Stormcast Eternal – Stormhosts

Stormcast Stormhosts are additional rules and ways to play with your Stormcast Eternals army. These rules have been given keywords to appropriate them with the units Battle Trait. Below is a list of Stormcast Stormhosts:

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Hammers of Sigmar

The Hammers of Sigmar are the exemplars of Sigmar’s hosts, the tip of the divine stormbolt. When the God-King wages his wars, these golden warriors lead the way, committing everything they have in the name of victory – for they cannot be seen to fail.

We Cannot Fail: The Hammers of Sigmar have stared down the greatest of horrors without yielding, refusing to fall until their task is completed.

Friendly HAMMERS OF SIGMAR units wholly within 12″ of an objective have a ward of 6+.

Hallowed Knights

The Hallowed Knights are driven by a fierce inner fire, all doubts made distant memories by the power of their faith. They are devoted believers, never ceasing in their crusade – even when it takes them to the most forsaken places in all the realms. Who can triumph over the darkness? Only the faithful!

Only the Faithful: The Hallowed Knights are martyrs all, sworn to uphold the first tenet of their order till death and beyond.

If a friendly HALLOWED KNIGHTS REDEEMER model is slain within 3″ of any enemy units, roll a dice. On a 4+, that model can fight before it is removed from play.

Stormcast Eternals – Stormhosts

Celestial Vindicators

The Celestial Vindicators live to slaughter those who worship Chaos. Be their foes human, skaven, beastman or daemon, they must be met with ire and hacked to pieces so the realms might be free of their curse. In battle, this Stormhost is a hurricane of blades that never relents, and at times, it can even rage too hard for mortal tolerance.

Driven by Vengeance: The Vindicators strike down their foes in a flurry of blows.

At the start of the combat phase, you can pick 1 friendly CELESTIAL VINDICATORS unit that made a charge move that turn. Until your next hero phase, if the unmodified hit roll for an attack made with a melee weapon by that unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

Anvils of the Heldenhammer

The Anvils of the Heldenhammer are heroes from ages long past, summoned from their tombs by the God-King and remade as warriors eternal. Though they fight as an ordered military machine and though they do Sigmar’s holy work, to a casual observer, these ageless warriors seem like grim revenants as terrifying as any wight.

Deathly Aura: The Anvils use their fearful aura to unnerve their foe.

At the end of the charge phase, you can roll 2D6 for each enemy unit within 1″ of any friendly ANVILS OF THE HELDENHAMMER units. If the roll is greater than that enemy unit’s Bravery characteristic, the first 2 wounds caused by attacks made by that enemy unit in the following combat phase are negated.

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Knights Excelsior

The Knights Excelsior are Sigmar’s divine annihilators. They see all beings as either good or evil – and it is their duty to eliminate evil. Unfettered by doubt or indecision, they deliver the God-King’s justice to any who betray even the slightest impurity, be it through words, deeds or merely a stray thought.

Storm of Annihilation: None are as totalitarian in delivering judgement as the Knights Excelsior.

Once per turn, at the start of the combat phase, you can pick 1 friendly KNIGHTS EXCELSIOR PALADIN unit on the battlefield. Until the end of that phase, when you pick that unit to fight, pick 1 enemy unit within 1″ of that unit. If the number of models in that enemy unit is greater than the number of models in that PALADIN unit, add 1 to hit and wound rolls for attacks made by that Paladin unit that target that enemy unit until the end of that phase.

Celestial Warbringers

The warrior-seers of the Celestial Warbringers hail from a tribe of people who can foresee their own deaths. They are touched by mysticism and read the omens of the heavens to give them a vital edge in battle. Harnessing the energies of Azyr, they confound and destroy those who would defy Sigmar.

Fearless Foresight: The Warbringers use portents to inform their battle strategies.

Once per phase, you can re-roll 1 hit roll or 1 wound roll for an attack made by a friendly CELESTIAL WARBRINGERS unit or 1 save roll for an attack that targets a friendly CELESTIAL WARBRINGERS unit.

Tempest Lords

The Tempest Lords are not only warriors but also rulers, lords and grand strategists who were born to lead. Where a conventional army wins battles, the Tempest Lords win wars, leaving a foundation of victory upon which the spires of civilisation may be built anew.

The Host on High: The Tempest Lords swoop down in precisely plotted arcs and formations to shatter the unseemly foe.

When you attempt a charge with a friendly TEMPEST LORDS unit that can fly, you can re-roll 1 of the dice for that charge roll.

Astral Templars

Hunters and monster-killers, the Astral Templars are more at home in the wilderness than the city. They hail from tribes that once fought giant beasts to survive; clad in furs adorned with skulls and totems, they may appear barbaric but their valour in battle is proven.

Beast Stalkers: The Astral Templars are experienced hunters of the most horrific creatures the Mortal Realms have to offer.

Friendly ASTRAL TEMPLARS units cannot be picked when your opponent carries out a monstrous rampage.

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