Today, we’re getting a look at some of the allegiance abilities from the new Warhammer Age of Sigmar: Firestorm rules that will be out this weekend.There’s going to be a new way for you and up to three other players to do battle in the mortal realms this weekend. Warhammer Age of Sigmar: Firestorm continues the story of the Season of War, giving us more lore, and new rules.
Scanner sent us the latest allegiance abilities, and today we’re going to be focusing on three of them, as well as how to use them.
We’re getting access to new allegiance abilities which will allow your army to use certain battle traits, command traits, and artefacts of power. Your units must have the appropriate allegiance keyword in order to benefit from these abilities. Battle traits are powerful additional abilities that represent the deadliness of an army that shares common goals and ideals. Command Traits can be given to your general, in addition to their command abilities, if your army has an allegiance.
You can choose the one that best suits your play style or randomize it with a dice roll. Artefacts of power can be assigned to Heroes in your allegiance. You can choose one additional Hero to have an artefact for each warscroll battalion you include in your army.
Hammerhal
Hammerhal armies can be made up of any units and/or warscroll battalions with the Order keyword, excluding the Seraphon. If it is you will gain the Pride of Hammerhal ability. This is going to add 1 Bravery to all models from this army in the battleshock phase, and 2 if there is at least twice as many enemy models on the battlefield at the start of the battleshock phase. However, if there are three times as many enemy models units in the Hammerhal army will automatically pass the battleshock tests.
Stoneklaw’s Gutstompas
We’re seeing a very unique addition to the game with the Stoneklaw’s Gutstompas ability, D66 rolls, so let’s explain it real quick. You’ll roll two D6, the first dice will be you value of 10 (10, 20, 30, etc), with the second dice represent the second number (1, 2, 3, etc). You’ll then combine the two dice to get your D66 value. I.E. If you roll a 4 on your first dice (40), and a 6 on your second dice, your D66 roll would be a 46. This will come into play with the Insane Advice ability. After setting up your army, but before the first battle round begins, you’ll make two D66 rolls to determine the advice given to Stoneklaw by his pair of heads. You’ll have to pick one of the rolls to decide which head you’ll listen to. This will allow you to use that stratagem without having to spend strategy points, and it will also allow you to use that stratagem in a non-campaign game where strategy points don’t come into play.
Fist of the Everchosen
Fist of the Everchosen armies can include armies can be made up of any units and/or warscroll battalions with any of the keywords shown above. As to be expected with Chaos, Failure Is Not An Option! This ability will add 2 to the Bravery of all units in a Fist of the Everchosen army that are within 6″ of a hero from the army in the battleshock phase. You’ll also be able to re-roll failed charge rolls for units within 6″ of a hero from the army when the charge roll is made.
These are just examples of three of the new abilities we’re seeing with the new Firestorm expansion.
Checkout all NINE sets of allegiance rules here.
Are you looking forward to trying out these new Allegiance Abilities? Let us know your thoughts on the new Age of Sigmar: Firestorm expansion in the comments below.