All in all, Stormcast players will be happy with the changes to existing units — Yes, there are some points increases, but on balance the older units are in a much better place than they used to be. The first of the 2 new Dragon characters and he is amazing! His unique spell allows him to afflict a target with one of 4 debuffs: -1 to hit, worsen rend, -1 attacks on missile weapons or -1 save rolls. As Lord-Commander he has the ability to redeploy D3 units before the battle starts, and can issue commands to any Hammers of Sigmar unit anywhere on the battlefield without spending a command point once per turn.
Finally, if he slays a model he heals all his wounds at the end of that phase making this guy really hard to kill! The new Dragon riding hero, and again very very good! Linked with this is the ability to make a Stormdrake Guard unit use that breath weapon once per game in the Hero Phase.
This makes him a very real threat against elite units with 4 or 5 wounds a piece, especially when combined with a unit of Stormdrake Guard!
Essentially a slightly weaker unit of the above as a Battleline choice If you take a Draconith or Stormdrake general! As they also have the Monster keyword they can do monstrous rampages too giving them some amazing utility in AOS3! Brilliant unit and I can see them being picked up by a lot of people to make an awesome Dragon themed army! I think I favour the Vigilators for the reach, but I really love the models so may take a small and manageable squad of 5.
The final new unit in the book is the 2 handed weapon build of the trusty Annhiliators. Speaking of Battleline, we see lots of options in the new book! Judicators, Liberators Sequitors, Vanquishers and Vindictors are all base Battleline now, with Stormdrakes being Battleline with a Draconith or Stormdrake general and Vigilators being battleline with a Knight-Judicator.
Hammers of Sigmar unlock all varieties of Dracothian guard as Battleline giving you another way of doing a pure dragon based army. With all these options I feel we have the most choice we have ever had in a Stormcast army, really allowing you to build an army out of whichever models you like the most.
Also, sorry Daughters of Khaine players — you are no longer on the Allies list for Stormcast! I guess Sigmar and Morathi still have some unfinished business…. The book is up for pre order today and is released Saturday the 18th September. View all posts by Matt Crowther.
Nice review, very positive and hit the big things. Will be interesting to see what he gets up to…. Like Like. You are commenting using your WordPress. You are commenting using your Google account. You are commenting using your Twitter account. You are commenting using your Facebook account. Notify me of new comments via email. Notify me of new posts via email. This site uses Akismet to reduce spam.
Learn how your comment data is processed. Share this: Twitter Facebook. Like this: Like Loading Published by Matt Crowther. Search for Battletome: Ironjawz pdf. Battletome- Bonesplitterz. Availability of rules — No changes to worry about Core rules and unit warscrolls still available to download for free. Battletome: Cities of Sigmar is your guide to the mightiest bastions of Order in the mortal realms — and the grand armies of humans, aelves and duardins that bravely fight to defend them.
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Download Warhammer Age of Sigmar Torrent. Langue: english. Ultimately, though, a Strike Chamber is a meritocracy. It has been shorn of the politics and backbiting of a mortal institution since inception — such frippery has no place in a shield wall that must stand firm against the hordes of Chaos.
If a Stormcast Eternal proves wise in the ways of a particular enemy, or hails from the land in which the chamber seeks to do battle, their superiors will listen closely to them without bias. Instead, they lead from the front as the focal points of each thrust and counterattack, as inspiring to their kin as they are frightening to their enemies. It is they that take on the direst of foes blade to blade, who stand before monsters that shake the earth with their tread, and who plunge fearlessly into the unknown horizons of each Realmgate or mystical portal.
The officers of the Hallowed Knights, for instance, number amongst them saintly figures that glow with an inner light — this radiance becomes stronger with each martyrdom until it literally shines from within their armour. Many leaders of the Knights Excelsior, near infamous for the obsessive vigour with which they scour the taint of Chaos from the lands, leave scorched footprints wherever they tread. The vengeful lords of the Celestial Vindicators can find their endless ire burning around them in a tangible aura, trailing blue flame like the tail of a meteor as they charge headlong into the enemy.
Though all mortals chosen by the God-King to undergo the Reforging demonstrate their martial strength and hatred of Chaos, those selected to become Lord-Relictors possess a rare wisdom that sets them apart from their kin. Whether in their past lives they were atavistic shamans or refined masters of the esoteric arts, each Lord-Relictor has demonstrated a strong affinity with the magic that permeates the Mortal Realms.
Broken and remade upon the Anvil of Apotheosis, and tested within the spirit-haunted vaults of the Temple of Ages, their powers are magnified a hundredfold.
Just as the Liberators wield their hammers or blades with strength and skill, so the Lord-Relictors harness the fulminating energies of Azyr to blast their enemies from existence. Then, blinding bolts of lightning arc down from the skies, hurling smoking warriors into the ozone-laced air and wreaking white-hot devastation. Each goes to battle clad in grim Mortis armour adorned with the sacred bones of heroes, and an observer may be forgiven for thinking that their loyalties lie not with Sigmar but with the Great Necromancer, Nagash, were it not for the symbols of Azyr that they also bear.
However, the dually morbid and wondrous aspect of the LordRelictors represents a contradiction that lies at the very heart of what it is to be a Stormcast Eternal, for only in embracing their own doom are they able to defy it. It is a dichotomy that the Lord-Relictors not only symbolise, but one in which they perform a vital practical function. Gifted with the spirit-sight, they are able to guard the souls of their fellow Stormcasts, ensuring that they return safely to the Celestial Realm upon death.
The Lord-Castellants are the ever-vigilant wardens of these mighty edifices, stoic defenders for whom honour demands that they and those under their command take not one step back from the foe. In battle the Lord-Castellants stand with their comrades, fortifying their spirits with bellowed oaths of steadfastness or grim jests in the face of seemingly impossible odds. Charged with the custodianship of static defences, Lord-Castellants are often accompanied by Gryph-hounds.
As creatures sensitive to Chaos, they make ideal guard-beasts, alerting their masters to infiltrators, saboteurs, or shape-shifters. G ryph-hounds are nimble quadrupeds with senses as sharp as their retractable claws and heavy, hooked beaks. They are noble creatures possessed of an innate hatred of Chaos, and will ferociously attack on sight anything or anyone tainted by the Dark Gods. Such a temperament makes them natural companions of the Stormcast Eternals, and useful assets when rooting out the more clandestine servants of the Ruinous Powers.
The colouration of Gryph-hounds varies greatly, from dun browns to electric blues, though members of any given pack usually display some variation of the same hues and markings. Since the Stormcast Eternals first arrived in the Mortal Realms, the Lord-Veritants have stood with the warriors of the Redeemer Conclaves, banishing dark magics with the holy light of the GodKing.
Now, however, as the Stormhosts continue to drive the armies of the Ruinous Powers back and civilisations have begun to flourish once more, the skills of the Lord-Veritants are needed more than ever.
Dangerous cults look to sink their claws into the fledgling populations of new settlements and the resurgent dynasties of ancient cities, weaving webs of lies and illusion to further the goals of their masters.
As well as adding their physical might to the garrisons of these bastions of Order, the Lord-Veritants oversee the inevitable power struggles of their governments, ever vigilant for the influence of Chaos. To the horror of those within, trusted allies shriek and recoil before the purifying light, exposed for the foul agents of the Dark Gods they truly are.
Invisible daemonic entities are exposed, along with their teasing, foul, puppet-string tendrils burrowed in the minds of those with temporal power. Like the Lord-Castellants, the LordVeritants are usually followed by loyal Gryph-hounds, though they tend to favour those beasts possessed of a more aggressive temperament to aid them in their Chaos-hunting duties. Each Knight-Heraldor carries a gleaming battle-horn — it is this divine instrument that they use to signal the warriors of their chamber, and to put the fear of Sigmar into the hearts of their foes.
The notes of the battle-horn sound different to every denizen of the Mortal Realms. The Stormcast Eternals hear crisp notes directing them to advance, strike or retreat — the sounds of Order itself.
The Chaosoppressed peoples of the realms hear a clarion call, a blast that dispels despair and brings hope where there was none. The enemies of the Stormcast Eternals, however, hear the wrathful cries of Sigmar, and the roar of thunder clashing in their ears. Typically heavy-set, bombastic individuals, they provide a point of stability in even the most fiercely contested areas of a battlefield, and a battle line that is anchored by a Knight-Heraldor is considered by many Lord-Castellants to be a better bulwark than any fortress wall.
The Knights-Heraldor use their horns to exhort the warriors around them to greater efforts, and the celestial energy imbued in each note invigorates their comrades. The trumpeters may instead give voice to an almighty blast that rolls across the battlefield like thunder.
When a Knight-Heraldor does so, the ground shakes, and the forces arrayed against them are forced to abandon their positions as fortresses tremble to their foundations. None question their right to do so, for it is an honour not predetermined by their Reforging but hard-won in the gruelling arena combats of the Gladitorium, from which only a single champion may emerge. With their martial prowess so proven in the Celestial Realm, the Knights-Vexillor stride mortal battlefields as radiant beacons of Order, stirring their kin to acts of greater valour.
Knights-Venator are masters of the ranged kill, possessed of a swiftness that no mortal can reckon with. Undaunted by darkness and borne by swift wings, Knights-Azyros are well suited to scouting roles, acting as leading members in both the Vanguard Chambers and Strike Chambers. Some Knights-Vexillor choose to carry into battle blazing meteoric standards, twin-tailed icons aflame with the brilliant light of Azyr.
Others bear aloft rich heaven-wrought pennants, their proud pageantry untainted by the filth of war. Mortal survivors from these terrible battlefields have said that such events evoke the very lightning bolts Sigmar himself hurls from high Sigendil, far above the sky palaces he raised long ago to spurn the dark.
The warnings of such attacks are scant if present at all, killing strikes sometimes preceded by nothing more than the faint sigh of unquiet air. As quickly as it can be emptied the quiver refills, so that a Knight-Venator is never without their heavenly ammunition. But there is one missile that takes many hours to reappear, such is its sacred power — this is the Star-fated Arrow, a deadly artefact that can fell even the mightiest of foes.
Often acting as officers of the Vanguard Chambers, every Knight-Venator must show his mastery over the celestial sphere by seeking out and bonding with a Star-eagle. These predators dwell in the aetheric clouds high above the Broken World, hunting the ethereal things that drift there from far cosmic places.
Indeed, it is said by some that the birds themselves are the essences of once-great stars given avian form, heavenly familiars able to commune telepathically with like-minded souls. Yet it is for their celestial beacons that Knights-Azyros are truly renowned. With the way so illumined, the God-King can send his lightning strikes into the thick of the fighting, delivering more Stormcasts where they are needed most. This is especially true of the followers of Chaos, who suffer searing agonies when such light falls upon them, spasming in torment before smouldering to nothingness.
It is not for them to marshal the chambers or lead them to war. Instead, each KnightQuestor carries a far greater weight — a quest bestowed upon them by Sigmar that often impels them to leave their comrades and strike out into the untamed realms, there to find the destiny for which they were chosen. The geas which so rules them differs from knight to knight. Some will be tasked with the destruction of a particular foe, and will hunt them tirelessly across burning plains, uncharted seas and shattered mountains.
Others might have far more esoteric tasks — they might bear a jewelled egg into the heights of the Skybite Mountains of Ghur and leave it atop a lonely peak, or deliver a cryptic message to a Swifthawk Agent outpost in Hysh, never knowing what purpose their quest served.
Whatever their task, it rules each Knight-Questor completely. No Stormcast Eternal commander can order a KnightQuestor from their allotted path, though some might be sorely tempted to try, given their strength at arms. Theirs is a holy duty, and they are given free rein to pursue it by whatever means are necessary. On completing their allotted quest, a Knight-Questor might be placed in a different position within the Stormhost, but more commonly they find themselves once more setting out into the Mortal Realms, the next command of the God-King ringing in their ears.
The lone survivor of a retinue might desire vengeance for their lost comrades while they undergo the agony of Reforging. Others might receive a vision in which they see themselves defeating some monstrous foe, though none knows from whence these visions come.
Once their purpose is burning inside them like a brand, they fall into a fugue state, whereupon they are placed into a cell. Some will awake and return to their duty within their Stormhost, their yearning diminished.
Others, however, awaken to find themselves clad in the armour of the Errant-Questor, a storm gladius strapped to their hip and a rune-etched greatblade lying before them. How these gifts are bestowed is a mystery, as none may enter the cell of an Errant presumptive. In a blaze of light they come, each retinue and conclave eager to wreak vengeance against the forces of Chaos.
Before their unified front, even the largest and most powerful of foes must fall. The Redeemer Conclaves are split into retinues, the most common of which are the Liberators. Each warrior of these proud bands fights with the ferocity of a lion, wielding heaven-wrought weapons and wearing burnished armour that is proof against all but the strongest blows.
When they march from the lightning strikes, tyrants bar their fortresses and summon their warriors. It avails them not — the Liberators clear the way to their target with holy hammers and keen blades, their sigmarite shield walls deflecting the desperate blows of those who would maintain dominion over the Mortal Realms.
When they take to the field of battle as part of their Strike Chambers, Liberators are not only the main strength of their army — they are also its foundation. They exemplify the quest to lay low those who oppress and subjugate the people of the realms. Liberators do not usually hark from the lordly echelons that defied Chaos from a position of privilege, but from the common people, men and women of the moment who, pushed to breaking point, took up arms against their oppressors.
They seek to overthrow the rule of Chaos wherever it is to be found. Standing behind the broad shields of the Liberators, These warriors of the Justicar Conclaves loose volleys of crackling arrows and flights of whistling crossbow bolts that hammer the minions of Chaos from their feet. Able to shoot their celestial weapons at great range and with terrifying speed, the numbers of the foe arrayed against the Judicators are immaterial. Judicator retinues have been known to destroy forces ten times their number without suffering a single casualty or showing the slightest remorse.
Judicators are able to sense evil beneath the surface, and their punishment is swift and ruthless. It was Judicators of the Knights Excelsior that suddenly ended a parley with the Soulblight Lord von Drecht, seeing through his deception and filling the shadows with crackling arrows. As his lurking minions were blasted with the purest light, the vampire was forced to flee, his plans and his armies in tatters.
As warrior-heralds they frequently form the spear-tip of a Stormcast attack, darting ahead of the vanguard to cast first judgement on the foe, or swooping to engage vulnerable targets on the flanks. It is a testament to their versatility that Prosecutors are the most common of all retinues among the Angelos Conclaves. While mortal soldiery look to their cumbersome scabbards and quivers for armament, Prosecutors simply reach out to the aether itself, and weapons born of pure energy manifest in their hands.
Thus do celestial hammers, stormcall javelins or even mighty two-handed tridents offer themselves to the wielder, coruscating with heavenly power. Jinking on their wings of light, the Prosecutors hurl their ethereal hammers and javelins at the enemy before boldly plunging downwards to meet them in melee, replacement weapons forming at once in their expectant hands. Like blazing meteors they slash the sky, appearing as portents of great hope to their allies but great doom to their foes.
These weapons were not designed for the cut and thrust of single combat, but to deliver a single, earth-shaking blow that no armour or unnatural constitution is proof against. Should a lightning hammer strike true, the crackling energies bound within its head are discharged in a deafening thunderclap, empowering the blow with irresistible force and blasting the target apart in a cloud of glowing white embers.
If the members of a Retributor retinue focus their attacks, they can even bring down fortifications, toppling iron-banded watchtowers as a woodsman fells a tree, or pounding smoking breaches in castle walls.
Just as their own hammer-blows require expert timing to cause the greatest ruination, it is not uncommon for Retributors to be held back from the battlefield until the most powerful enemies have been singled out. The long-bladed stormstrike glaives they wield are difficult weapons to master, but can be used both defensively and offensively to great effect. When swung through the air, the ensorcelled blades of these polearms leave a glowing after-image in their passing. This energy field is far from intangible, however, for before it dissipates it has physicality enough to deflect enemy projectiles mid-flight.
In the deft hands of a Protector, a stormstrike glaive can weave a continuous barrier of protective force, forming a potent shield for themselves and those behind them. Retinues of Protectors train together exhaustively, for when working in unison they can guard whole sections of a battle line with a screen of repelling magic. The Protectors of some Stormhosts, such as the Knights Excelsior, work in perfect synchronicity, each warrior falling into the same pattern of sweeps and motions that is almost machine-like to behold.
Others, like the warriors of the Astral Templars, develop fighting styles that, although unique to each warrior, interlace with a wondrous fluidity. The role of the Protectors is by no means exclusively defensive, however, for these Paladins are expert monsterslayers. Prosecutor-Primes are invariably astute tacticians, and at their signal, the entire retinue will shift stance, moving instantly from noble guardians to vengeful doom-bringers.
Though these Paladins arrive to battle as part of a retinue, each of them knows that they are at their deadliest with room to swing their thunderaxes without fear of hitting their comrades. It is well that they do so, for when the Decimators swing their weapons, all those within reach are cleaved in twain with gruesome ease. As it dawns upon the enemy forces, hitherto confident in their superiority of numbers, that they are but simple fodder before these masked giants in their midst, doubt sinks its claws into their craven hearts.
Then, what they thought would be an overwhelming raid on an isolated foe turns into an undignified rout. Like their fellow Paladins, some Decimators enter battle bearing colossal starsoul maces. A warrior with such a weapon need not be concerned about striking the enemy directly, for wherever the heavy flanges of the mace land, a shock wave of celestial energy explodes outwards that not only shatters the bones of the foe, but blasts their very souls out of synchronicity with their mortal forms, slaying them as surely as any physical death blow.
Propelled by mighty wing-beats, the Stardrake hurtles into the foe, striking with impact enough to splinter hell-forged armour.
From atop his saddle, the Stormcast Eternal swings his lightning-wreathed weapon to smite all about him. All those who seek to become Drakesworn Templars attempt the Trials of Starwalking. Many return empty-handed, haunted by what they have seen, but some of the W bravest encounter Dracoths and join the Dracothian Guard. Once, before the coming of Chaos, that newborn star material would return to the Heavens to be reincarnated into a newly formed body.
Since the great corruption, however, the souls often become trapped in the Mortal Realms. They are protected by enchantments; only the most noble can see a solargem, and only those blessed with divinity can touch such purity.
Even other Stormcast Eternals hold Drakesworn Templars in awe, recognising them as mystically pure champions of Order. By returning a solargem to the Heavens, a Stormcast Eternal forges a bond with a child of Dracothion, much as Sigmar and the Great Drake did in ater drenched Selinor as he powered through the storm cloud, channelled by his scales into a thousand glittering rivulets before streaming from the tip of his tail in a brilliant spectrum.
The cumulous mass formed peaks and valleys of a scale and beauty that the Stardrake mused must be beyond the imaginations of the poor creatures who were fated to spend their short lives grubbing around in the earth.
He checked himself on the conceit — such thoughts were unbecoming of a warrior. He opened the Age of Myth. Stardrakes are no mere steeds of war, but an ancient race older and wiser than mankind. Seeing the collapse of reason and the growing menace of Chaos, the Stardrakes wish to do their part to restore the balance of Order. After a series of bonding rituals, Stormcast Eternal and immortal star-beast form a rapport where each instinctively understands the will of the other.
Together, they seek not only revenge for the wreckage wrought upon the realms, but justice, for the Laws of Judgement demand that the guilty be tried. Streaks of lightning played over the slate-grey skyscape before him. In a heartbeat, one of them reached out to him, arcing between his horns and dancing over his outstretched wings.
On his back, his companion bellowed an oath to his human god. Energised and filled with righteous wrath, Selinor plunged out of the thunderhead with a roar, and the barbarians arrayed beneath him looked upwards, terror in their eyes.
The Dark Ones would feel the fury of Dracothion this day. Striking in successive waves, they hit swiftly and hard, for every immortal human and celestially empowered beast is selected, equipped, and trained for a specific battlefield role. Their charge is a battering ram, a destructive wedge that can splinter apart enemy armies in a wave of claws, crackling weapons and celestial bolts. Like the elder Stardrakes, the Dracoths too seek to restore order.
However, Dracoths are far less patient than their larger kin, being much more apt to charge into battle at the nearest opportunity. Such a temperament is fitting, for those Stormcasts who succeed in the Trials of Starwalking are also, invariably, the boldest and bravest of their kind.
Together, rider and beast are eager to seek out the foe and exact bloody vengeance upon them. The retinue and echelon to which a Dracoth or Stormcast Eternal is assigned within the Dracothian Guard depends upon their skills and individual traits.
The most aggressive of all are destined to be Fulminators — the tip of the spear and the first to lead the Lightning Echelon into combat. No matter the odds, these individuals seek the enemy as soon as possible. Such adaptability requires the most independently-minded Dracoths. Only the best marksmen become Tempestors, and the Dracoths selected for those retinues are the most quickwitted. It is their task to manoeuvre into position while their rider aims and fires, every movement a balance between lining up the best angles of fire while maintaining proximity to the magical protection offered by the stormstrike glaives of the Fulminators.
The first retinues of the Thunderwave echelon are the Concussors. Their riders and beasts alike are chosen for strength and brawling ability, for it is the savage shock of their attack that sets up their allies for the ultimate strike. Merciless are those in the retinues that follow, for it is their duty to finish off the foe — all of them. The Stormcast Eternals and Dracoths that become Desolators are uncompromising, utterly committed to exacting total retribution.
Theirs is the final judgement. Each time a Stormcast of the Paladin Conclaves is reforged, they must take the Trials of Starwalking. Some warriors that fail in their first venture succeed in later tests. Thus have some Paladins left their old retinues after taming a Dracoth to join an Extremis Chamber, but once assigned to a retinue, a Dracothian Guard does not change role. T he clatter of armour and the pounding of clawed feet on the hard-packed earth was almost deafening.
Meton blocked it out. All of his attention was focussed on his target — not the orruk directly ahead of him, but the scarred brute to its left. His mount, Gyrak, would make short work of the former.
Meton crouched low in the saddle and levelled his glaive, looking the orruk straight in the eyes. Even at this distance, and closing fast, it struck the Stormcast that no fear was in its blood-shot gaze. The orruks bellowed back, raising their slab-like cleavers to strike. None of them would get the chance. Meton had aimed his weapon well, angling its blade slightly upwards as it struck the brute between its snub nose and top row of teeth.
Gyrak blasted a smoking hole in the barrel chest of his own mark, bowling over the charred corpse of the orruk and three of its fellows. For several heartbeats anarchy reigned as the pair fought to maintain their momentum, but then they were free of the press, already reforming and seeking fresh enemy formations to shatter.
Proud individuals, the Lord-Aquilors are fiercely independent warriors who nonetheless have a keen aptitude for command and tactics. It is their duty to lead the Vanguard Auxiliary Chambers to war, and to coordinate their many actions across the Mortal Realms. Much like the Lord-Celestants, Lord-Aquilors are chosen from those warriors destined to lead. Some simply awake from their Reforging to find that where they once wore the armour of a Lord-Celestant, they now bear that of their new station.
Most chosen in this fashion have been recognised for leading their Strike Chambers in lengthy campaigns far from Azyr, achieving with their dwindling forces what others would have required a full Stormhost to do. Others are created as Lord-Aquilors upon their very first Reforging. These exceptional individuals, plucked from the realms at the moment of their death by the hand of the God-King, fought their whole mortal lives against hopeless odds to bring destruction to their oppressors.
Only after they had exhausted every ploy and trick left to them, expended every resource down to their very lives, did Sigmar take them, reforge them, and then bid them to do with bands of immortal warriors what they were unable to do with all their ingenuity, courage and tenacity.
Their experiences make Lord-Aquilors experts at coordinating guerilla campaigns to achieve by cunning what strength of arms might not accomplish. Each Lord-Aquilor commands the warriors under them according to their own doctrines, and they are given free rein to choose their targets — even Sigmar does not know where all of the Rangers of the Stormcast are.
To coordinate the actions of the unorthodox and disparate Rangers is itself no mean feat, but the LordAquilors are also fearsome combatants, riding to battle on Gryph-chargers that strike as hard as any spawn of Chaos and run twice as fast.
Riding the winds aetheric atop their Gryph-chargers, they appear as if from nowhere to tear the heart from the enemy battle line only to vanish once more before the foe can retaliate. The chimeric Gryph-chargers ridden by the Vanguard-Palladors are mercurial creatures that ride the magical winds.
It is this aspect of these creatures, combined with their hatred of Chaos, that makes the beasts such soughtafter mounts. The bond between a would-be Vanguard-Pallador and their mount may be forged in a variety of ways.
Sometimes, a Gryph-charger will witness a Vanguard-Hunter fighting against impossible odds, and dive in to fight alongside them when the battle seems all but lost. Should the Stormcast Eternal succeed and acquit themselves with the proper degree of respect, the Gryph-charger will allow itself to be cleansed by them of blood and dirt. This usually signals the start of a lifelong bond, for Gryph-chargers are drawn to displays of humility and strength of character.
At other times, a Vanguard-Hunter, upon locating a prospective steed, will follow it on a long and gruelling hunt; only one with the boundless stamina and resourcefulness of a Stormcast Eternal Ranger could hope to keep pace.
Battles beyond counting have been won when all seemed lost by the sudden arrival of a host of Vanguard-Palladors. They are lightning-fast shock cavalry able to traverse entire battlefields in the blink of an eye, allowing them to react to the ebb and flow of war faster than even the Extremis Chambers.
The Gryph-chargers tear at their prey with beak and claw, their blows able to pierce even armour plate, whilst their Stormcast riders level pinpoint attacks with boltstorm pistols and starstrike javelins.
Before the slain bodies of their foes even hit the floor, the VanguardPalladors are already on the move, seeking fresh quarry. Most among their number are battle-hardened veterans, having been honoured with the role of Ranger upon their second Reforging.
Unlike the swift Vanguard-Palladors or the sharpshooting Vanguard-Raptors, the Vanguard-Hunters are tactically flexible and experts at utilising the terrain to their advantage. Theirs is not the domain of stealth and subterfuge, however, but of daring raids and brazen guerrilla warfare that requires them to relocate constantly. The Tzeentch Arcanites in particular have grown wary of the Vanguard-Hunters, for they find that their strongholds — normally unassailable because of their unfathomable design — are penetrated by these Stormcasts with an ease that confounds and infuriates them.
More so even than the other Rangers, Vanguard-Hunters will often spend prolonged periods of time in any given theatre of war, building up an intimate knowledge of their environment. This alone would make them excellent forward scouts, but there is one curious artefact which elevates their fieldcraft to supernatural levels: the astral compass.
Devised by the wizards of the Collegiate Arcane in Azyrheim, this strange contraption allows the bearer to deftly navigate the impossible geometries of the Mortal Realms. In the hands of a Vanguard-Hunter, it The weapons carried by the VanguardHunters are well suited to their role within the Stormhosts. Heavy-bladed swords and short-hafted axes are as effective at hacking through brush and briar on flanking manoeuvres through dense terrain as they are the flesh of the servants of Chaos.
Boltstorm pistols, meanwhile, are ideal for firing on the move, allowing the Rangers to provide supporting fire for their allies while they themselves rapidly get into position, or to run down isolated targets and destroy them in a focussed volley of crackling missiles. Aided by the enigmatic Aetherwings, they loose lethal precision shots from vantage points unseen. The Justicar Conclave of each Vanguard Auxiliary Chamber is wholly comprised of Vanguard-Raptors; cadres of reclusive marksmen who bring formidable ranged support to the battlefield.
The Vanguard-Raptors are the first gust of the hurricane, raining death upon the enemy before the storm winds strike in full. The Vanguard-Raptors are utterly focussed on their battlefield role, and have honed their skills through tireless campaigning. Yet for each warrior there lies a natural path. For some Vanguard-Raptors, the instinctive hunting mode is close and immediate, supporting their allies with rapid bursts of firepower.
These warriors wield hurricane crossbows capable of delivering withering salvoes directly into enemy battle lines. Tipped with heavenly sigmarite, their bolts can punch through plate and bone alike, throwing the most disciplined ranks into disarray. For others the favourable strike is that which is well timed and unheralded, and for this role the fearsome longstrike crossbow is the perfect weapon. Poised in remote firing spots, Vanguard-Raptors so armed are easily capable of dispatching priority targets with a single ruinous bolt.
So uncanny is their aim that some attribute their preternatural accuracy to the influence of the Aetherwings soaring high overhead.
Wherever a Vanguard-Raptor hunts, a noble Aetherwing is never far away, scouting deftly above the fray or swooping to defend the Stormcasts with beak and rapacious claw. The bond between these birds and the Vanguard-Raptors is truly fraternal, each respecting the other as a natural predator. In temperament too the parallels are great, for like the Vanguard-Raptors, Aetherwings are creatures apart, preferring to keep their own counsel. It is a rare thing indeed for VanguardRaptors to descend from their high eyries and walk the streets of Azyrheim, and when they do so they carry a distant and mysterious air.
But never long do they tarry, as the nesting places of the Aetherwings must always be watched, for reasons no VanguardRaptor will tell. Though common themes recur, the heraldry of Sigmar is seen in a thousand variations across the realms.
By concealing the features of the wearer, such a mask lends them a stoic and daunting mien at all times, its stern yet noble expression as unyielding as the celestial metal from which it is forged.
The twin-tailed comet identifies the Angelos Conclaves, the crescent moon — worn on the right shoulder — is for Paladin Conclaves, the star is for the Justicar Conclaves, and the lightning bolt is borne by the Redeemer Conclaves. In this case, each is further distinguished by the colour of their buckles — gold, silver, or bronze.
The shields borne by the Stormcast Eternals display stylised icons. All the Stormhosts of the First Striking — those that Sigmar and the Six Smiths created first — bear the icon of a sacred hammer.
This represents both the Stormcast Eternals themselves — they who strike with thunderous force — and also Ghal Maraz, the fabled hammer of Sigmar himself. These are common devices amongst the Stormhosts of subsequent forgings.
The colour upon which they are displayed varies from Stormhost to Stormhost. Each type of retinue has a distinct helm design; in some retinues, all the warriors wear the colour of their chamber, while in others only the prime wears a plume.
Over the generations since the first chambers took the fight to Chaos, the colours and insignia of the Stormhosts have become synonymous with salvation. They are exemplars in their military order, use of heraldic markings and insignia, and the rigid hierarchy that governs them.
To them the war against Chaos is a holy crusade, a sacred mission. Their ranks include shining saints and martyrs clad in the white fire of purity. They contain their fury with grim chants and war songs, Each of their number hails from ancient times, a warrior of yet they prefer to let their weapons speak for them. To see this antiquity taken up to Azyr from the grave-cold history of realms Stormhost fight is to witness a fierce hurricane of metal.
The the right to rule by fighting tirelessly to resist the darkness. As swift supreme. In Ghur, it was they that turned this Stormhost crusades to bring the bright as lightning bolts, they are masters of back the daemon legions at the Battle of light of hope to benighted lands. Verdant Abyss. They best the Fists of Sigmarite. It is their vow to without warning. They are the scourge of take joy in the clamour of battle, fearless in be first in glory, hoping to eclipse all other Chaos and the bane of the unholy.
Stormhosts as the war rages on. Each has a proud warrior tradition, and each is eager to prove itself the equal of those who have already achieved legendary status over the course of the Realmgate Wars. Their tempers thyself. Theirs is the purity of justice, are as black as their lustrous armour. Though deliberately, or through an accident of those who have fought Chaos since they few in number, their mastery of omens sees Reforging, is immaterial — even in silence were old enough to hold a weapon — they them strike with great prescience.
When rider and beast descend from on high they do so in splendour, unsullied by the dirt and grime that typifies the dominion of Chaos. The enchanted cloaks worn by the heroes of the Stormhosts billow and snap in the aetheric winds, even when there is not a single zephyr to be felt.
A Dracoth bound to the service of a warrior from a certain Stormhost will slowly come to resemble the steeds ridden by his fellows until the entire retinue stands united. Secondly, the breastplate bears the colours of the Stormhost that the Dracoth serves, re-establishing the bond between warrior and noble steed.
The older and more powerful the Dracoth, the more elaborate the discolourations and patterns he displays upon his brow — in the celestial wild, this establishes dominance without unnecessary displays of bloodshed. This can bind disparate elements of a Stormhost together.
The Hammers Draconis, first of their kind, bear the same red hue upon their helms as the Hammerhands. The white of the Everdrakes, however, binds them to the Annihilators of Lord Andrus Nihilat, and the black of the Scorchsons echoes that of the Fulgurines, a Harbinger Chamber. Their roundels feature the sacred iconography of their Stormhost, often embellished with scrollwork that speaks of the majesty of Sigmar and the blessing of the storm.
The Anvils of the Heldenhammer, having a deathly aura, must His chamber is marked by the colour of his plume — in this case work hard to win the trust of their Dracoths.
Once a bond is the Heavenwrought. His purple plume denotes the with pride as a sign of their alliance. Vendetta Chamber. Instead they rely on speed, wisdom and surety of purpose to make their killing strike. The elaborate relief designs Tempest Lords, rode Gryph-chargers as mortal men. Chamber to dye them red before each battle. Quick on their feet for such armoured elites, the Vanguard-Hunters are lethal both at range and close quarters. When your army qualifies for more than one allegiance — e.
These restrictions aside, you can use allegiance abilities whenever you play games of Warhammer Age of Sigmar. Battle Traits: An allied army fights with unity and cohesion, granting it additional boons. See opposite for the battle traits available to Stormcast Eternals armies.
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