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THE STORMHOSTS OF SIGMAR – Playtest Version III

AN EEFL ARMY BOOK PROJECT for Sigmar’s Demi-Gods


By Kevin Coleman

THE STORMHOSTS OF SIGMAR – ARMY SPECIAL RULES

SIGMAR’S JUSTICE
Celestial power flows through the veins of the Stormcast Eternals, and with it, the furious
retribution of Sigmar’s justice. In battle, this divine ichor thunders through the Eternals
like lightning, empowering Sigmar’s chosen into seemingly impossible displays of martial
prowess.

Models with the Sigmar’s Justice special rule reroll all of their failed ‘To Wound’ rolls in
close combat. In addition, all attacks made by a model with this special rule count as
magical attacks.

HATRED (CHAOS)
For the immeasurable, abhorrent atrocities and suffering the Chaos Gods have
unleashed upon mankind, as well as all living things, Sigmar has long-developed a deep
seeded loathing and utter revulsion for the Ruinous Powers, which has changed the God-
King into a being of merciless retribution. This uncompromising hatred has been
embedded into the souls of the Stormcast Eternals who have become relentless in their
pursuits to obliterate Chaos in all of its blasphemous forms.

A model with the Hatred (Chaos) special rule hates all units chosen from the following
army lists: Warhammer: Warriors of Chaos, Warhammer: Daemons of Chaos,
Warhammer: Beastmen, Warhammer: Skaven, Tamurkhan: The Throne of Chaos – The
Legion of Azgorh army list, Warhammer: Glottkin – The Legions of Chaos army list,
Warhammer: Archaon – The Grand Legion of the Everchosen army list.

RIDERS OF THE STORM


Without warning, the Stormhosts of Sigmar descend from the heavens upon twin-tailed
bolts of celestial magic, often taking the enemy by surprise.

The Stormcast Eternal player may choose to hold up to half of the army’s Core Units (not
including Flagellants) in reserve at the beginning of the game. Stormcast Eternal units
held in reserve in this manner must include a unit champion model. If the player decides
to do this, the reserve units will not deploy with the rest of the army and instead enter the
game as per the Ambushers special rule (see the Warhammer rulebook for details) with
the following modifications:

The reserve units will not enter the battle from ‘any battlefield edge,’ instead the
Stormcast Eternal player must pick each reserve unit one at a time and place the unit
champion model anywhere on the battlefield, keeping the model at least 1” apart from all
other units and impassable terrain. Then roll the scatter and artillery dice. If a hit is rolled,
the champion model stays where it is and the chosen unit must be deployed entirely
forming up around the champion model, in any legal formation. If an arrow is rolled,
move the champion model in the direction of the arrow a number of inches equal to the
number rolled on the artillery dice and deploy the unit as described above. Note that if the
champion moves on top (or within 1”) of another unit or impassable terrain continue to
move the model in the same direction of the arrow until the champion model may be
placed at least 1” apart from other units and impassible terrain.

If a misfire is rolled, the unit suffers D3+1 wounds with no save of any kind allowed.
Then reroll the artillery dice. If another misfire is rolled the unit suffers wounds again as
described above – keep rerolling the artillery dice until a number result is rolled.

Once the first unit is deployed, the player selects the next reserve unit and completes the
same process until there are no reserve units left to deploy.

Units may not move on the turn they deploy in this manner, but may otherwise act as
normal. Units armed with missile weapons count as having moved this turn.

SIGMAR’S FORGE
Listed below are the rules and descriptions for all the unique weapons, armour and other
upgrades only available to units and characters in the Stormhost of Sigmar army list.
Note all of the following equipment follow the rules for magic items as described in the
Warhammer rulebook.

Sigmarite Armour
Forged from sigmarite, a mysterious, cosmic metal by Sigmar himself, sigmarite armour
glistens with bright hues akin to gold and silver but with an endurance far superior than
any other metal in the material world.

Sigmarite armour provides a 4+ armour save and a 5+ ward save.

Stormhammers & Grandhammers


Stormhammers are the favoured weapons of the Stormhosts – potent warhammers forged
in the likeness of Ghal Maraz, the Hammer of Sigmar, within the God-King’s celestial
realm.

Stormhammers count as hand weapons and grant the wielder a +1 ‘To Hit’ bonus on all
close combat attacks directed at a model with the Undead and/or Nehekharan Undead
special rule.

Grandhammers count as great weapons and also confer the bonus against
Undead/Nehekharan Undead models as described above.

Note: If a model armed with a stormhammer chooses the option of being equipped with
an additional stormhammer or warblade, the model must choose an additional
stormhammer (i.e. a model may not be armed with both a stormhammer and a warblade).
Warblades & Grandblades
Also known as ‘Swords of Sigmar’, warblades are wrought to unmake daemonic-hide,
searing unnatural daemon-flesh with bursts of pure light and causing excruciating pain
upon the foul entities of Chaos before banishing them from whence they came.

Warblades count as hand weapons and grant the wielder a +1 ‘To Hit’ bonus on all close
combat attacks directed at a model with the Daemonic special rule or who have the word
‘Daemon’ listed in their unit name.

Grandblades count as great weapons and also confer the bonus against Daemon models
as described above.

Note: If a model armed with a warblade chooses the option of being equipped with an
additional warblade or stormhammer, the model must choose an additional warblade (i.e.
a model may not be armed with both a warblade and a stormhammer).

Celestial Hammers
Celestial hammers are the favoured weapons of the angel-like Stormcast Prosecutors and
are imbued with the cosmic power of Azyr. In battle, the Prosecutors soar over the
battlefield casting their enchanted hammers from the skies, like raging bolts of lightning,
to strike down their foes, before the mystical weapons magically return to their wielder’s
grasp.

Two hand weapons. In the shooting phase, Stormcast Prosecutors may throw their
celestial hammers at the enemy, which immediately return to them after striking the foe.
This counts as a single ranged attack with the following profile:

Range Strength Special Rules


12” As user Multiple Wounds (D3)

The Hailstorm Arsenal


The armoury of the God-King holds a myriad of ranged weaponry capable of firing
volleys of arrowhead-shaped thunderbolts and exploding cosmic shards, which strike the
enemy like celestial comets from the heavens above.

Name Range Strength Special Rules


Stormcall Javelin 18” As user Quick to Fire
Skybolt Bow 30” 4 Multiple Shots (3)
Firebolt Bow 30” 4 Multiple Shots (3), Flaming Attacks
Boltstorm Crossbow 15” 5 Multiple Shots (2)
Thunderbolt Crossbow 24” 5 Multiple Wounds (D3),
Slow to Fire, Bolt Thrower*

*Thunderbolt Crossbows follow all the rules as described for Bolt Throwers in the
Warhammer rulebook with the above, modified profile. Note: Models armed with a
Thunderbolt Crossbow may move (but not march) and fire, and any wounds caused by
the weapon ignore armour saves.

Lightning Hammers
Radiating with celestial energy, these massive, double-handed hammers are fused with
the essence of Ghal Maraz, Sigmar’s legendary warhammer – each blow unleashes a
storm of lethal bursts of cosmic magic.

Lightning Hammers count as great weapons with the Multiple Wounds (D3) special rule.

Stormstrike Glaives
Stormstrike glaives are lightweight pole arms made of celestial alloys, which the
Stormcast Eternals wield with elegant strokes that enable them to deflect incoming
missiles and strike their foes with rapid precision.

Stormstrike glaives are hand weapons with the Always Strikes First, Armour Piercing and
Requires Two Hands special rules. In addition, enemy models shooting at a model armed
with a stormstrike glaive suffer an additional -1 penalty on their rolls ‘To Hit.’

Thunderaxes
Thunderaxes are huge double-handed axes that have been sharpened with raw sigmarite
and enchanted with the power of Urannon, enabling a mere glancing blow to lop off
heads and limbs alike.

Halberd. Thunderaxes have the Killing Blow special rule.

Starsoul Mace
A starsoul mace contains the essence of a star saturated and set in a crystal chamber of
sky magic. When the mace strikes true, the weapon sucks and absorbs the soul of its
victim –forever trapping their spirit within the weapon’s fiery chamber.

Hand weapon. Starsoul Maces have the Heroic Killing Blow and Requires Two Hands
special rules.

Sigmarite Runeblade
Forged of raw sigmarite and etched with runes of lost enchantments, runeblades
effortlessly slice through metal, rock, flesh and bone.

All successful ‘To Hit’ rolls from a Sigmarite Runeblade will wound the enemy model
automatically with no armour saves allowed.

Sigmarite Warcloak
The commanders of Sigmar’s armies often wear warcloaks that sizzle with celestial
energy into battle. Using a portion of this stored magic, Lord-Celestants unleash bursts
of potent celestial beams that scorch and sear armour and flesh alike.
A Sigmarite Warcloak adds a +1 armour save bonus to the wearer’s armour save. In
addition, the cloak contains a Bound spell (power level 4). The Warcloak spell is a magic
missile with a range of 18” that causes D6 Strength 4 hits.

Warding Lantern
Each Warding Lantern contains a fragment of a Twin Tailed Comet – the legendary
harbinger of the God-King’s arrival and holy sigil of the Cult of Sigmar. When the
artifact is opened, beaming rays of celestial energy flow forth shielding the Forces of
Order while repelling the Servants of Destruction.

The Warding Lantern contains a Bound Spell (power level 5). This spell may be cast on
any unit within 18” of the lantern’s bearer. The spell is considered a hex spell if cast on
an enemy unit or an augment spell if cast on a friendly unit. The spell will last until the
beginning of the following Stormcast Eternal Magic phase.

When cast on an enemy unit, the unit’s armour save is reduced by 1 (i.e. a model with a
4+ armour save will have its armour save reduce to a 5+). Units with the Daemonic
special rule or who have the word ‘Daemon’ listed in their unit name also reduce their
ward save by 1.

When cast on a friendly unit, the unit’s armour save increases by 1 or provides an armour
save of 6+ if cast on a unit without an armour save.

THE STORMHOSTS OF SIGMAR ARMY LIST


The Stormhosts of Sigmar army list follows the same guidelines for ‘Choosing Your
Army’ as described in the Warhammer rulebook. Units entries not found in the
Stormhosts of Sigmar army list are described in other Warhammer army books identified
as follows: Warhammer: The Empire (marked ‘E’).

LORDS
The Celestant-Prime
Lord-Celestant

HEROES
Lord-Castellant
Lord-Relictor
Knight-Angelos

CORE
Stormcast Liberators
Stormcast Judicators
Flagellants (E)

SPECIAL
Stormcast Paladins
Stormcast Prosecutors
Gryphounds

RARE
Dracothian Templars
Warrior Priests of Sigmar

THE STORMHOSTS OF SIGMAR UNITS

LORDS

THE CELESTANT-PRIME, THEE HAMMER OF SIGMAR

M WS BS S T W I A LD
Celestant-Prime 4 8 5 5 6 7 8 6 10

Points: 785

Troop Type: Infantry (Special Character)

Equipment: Ghal Maraz, sigmarite armour and the Cometstrike Sceptre.

Special Rules: Sigmar’s Justice, Stubborn, Terror, Hatred (Chaos), Hover, Immune
to Psychology.

MAGIC ITEMS

Ghal Maraz: see page 54 of Warhammer: The Empire.

The Cometstrike Sceptre: The Cometstrike Sceptre is the badge of office for the
Supreme Lord-Commander of the Stormhosts of Sigmar, second in authority only to the
God-King himself. Such is the might of magic imbued within this holy iconic sceptre that
the Celestant-Prime is able to rain great meteorites from the heavens above upon the
armies of his foes.

Enchanted Item. Bound spell (power level 10). The Cometstrike Sceptre contains the
Comet of Casandora spell (see the Lore of Heavens).

LORD-CELESTANT

M WS BS S T W I A LD
Lord-Celestant 4 7 4 4 5 5 7 5 10
Dracoth 8 5 0 5 5 4 4 4 7
Stardrake 6 8 0 8 8 8 1 7 9
Points: 290

Troop Type: Lord-Celestant: Infantry, 40mm square base (Character)

Equipment: Stormhammer or warblade, and sigmarite armour.

Options:

May be equipped with a shield for +5 pts.

May be equipped with a Sigmarite Warcloak for +30 pts.

May be equipped with one of the following weapons:


• Additional stormhammer or warblade (unless mounted) for +3 pts.
• Grandhammer or grandblade for +10 pts.
• Lightning hammer for +35 pts.
• Stormstrike glaive for +35 pts.
• Thunderaxe for +35 pts.
• Starsoul mace for +75 pts.
• Sigmarite Runeblade for +100 points.

May ride a Dracoth for +150 pts. OR a Stardrake for +530 pts.

Special Rules (Lord-Celestant): Sigmar’s Justice, Stubborn, Hatred (Chaos).

Special Rules (Dracoth): Fear.

Scaly-hide: Dracoths and Stardrakes provide their riders with a +2 armour save bonus,
rather than the usual +1 bonus provided by a Monstrous/Monster mount.

Special Rules (Stardrake): Large Target, Fly, Scaly Skin (2+), Terror, Scaly-hide.

Lightning Breath: Lightning Breath is a S4 Breath Weapon attack. Note: this is a


lightning based attack for purposes of the Storm Rage special rule described in
Warhammer: Warriors of Chaos.

HEROES

LORD-CASTELLANT

M WS BS S T W I A LD
Lord-Castellant 4 6 4 4 4 4 6 4 9

Points: 165
Troop Type: Infantry, 40mm square base (Character)

Equipment: Stormhammer or warblade, and sigmarite armour.

Magic: A Lord-Castellant may be upgraded to a Wizard (see below) and uses spells from
the Lore of Heavens.

Options:

May be upgraded to a Level 1 Wizard for +50 pts.

May be equipped with a shield for +3 pts.

May be equipped with a Warding Lantern for +20 pts.

May be equipped with one of the following weapons:


• Halberd for +5 pts.
• Additional stormhammer or warblade for +3 pts.
• Grandhammer or grandblade for +10 pts.
• Lightning Hammer for +35 pts.
• Stormstrike glaive for +35 pts.
• Thunderaxe for +35 pts.

BATTLE STANDARD BEARER


One Lord-Castellant in a Stormcast Eternal army may be upgraded to be the army
Battle Standard Bearer for +25 points.

KNIGHT-HERALDOR
One Lord-Castellant in a Stormcast Eternal army, and who is not the Battle Standard
Bearer, may be ungraded to be the army Knight-Heraldor for +25 points. A Knight-
Heraldor counts a musician. In addition as long as the Knight-Heraldor is alive on the
tabletop and not fleeing, all friendly Stormcast Eternal units (including individual
character models) count as having a musician.

A Knight-Heraldor may not be the army general.

Special Rules: Sigmar’s Justice, Stubborn, Hatred (Chaos).

LORD-RELICTOR

M WS BS S T W I A LD
Lord-Relictor 4 5 4 4 4 4 5 3 8

Points: 225
Troop Type: Infantry, 40mm square base (Character)

Equipment: Stormhammer and mortis armour (counts as sigmarite armour but also has
the Fear special rule).

Magic: Lord-Relictor is a Level 1 Wizard. He uses spells from the Lore of Heavens or
Death.

Options:

May be upgraded to a Level 2 Wizard for +35 pts.

Special Rules: Sigmar’s Justice, Stubborn, Hatred (Chaos).

Relic Bearer: In addition to his normal spells, a Lord-Relictor always knows the
Regrowth spell from the Lore of Life.

KNIGHT-ANGELOS

M WS BS S T W I A LD
Lord-Angelos 4 5 6 4 4 4 5 3 8

Points: 135

Troop Type: Infantry, 40mm square base (Character)

Equipment: Stormhammer or warblade, and sigmarite armour.

Options:

May be equipped with a shield for +3 pts.

May be accompanied by a Star-hawk for +25 pts.

May be equipped with one of the following weapons:


• Warding Lantern for +20 pts.
• Skybolt bow for +10 pts.
• Firebolt bow for +15 pts.
• Additional stormhammer or warblade for +3 pts.

Special Rules: Sigmar’s Justice, Hover, Stubborn, Hatred (Chaos).


Star-hawk: A Knight-Angelos accompanied by a Star-hawk has two additional S4 close
combat Attacks with the Armour Piercing special rule. These attacks are not effected by
the Sigmar’s Justice or Hatred (Chaos) special rules.

CORE UNITS

STORMCAST LIBERATORS Points/model: 55

M WS BS S T W I A LD
Stormcast Liberator 4 5 4 4 4 3 5 3 8
Liberator-Prime 4 5 4 4 4 3 5 4 8

Troop Type: Infantry, 40mm square base

Unit Size: 3+

Equipment: Stormhammer or warblade, shield and sigmarite armour.

Options:

May replace their shields for an additional stormhammer or warblade for +5 pts/model.

Upgrade one Stormcast Liberator to a Standard Bearer for +10 pts.

Promote one Stormcast Liberator to a Liberator-Prime for +10 pts.


• A Liberator-Prime may be armed with a Lightning Hammer for +30 pts or a
grandhammer or grandblade for +10 pts.

Special Rules: Sigmar’s Justice, Stubborn, Hatred (Chaos).

STORMCAST JUDICATORS Points/model: 65

M WS BS S T W I A LD
Stormcast Judicator 4 5 4 4 4 3 5 3 8
Judicator-Prime 4 5 5 4 4 3 5 3 8

Troop Type: Infantry, 40mm square base

Unit Size: 3+

Equipment: Hand weapon, skybolt bow and sigmarite armour.

Options:
The entire unit may exchange their skybolt bows with boltstorm crossbows for free.

Upgrade one Stormcast Judicator to a Standard Bearer for +10 pts.

Promote one Stormcast Judicator to a Judicator-Prime for +10 pts.


• A Judicator-Prime may be armed with a firebolt bow for +5 pts or a thunderbolt
crossbow for +30 pts.

Special Rules: Sigmar’s Justice, Stubborn, Hatred (Chaos).

SPECIAL UNITS

STORMCAST PROSECUTORS Points/model: 75

M WS BS S T W I A LD
Stormcast Prosecutor 4 5 4 4 4 3 5 3 8
Prosecutor-Prime 4 5 5 4 4 3 5 3 8

Troop Type: Infantry, 40mm square base

Unit Size: 2+

Equipment: Celestial hammers and sigmarite armour.

Options:

May exchange their celestial hammers for a hand weapon, stormcall javelins and shield
for free OR may be equipped with shields for +3 pts/model.

Promote one Stormcast Prosecutor to a Prosecutor-Prime for +10 pts.


• A Prosecutor-Prime may be armed with a grandhammer or grandblade
for +10 pts, or a Thunderaxe for +35 pts.

Special Rules: Sigmar’s Justice, Hover, Stubborn, Hatred (Chaos).

STORMCAST PALADINS Points/model: 90

M WS BS S T W I A LD
Stormcast Paladin 4 6 4 4 4 3 5 3 9
Paladin-Prime 4 6 4 4 4 3 5 4 9

Troop Type: Infantry, 40mm square base

Unit Size: 3+
Equipment: Lightning hammers and sigmarite armour.

Options:

The entire unit may replace their lightning hammers with either thunderaxes at no
additional points cost or stormstrike glaives at no additional points cost.

Upgrade one Stormcast Paladin to a Standard Bearer for +10 pts.

Promote one Stormcast Paladin to a Paladin-Prime for +10 pts.


• A Paladin-Prime may be armed with a starsoul mace for +50 pts.

Special Rules: Sigmar’s Justice, Stubborn, Hatred (Chaos).

GRYPHOUNDS Points/model: 25

M WS BS S T W I A LD
Gryphound 8 4 0 4 4 2 4 2 7

Troop Type: War Beast

Unit Size: 1+

Equipment: Vicious claws and beak (hand weapon).

Special Rules: Fear, Armour Piercing, Hatred (Chaos).

Hunter Senses: Enemy units of Scouts may not be deployed within 18” of any unit of
Gryphounds.

RARE UNITS

DRACOTHIAN TEMPLARS Points/model: 130

M WS BS S T W I A LD
Dracothian Templar 4 5 4 4 4 3 5 3 8
Dracothian Templar-Prime 4 5 4 4 4 3 5 4 8
Dracoth 8 5 0 5 5 4 4 4 7

Troop Type: Monstrous Cavalry

Unit Size: 2+
Equipment: Stormhammer or warblade, shield and sigmarite armour.

Options:

May be equipped with one of the following weapons:


• Lightning Hammer for +25 pts/model.
• Stormstrike glaive for +5 pts/model.
• Thunderaxe for +10 pts/model.
• Boltstorm Crossbow for +10 pts/model.

Upgrade one Dracothian Templar to a Standard Bearer for +10 pts.

Promote one Dracothian Templar to a Dracothian Templar-Prime for +10 pts.

Special Rules: Sigmar’s Justice, Stubborn, Hatred (Chaos), Fear, Scaly-hide.

WARRIOR PRIESTS OF SIGMAR Points/model: 35

M WS BS S T W I A LD
Warrior Priests of Sigmar 4 4 4 4 4 2 4 2 8

Troop Type: Infantry (character).

Unit Size: 3-6

Equipment: An assortment of warhammers and light armour.

Options:

The entire unit may replace their light armour with heavy armour for +2 pts/model and/or
carry shields for +2 pts/model.

Each Warrior Priest of Sigmar may take magic items (chosen from the Warhammer
rulebook and/or Warhammer: Empire) worth up to 20 pts.

Special Rules: Skirmishers, Hatred.

Divine Power of Sigmar: A unit of Warriors Priests of Sigmar may channel power and
dispel dice in the same manner as a wizard (roll once for the unit, not each model).

Battle Prayers of Sigmar: Units of Warrior Priests of Sigmar follow the rules for Battle
Prayers as described on page 36 of Warhammer: The Empire. However, the unit counts
as a single Warrior Priest for the purposes of casting Battle Prayers. This means the
Warrior Priests of Sigmar unit may only cast each Battle Prayer once per friendly Magic
phase.

The Hammers of Sigmar: Warrior Priests of Sigmar carry an assortment of


warhammers into battle – the favoured weapon of the God-King Sigmar. At the start of
each combat, a unit of Warrior Priests of Sigmar may choose to fight with a hand weapon
and shield (if they are equipped with shields), two hand weapons, or with a great weapon.
This special rule does not apply to Warrior Priests armed with a magic weapon.

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