Are you 18 years of age or older? Skip navigation. We use cookies to improve your experience using this site. More information. C is creating Adult games. Select a membership level. 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 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 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 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 mili tary order, use of heraldic markings and insignia, and the rigid hierarchy that gover ns them. To them the war against Chaos is a holy crusade, a sacred mission. Their ranks include shining saints and mar tyrs clad in the white fire of puri ty.
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 o f 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. Eac h 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. Theirtempers thyself. Theirsis 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 prescienc e.
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 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. Secondly, the breastplate bears the colours of the Stormhost that the Dracoth serves, re-establishing the bond between warrior and noble steed.
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. See opposite for the battle traits available to Stormcast Eternals armies. The Stormcast Eternals have their own unique methods and tactics in war — the battles they fight are unlike those of any other army. The battleplans on pages allow you to wage war just as the warriors of Sigmar do.
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. Command Traits: Each leader has their own style of command. See opposite for the command traits available to Stormcast Eternals generals. Artefacts of Power: These arcane treasures are borne to war by the mightiest heroes. Prayers of the Stormhosts: Those faithful to Sigmar are able to channel some of his power on the battlefield.
See pages for the powerful traits available to these brave beasts. As such, the Celestant-Prime cannot have a command trait or artefact of power. Theseenable you to field your Stormcast Eternals miniatures as a formidable warband, and fight an immersive campaign in which your forces grow stronger with each victory. Included are warband tables to help you collect your army, as well as rewards tables for your champion and their followers. By fielding these formations you can muster your own Stormhost on the tabletop.
There are rules for fielding chambers from some of the most renowned Stormhosts, each possessing its own strengths and distinct character. This page describes the battle traits that a Stormcast Eternals army possesses, and the command traits that its general can have.
Alternatively, you can roll a dice to randomly determine a trait. If, for any reason, you must select a new general during a battle, immediately generate a trait for them. You can do this with as many units as you wish. In each of your movement phases, roll a dice for each of these units. On a roll of 1 or 2 the unit does not arrive this turn — you can roll for them again in subsequent turns.
On a result of 3 or more, the unit is transported to the battlefield — set up the unit on the battlefield more than 9' from any enemy models. Thisis their move for that movement phase. If a unit is still in the Celestial Realm when the battle ends, it is considered to be slain. On a roll of 5 or more, that mortal wound is ignored. While your general is alive, the model you chose can also use any command abilities it may have, as if it were your general. They can each make a move of up to 5'.
This modifier does not stack with the save roll modifier for being within or on a terrain feature. They can be blessed weapons, enchanted armour or more esoteric items, from magical potions or charmed trinkets to inspiring banners, but all are potent tools in the hands of the Stormcast Eternals. If the the artefact after picking your general, and then pick which artefact of power the HERO has.
Ideally, that artefact should fit the appearance of the model, or the heroic backstory you have given them. Alternatively, pick one of the following tables and roll a dice to randomly select one. You may choose one additional HERO to have an artefact of power for each warscroll battalion in your army. The same model cannot have more than one artefact. The weapon picked to be blessed cannot be a weapon used by a mount.
D6 Blessed Weapon 1 Strife-ender: This sigmarite weapon has been energised with runes of emancipation and liberation from evil. Add 1 to the Attacks characteristic of this weapon.
Re-roll any wound rolls of 1 for this weapon. Their edges are so sharp they can cut bone like butter. Wound rolls of 6 or more for this weapon cause double damage. In each turn you can re-roll one hit, wound or damage roll for an attack made with this weapon. These artefacts confer an additional ability on the HERO — they do not replace any existing abilities. When this HERO suffers an unsaved wound or mortal wound, roll a dice.
On a roll of 6 that wound or mortal wound is ignored. Subtract 2 from any hit rolls for missile weapon attacks directed at this HERO. Subtract 1 from any hit rolls for melee weapon attacks directed against this HERO. This HERO may attempt to unbind a single spell in each enemy hero phase in the same manner as a Wizard. Units that can fly must re-roll successful hit rolls for attacks directed against this HERO.
Roll a dice whenever this HERO is affected by a spell. On a roll of 4 or more, ignore the effects of the spell on this HERO.
Other units are affected as normal. On a roll of 4 or more they heal 1 wound. When this HERO is slain, roll a dice. On a 4 or more the unit that slew them suffers D6 mortal wounds. Once per battle, you can change the result of one hit, wound, damage or save roll for thisHERO to the result of your choice. These standards confer an additional ability on the TOTEM — they do not replace any existing abilities.
These lights confer an additional ability on the HERO — they do not replace any existing abilities. D3 Treasured Standard 1 Hurricane Banner: The bearer of this potent item always has the wind at their back.
Theyand their kin are driven towards victory by the fury of the tempest. On a 2 or more, only one model flees from that unit. Any enemy units that take a battleshock test within 6' of this HERO add 1 to the result.
Some beseech Sigmar for the power to heal their brethren, while some seek the strength to smite their foes. Others channel the glory of the God-King himself. Pick one that best matches the backstory or Stormhost of your priest. Alternatively, you can roll a dice to randomly determine which extra prayer is known to the priest.
Theseabilities might be mutually exclusive, so that yourPRIEST can only use one of these abilities in each of their turns. If you do so, pick a unit within 12' and roll a dice. On a roll of 3 or more the prayer is heard — if you chose an enemy unit, friendly units re-roll hit rolls of 1 when attacking that unit until your next hero phase. If you instead chose a friendly unit, enemy units re-roll hit rolls of 6 or more when attacking that unit until your next hero phase.
In your hero phase, you can declare that this model is going to pray for Sigmar to transport his warriors across the battlefield. On a roll of 3 or more the prayer is heard — remove the chosen unit from the table and set it up again anywhere on the table up to 24' from its previous position and more than 9' from the enemy. It may not move in the subsequent movement phase. On a roll of 4 or more the prayer is heard — until your next hero phase, for any hit rolls of 6 or more made for that unit, you can immediately roll another attack.
If you do so roll a dice. On a roll of 4 or more the prayer is heard — the PRIEST and friendly units within 12' do not have to take battleshock tests until your next hero phase. In your hero phase, you can declare that this model will pray for Sigmar to banish vile sorceries. On a roll of 2 or more the prayer is heard — the PRIEST can attempt to unbind a single spell in each enemy hero phase until your next hero phase in the same manner as a Wizard.
On a roll of 4 or more the prayer is heard — enemy units within 12' of the PRIEST add 2 to any battleshock tests they have to take until your next hero phase. Though varied in aspect and temperament, there are nevertheless certain traits that can be identified in many of these mounts. Declare which mount is exceptional, and pick a trait that best matches the backstory of your hero from the relevant table below. Alternatively, you can roll a dice on the relevant table to randomly determine which trait the mount has.
You may choose one additional mount to have exceptional traits for each warscroll battalion in your army. A small-time rancher agrees to hold a captured outlaw who's awaiting a train to go to court in Yuma. A battle of wills ensues as the outlaw tries to psych out the rancher. During the era of Prohibition in the United States, Federal Agent Eliot Ness sets out to stop ruthless Chicago gangster Al Capone, and because of rampant corruption, assembles a small, hand-picked team to help him.
R min Biography, Drama, Thriller. Acting under the cover of a Hollywood producer scouting a location for a science fiction film, a CIA agent launches a dangerous operation to rescue six Americans in Tehran during the U. R min Drama, Sci-Fi, Thriller. In , in a chaotic world in which women have become somehow infertile, a former activist agrees to help transport a miraculously pregnant woman to a sanctuary at sea.
PG min Drama, Fantasy, Romance. PG min Action, Adventure, Thriller. The IMF is shut down when it's implicated in the bombing of the Kremlin, causing Ethan Hunt and his new team to go rogue to clear their organization's name. PG min Adventure, Biography, Drama. R min Biography, Drama, Sport. Based on the story of Micky Ward, a fledgling boxer who tries to escape the shadow of his more famous but troubled older boxing brother and get his own shot at greatness. Director:David O.
Armed with a license to kill, Secret Agent James Bond sets out on his first mission as , and must defeat a private banker to terrorists in a high stakes game of poker at Casino Royale, Montenegro, but things are not what they seem. R min Mystery, Sci-Fi, Thriller.
A man struggles with memories of his past, which includes a wife he cannot remember, and a nightmarish world without a sun. PG min Adventure, Drama, Western. A stubborn teenager enlists the help of a tough U. Marshal to track down her father's murderer. PG min Animation, Action, Adventure. When Hiccup and Toothless discover an ice cave that is home to hundreds of new wild dragons and the mysterious Dragon Rider, the two friends find themselves at the center of a battle to protect the peace.
G min Animation, Adventure, Comedy. The toys are mistakenly delivered to a day-care center instead of the attic right before Andy leaves for college, and it's up to Woody to convince the other toys that they weren't abandoned and to return home.
PG 98 min Animation, Adventure, Comedy. When Gru, the world's most super-bad turned super-dad has been recruited by a team of officials to stop lethal muscle and a host of Gru's own, He has to fight back with new gadgetry, cars, and more minion madness.
PG 96 min Animation, Adventure, Comedy. Girls Next Door [v5][Layman Bot]. Dominatrix Simulator: Threshold [v2. Dominate Them All [v0. Sunrise City [v0. Once A Porn A Time [v0. Treasure of Nadia [v1. Girl House [v1. Galactic Limit [Final] [Hold]. Home Episodic Story Corruption. Simpson in the mayor room of City Hall — Slave Jenny night scene in her room — Slave Nicole night scene in her room — Computer password: v2.
Anne Talk scene — Slave Dr. Internet mod. Feb 20, 2, 5, Mar 24, 6 Jun 4, 2, There's a difference between "quality" and "quantity". Milfy City is much higher quality, uses actual CG and not captures from Honey Select, and the writing and character development in MC is objectively much better. Also a question that needs to be asked, how much dev time did this 0. Has more content, sure. But, best 0. It's a good game, don't get me wrong, but calm your tits. Reactions: Freaks1 , Feuer , everythingyoudoissin and 24 others.
Gary Bertrand Active Member. Sep 30, Safetydummy Well-Known Member. Jan 18, 1, 1, Somehow or another though- they all have "rocket wang", are there no other models available for this particular body part? Just based off the OP and what a few of y'all have said- this game seems worthy of a DL. Reactions: joehoe , jft , Gary Bertrand and 1 other person.
0コメント