Post by The Supreme Emissary on Sept 1, 2015 4:29:03 GMT -5
The Sigmarites or Sigmarines are a hardy force with tall and broad models.
Celestant Prime 12" 8 10 3+ (Fly, Deep Strike) only 1 per army
The highest ranked Eternal yet but not a commander. He's your ace in the hole, waiting and charging up his hammer till you need him. He can throw out variable size and damage blasts. His legendary hammer gets +2A for each round he stays in reserve, making its lethal stat line more terrifying. He's scary when he arrives, reducing enemy bravery and every turn can choose the outcome of one dice roll. He is a huge target that offers a lot of attack angles. His shooting is quirky but his melee is devastating against most any you could name!
Lord Celestant on Dracoth 10" 7 9 3+ (Cavalry)
A decent attacker with variable damage output. Has a 2" blast breath weapon which begs for tight blobs. He does extra damage on the charge.
CA: BS immunity for eternals in 24"
Lord Celestant 5" 5 9 3+ (Infantry)
His Sigmarite Runeblade can bring some decent pain on its own, the hammer adds more average attacks. He makes 2 extra attacks on the charge. His Warcloak has interesting crowd control potential, being able to strike up to 6 different targets.
CA: this unit and other Eternal units in 9" add 1 to their melee hits, making him ideal on the front line surrounded by assault-marites.
Lord Castellant 5+ 6 9 3+ (Infantry)
A solid melee hitter. His lantern has two modes; against CHAOS it causes a mortal wound, Chaos Daemons take d3 mortal wounds. Or he can use the lantern to add +1 to saves for a unit of eternals. If that unit rolls a 7+ they also heal a wound.
Lord Relictor 4" 5 9 3+ (Priest)
An average hitter for a sigmarite hero, but thats not what he's for. He either hits an enemy in 12" with d3 mortals and reduces their hits by -1, OR he can heal a stormcast MODEL for d3 wounds. Put him in a Chapel to double up on your healing potential.
Liberators 5+ 5" 2 6 4+ (Commander)
A- 2 Warhammers, re-roll hit 1s
B- 2 Warblades, re-roll hit 1s
C- Warhammer & Shield, re-roll save 1s
D- Warblade & Shield, re-roll save 1s
+ Grandhammer (1 in every 5)
+ Grandblade (1 in every 5)
These guys add +1 to hit enemy models with 5+ wound stats. Hammers are 4+ 3+ while swords are 3+ 4+. The grand versions do an extra point of damage and have rend -1
Retributors 5+ 4" 3 7 4+ (Commander)
1 in 5 can have a Starsoul Mace. Lightning Hammers deal mortal wounds instead of normal when they crit hit. The mace hands out d3 mortal wounds
Decimators 5+ 4" 3 7 4+ (Commander)
1 in 5 can have a Starsoul Mace. The Thunderaxe demands shoving these models deep into enemy blobs so they can hit every model in its 2" reach. They add 2 to enemy BS tests in 6" which may help you mulch your way through.
Protectors 5+ 4" 3 7 4+ (Commander)
1 in 5 can have a Starsoul Mace. Their Glaives have a 3" reach and can deal bonus damage to Monsters. Their Storm Shields are cool, reducing enemy shooting hits by -1 against protectors or shots that cross over them. Making them useful screens.
Judicators 5+ 5" 2 6 4+ (Commander)
A- Skybolt Bows 24" 1 3+ 3+ -1 1
B- Boltstorm Crossbows 12" 2 3+ 4+ - 1
+ Shockbolt Bow (1 in 5) Same as Skybolt Bow but causes d6 wounds
+ Thunderbolt Crossbow (1 in 5) 18" roll a d6 (-1 against a monster) if the roll is equal or less than the number of models in the unit, cause d3 mortal wounds
If the unit doesn't move it adds +1A to Boltstorm Crossbows. They can re-roll hit 1s against Chaos units.
Prosecutors 1+ 12" 2 6 4+ (Commander, Fly)
These guys are speedy and make better flankers than assault units. They can re-roll all their hit 1s and roll 3d6 for charge. Further they can declare a charge at 18" instead of the normal 12" and with 18" shooting they have a long threat range.
Gryph-Hounds 1+ 9" 3 6 -
Weak attackers by themselves unless they get in reach of their Castellant masters, gaining 2 more attacks. They use Hit & Run tactics, striking in melee and then rolling to move d6" in any direction at end of combat.
Its warning cry ability is a little oddly written. If an enemy is 'set up' in 10" of a hound any other unit in 2d6" of the hounds can use one of their shooting weapons against it. This could make it like an Interceptor support unit against deep striking enemies.
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Thunderstrike Brotherhood (Battalion)
1 Lord-Celestant on Dracoth
1 Lord-Relictor
1 unit of Retributors
1 Unit of Prosecutors
2 units of Liberators
This is all the models in your sigmar starter box.
Brothers in Arms: Bravery +1 for each of these units that are within 6" of another one of these units. This doesn't matter if your Dracoth is your General and still alive, which he should be for most of the battle.
Lightning Strike: Each unit can be set up like Deep Strike in any of your movement phases, 9" away from enemies.
The Skyborne Slayers (Battalion)
1 Lord Celestant
2 units of Liberators
2 units of Judicators
1 unit of Decimators
1 unit of Protectors
A list of new boxed models to encourage sales.
Hurled by Sigmar's Hand: The entire Battalion Deep strikes together within 12" of the drop point and more than 5" from an enemy. This lets you drop a lot of fire power right in short-medium charge range.
Honour of the God-King: This unit doesn't take BS tests. This is great, allowing your foot Celestant to be your general and use his CA in an assault force.
Heroes of the Host (Battalion)
1 Lord Celestant (foot or Dracoth)
1 Lord Relictor
1 Lord Castellant
0-1 Gryph Hound units
+1 bravery to each eternal unit in 6" of a hero from this battalion. if all 3 heroes are in 3" of each other they can make a special attack.
Wave of Might: In hero phase roll d6 for each enemy unit in 3" of these heroes. on a 4+ the enemy suffers 1 mortal and MUST retreat if possible. This can force an enemy unit out of combat to be charged again.
Annihilation Brotherhood (Battalion)
Devastation Brotherhood (Battalion)
Sigmars Storm (Optional battlefield rule)
Bring Down the Tyrnat!
If your General is ORder/Destruction, once per game you can summon units of storm cast eternals. Roll a d6 equal to the turn number. Place that many Stormcast eternals on the battlefield. 1 HERO and 1 MONSTER max.
Celestant Prime 12" 8 10 3+ (Fly, Deep Strike) only 1 per army
The highest ranked Eternal yet but not a commander. He's your ace in the hole, waiting and charging up his hammer till you need him. He can throw out variable size and damage blasts. His legendary hammer gets +2A for each round he stays in reserve, making its lethal stat line more terrifying. He's scary when he arrives, reducing enemy bravery and every turn can choose the outcome of one dice roll. He is a huge target that offers a lot of attack angles. His shooting is quirky but his melee is devastating against most any you could name!
Lord Celestant on Dracoth 10" 7 9 3+ (Cavalry)
A decent attacker with variable damage output. Has a 2" blast breath weapon which begs for tight blobs. He does extra damage on the charge.
CA: BS immunity for eternals in 24"
Lord Celestant 5" 5 9 3+ (Infantry)
His Sigmarite Runeblade can bring some decent pain on its own, the hammer adds more average attacks. He makes 2 extra attacks on the charge. His Warcloak has interesting crowd control potential, being able to strike up to 6 different targets.
CA: this unit and other Eternal units in 9" add 1 to their melee hits, making him ideal on the front line surrounded by assault-marites.
Lord Castellant 5+ 6 9 3+ (Infantry)
A solid melee hitter. His lantern has two modes; against CHAOS it causes a mortal wound, Chaos Daemons take d3 mortal wounds. Or he can use the lantern to add +1 to saves for a unit of eternals. If that unit rolls a 7+ they also heal a wound.
Lord Relictor 4" 5 9 3+ (Priest)
An average hitter for a sigmarite hero, but thats not what he's for. He either hits an enemy in 12" with d3 mortals and reduces their hits by -1, OR he can heal a stormcast MODEL for d3 wounds. Put him in a Chapel to double up on your healing potential.
Liberators 5+ 5" 2 6 4+ (Commander)
A- 2 Warhammers, re-roll hit 1s
B- 2 Warblades, re-roll hit 1s
C- Warhammer & Shield, re-roll save 1s
D- Warblade & Shield, re-roll save 1s
+ Grandhammer (1 in every 5)
+ Grandblade (1 in every 5)
These guys add +1 to hit enemy models with 5+ wound stats. Hammers are 4+ 3+ while swords are 3+ 4+. The grand versions do an extra point of damage and have rend -1
Retributors 5+ 4" 3 7 4+ (Commander)
1 in 5 can have a Starsoul Mace. Lightning Hammers deal mortal wounds instead of normal when they crit hit. The mace hands out d3 mortal wounds
Decimators 5+ 4" 3 7 4+ (Commander)
1 in 5 can have a Starsoul Mace. The Thunderaxe demands shoving these models deep into enemy blobs so they can hit every model in its 2" reach. They add 2 to enemy BS tests in 6" which may help you mulch your way through.
Protectors 5+ 4" 3 7 4+ (Commander)
1 in 5 can have a Starsoul Mace. Their Glaives have a 3" reach and can deal bonus damage to Monsters. Their Storm Shields are cool, reducing enemy shooting hits by -1 against protectors or shots that cross over them. Making them useful screens.
Judicators 5+ 5" 2 6 4+ (Commander)
A- Skybolt Bows 24" 1 3+ 3+ -1 1
B- Boltstorm Crossbows 12" 2 3+ 4+ - 1
+ Shockbolt Bow (1 in 5) Same as Skybolt Bow but causes d6 wounds
+ Thunderbolt Crossbow (1 in 5) 18" roll a d6 (-1 against a monster) if the roll is equal or less than the number of models in the unit, cause d3 mortal wounds
If the unit doesn't move it adds +1A to Boltstorm Crossbows. They can re-roll hit 1s against Chaos units.
Prosecutors 1+ 12" 2 6 4+ (Commander, Fly)
These guys are speedy and make better flankers than assault units. They can re-roll all their hit 1s and roll 3d6 for charge. Further they can declare a charge at 18" instead of the normal 12" and with 18" shooting they have a long threat range.
Gryph-Hounds 1+ 9" 3 6 -
Weak attackers by themselves unless they get in reach of their Castellant masters, gaining 2 more attacks. They use Hit & Run tactics, striking in melee and then rolling to move d6" in any direction at end of combat.
Its warning cry ability is a little oddly written. If an enemy is 'set up' in 10" of a hound any other unit in 2d6" of the hounds can use one of their shooting weapons against it. This could make it like an Interceptor support unit against deep striking enemies.
---
Thunderstrike Brotherhood (Battalion)
1 Lord-Celestant on Dracoth
1 Lord-Relictor
1 unit of Retributors
1 Unit of Prosecutors
2 units of Liberators
This is all the models in your sigmar starter box.
Brothers in Arms: Bravery +1 for each of these units that are within 6" of another one of these units. This doesn't matter if your Dracoth is your General and still alive, which he should be for most of the battle.
Lightning Strike: Each unit can be set up like Deep Strike in any of your movement phases, 9" away from enemies.
The Skyborne Slayers (Battalion)
1 Lord Celestant
2 units of Liberators
2 units of Judicators
1 unit of Decimators
1 unit of Protectors
A list of new boxed models to encourage sales.
Hurled by Sigmar's Hand: The entire Battalion Deep strikes together within 12" of the drop point and more than 5" from an enemy. This lets you drop a lot of fire power right in short-medium charge range.
Honour of the God-King: This unit doesn't take BS tests. This is great, allowing your foot Celestant to be your general and use his CA in an assault force.
Heroes of the Host (Battalion)
1 Lord Celestant (foot or Dracoth)
1 Lord Relictor
1 Lord Castellant
0-1 Gryph Hound units
+1 bravery to each eternal unit in 6" of a hero from this battalion. if all 3 heroes are in 3" of each other they can make a special attack.
Wave of Might: In hero phase roll d6 for each enemy unit in 3" of these heroes. on a 4+ the enemy suffers 1 mortal and MUST retreat if possible. This can force an enemy unit out of combat to be charged again.
Annihilation Brotherhood (Battalion)
Devastation Brotherhood (Battalion)
Sigmars Storm (Optional battlefield rule)
Bring Down the Tyrnat!
If your General is ORder/Destruction, once per game you can summon units of storm cast eternals. Roll a d6 equal to the turn number. Place that many Stormcast eternals on the battlefield. 1 HERO and 1 MONSTER max.