
When an enemy unit end its charge within 1" of a unit of Raptors with Aetherwing, roll a d6 for each model in the unit. For each 6 the enemy unit suffers two Mortal Wounds.>Raptors with Hurricane Crossbows
Prime hits on 3+.Rapid Fire:
Add 3 to the Attack value of the Hurricane Crossbow if this unit didn't move.Suppressive Fire:
If an entire unit of Raptors dedicates its fire against one enemy unit, that unit must substract 2" from all charge rolls made until your next hero phase.- 6
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Yes. It's already been confirmed that Vanguard raptors are a new unit of three models minimun and have either long range crossbows or hurricane crossbows with 9 shots each. They also use aetherwings as spotters.
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Just now, daedalus81 said:
And considering your other units benefiting from this ability have to fit into the mold of the other battalions it could be quite restrictive in options.
That is 1300 points minimum before you get to other battalions - not including the cost of the battalions themselves.
They don't. Both battalions can contain any number of Stormcast Eternals units in addition to their base battalion, like the Tzeentch and Silvaneth ones.
It's also 800 points a Thunderhead battalion with 2 units of Judicators and 4 of Liberators. Still a lot, but not 1300. -
Not much. It's 4 Units of Liberators and 2 of Judicators for the Hammer of Sigmar and a Celestant, a Relictor and 4 other heroes between castellant, heraldor, vexillor, azyros and Venator for the Hallowed Knights.
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The Hammer of Sigmar requires a Thunderhead brotherhood with 4 units of Liberators. The Hallowed Knights require a Lords of the Storm Battalion with at least 6 Heroes.
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6 hours ago, Kramer said:
Thanks, also to @Ollie Grimwood, I only got the iBook version. That's a shame. But good to know.
It still show the point cost for all the tzeentch unit and the units not in the GH even if you didn't buy it. Also mine bugs often and shows point values for some seconds before hiding them.
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so, the App leaked points cost and warscroll for lots of things of Tzeentch. You can find everything under Daemons of Tzeentch
Point Costs:
Kairos 340 Leader, Behemot, unique
Lord of change 300 Leader, Behemot,
Kairic Acolytes 10-40 140 Battleline
Blue Horrors 10-30 50
Brimstone Horrors 10-30 40
Magister 120 Leader
Tzaangor Enlightened 3-9 160
Tzaangor Shaman 120 Leader
Tzaangors 10-30 180 Battleline
TZAANGORSMove 6"
Wound 2
Save 5+
Bravery 5they can have paired blades or shield
2 in 5 can have greatblades,
1 in 5 can be a mutant with +1 paired blades attack
The Leader has +1 to hit
Musician make them run and charge
Icon bearers in the hero phase roll a d6 for each mage within 9" (friend or foe) and do 1 Mortal Wound on a 4+ on an enemy within 18"Savage Blades are 2 / 4+ / 4+ / - / 1
Greatblades are 1 / 4+ / 4+ / - 1 / 2
Beaks are 1 / 4+ / 5+ / - / 1Arcanite Shields are ward save of 6+
Twin blades get +1 to hit
Anarchy and mayhem get +1 to wound if an arcanite hero is within 9", no roll required
Savagery unleashed: +1 attack for each model attacking with blades or greatblades for every 9 models in the unit (maximum +3)
10 of them have 4 models attacking with 2 damage 2 attacks each.
KAIROS
14 wounds, still 10" movement but now he gets slower as he's damaged
Melee weapons are now 2 attacks for the staff and 5 for the claws. Also the claws are damage 2.
Lost Secrets and Ciphers
Oracle of eternity now can't affect initiative roll
Mastery of Magic is unchanged
The rest is unchanged.
LORD OF CHANGE
14 wounds, still 10" movement but now he gets slower as he's damaged
Weapons changed a lot. Now are
MissileRod of Sorcery 18" / 2d6 / 3+ / 3+ / - / 1
Melee
Staff of Tzeentch 3" / 3 / 4+ / * (same as before) / - / 2
Baleful sword 1" / 2 / 4+ / 2+ / -2 / 3
Wicked Talons 1" / 4 / 4+ / 3+ / -1 / 2Everything else is the same
TZAANGORS ENLIGHTENED
Move 6"
Wound 3
Save 5+
Bravery 6You can give them a disc for 16" move, 4 wounds and the disc attacks. I see no reason to do it.
MELEE
Spear 2" / 2 / 4+ / 3+ / -1 / 2
Beak 1" / 1 / 4+ / 5+ / - / 1
Disc 2" / d3 / 4+ / 3+ / -1 / d3Leader get +1 attack with spear
Babblim stream of secrets:
+1 fleeing models from battleshock for each unit within 9"Guided by the past:
If an there is an enemy unit that has already attacked in the combat phase within 3" they reroll hits and woundsPreternatural Enhancement:
+1 to hit for spears and beaks if within 9" of a Tzaangor Shaman in the combat phase.- 1
The Rumour Thread
in Age of Sigmar Discussions
Posted
>Allegiance Abilities.
Scions of the Storm you already know. Deep Strike on a 3+, basically.
Command Traits:
>Warded by Faith
Roll a d6 for each Mortal Wound the general suffers. On a 5+, ignore it. (always useful)
>Perfect Commander:
Pick another hero in your army. That hero can use his command ability as if it was your general. (this one will be fun)
>Wise Strategist
****** d3 units after deployment. Those units can move 5" in any direction. (Okay, but doesn't scale well.)
>Tireless Crusader
General can reroll charges (infinitly inferior to Reckless)
>Unbowed Defender
General and all units within 6" may add +1 to all save rolls they make as long as they didn't charge this turn. Does not stack with the cover bonus. (...yeah, I had to reread that as well.)
>Champion of the Realms
Add +1 to the Attack value of one non-mount weapon. (does affect ranged weapons, for what it's worth)