The Stormcast Eternals are mortal heroes that have been transformed into supernatural warriors in the forges of Azyr, each the embodiment of Sigmar’s storm. They are the God-King’s wrath made manifest, and they were created for one single purpose: outright war!
This page contains all of the rules you need to field your Stormcast Eternals miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.Contents | ||
Book | Kind | Edition | Version | Last update |
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![]() | Battletome | 2 | 1.1 | December 2019 |
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![]() | Expansion | 2 | 1.0 | January 2021 |
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![]() | Expansion | 2 | 1.0 | August 2020 |
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![]() | Warscroll | 2 | October 2019 | |
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![]() | White Dwarf | 2 | August 2019 | |
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![]() | Expansion | 2 | June 2018 | |
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![]() | Warscroll | 1 | March 2018 |
Q: | Does the Hallowed Knights Only the Faithful ability apply to spells cast by friendly WIZARDS? |
A: | Yes. |
Q: | Does the Celestant-Prime’s Retribution from On High Ability add 2 to the Attacks characteristic of Ghal Maraz for each turn that the Celestant-Prime remains in reserve? |
A: | Yes. |
Q: | As the proud owner of a Stardrake, I have a question. Say for example a Bloodthirster was in combat with a unit of Paladins and they knocked it down to 4 remaining wounds and then a Stardrake piled in – does the Cavernous Jaws ability then work on a roll of 5 or more to eat the Bloodthirster, or is it rolled against the warscroll’s Wounds characteristic? |
A: | It is rolled against the model’s Wounds characteristic. The wounds allocated to a model do not reduce its Wounds characteristic. |
Q: | If I use the Lord-Arcanum’s Cycle of the Storm to heal a wound on a model instead of slaying it, what happens to any wounds that remain to be allocated? |
A: | Continue to allocate them as normal. Cycle of the Storm will not always stop a model from being slain, but will require an extra wound to be inflicted in order to do so. |
Q: | Does the Thundershock spell automatically subtract 1 from hit rolls for attacks made by enemy units that are in range, or only if I roll a 4+? |
A: | Only if you roll a 4+. |
Q: | Can I use Gavriel Sureheart’s command ability to affect the same unit more than once in the same phase? |
A: | Yes. |
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Sigmar’s finest warriors strike as if from nowhere, the building storm heralding their arrival.
Instead of setting up a STORMCAST ETERNAL unit on the battlefield, you can place it to one side and say that it is set up in the Celestial Realm as a reserve unit. You can set up one reserve unit in the Celestial Realm for each unit you have set up on the battlefield. At the end of your movement phase, you can set up one or more of the reserve units in the Celestial Realm on the battlefield, more than 9" from any enemy units. Any reserve units in the Celestial Realm that are not set up on the battlefield before the start of the fourth battle round are slain.When the Stormcast Eternals arrive to reinforce their allies, their sudden appearance strikes terror into the hearts of the enemies of Sigmar.
Subtract 1 from hit rolls for attacks that target friendly STORMCAST ETERNAL units that were set up on the battlefield during the same turn.The Stormhosts of Azyr are numerous, and each one has its own methods of waging war.
If your army is a Stormcast Eternals army, you can give it a Stormhost keyword. All STORMCAST ETERNAL units in your army gain that keyword. If a model already has a Stormhost keyword, it cannot gain another one, but this does not prevent other units in your army from having a different Stormhost keyword. You can either choose one of the Stormhosts listed below, or choose another Stormhost you’ve read about or created yourself. If you choose one from the list below, all units with that keyword benefit from the extra abilities listed for that Stormhost on the page indicated. If you choose a different Stormhost, simply pick the Stormhost that most closely matches the nature of your own Stormhost.The Stormcast Eternals are famed for the ferocity of their assaults, slamming to earth upon coruscating trails of lightning into the midst of their foes. Yet as the God-King’s empire grows and new conquests must be protected, the Stormcasts have adapted to a different kind of conflict, one in which an impenetrable sigmarite shieldwall is more valuable than the shock and awe of a lightning strike. Each of the great Stormkeeps stands guard over one of Sigmar’s strongholds, and boasts a small but formidable garrison of Stormcasts – the majority consisting of Liberators – that stand ready at all times to defend their ward city.
When you pick the Stormcast Eternals allegiance for your army, you can say it will be a Stormkeep army. If you do so, you must use Stormkeep battle traits below instead of the battle traits from Battletome: Stormcast Eternals (it is still considered to be a Stormcast Eternals army for the purposes of the other allegiance abilities).The Stormhosts of Azyr are numerous, and each one has its own methods of waging war.
If your army is a Stormkeep army, you can give it a Stormhost keyword. All STORMCAST ETERNALS units in your army gain that keyword. If a model already has a Stormhost keyword, it cannot gain another one, but this does not prevent other units in your army from having a different Stormhost keyword. You can either choose one of the Stormhosts listed below or choose a Stormhost you’ve read about or created yourself. If you choose one from the list below, all units with that keyword benefit from the extra abilities listed for that Stormhost in Battletome: Stormcast Eternals. If you choose a different Stormhost, simply pick the Stormhost that most closely matches the nature of your own Stormhost.When the Stormcast Eternals of a Stormkeep take to the field of battle, Liberators are the main strength of the army and the foundation upon which victory is built.
Add 1 to the Bravery characteristic of friendly STORMCAST ETERNALS units while they are wholly within 12" of any friendly LIBERATORS units.When a Stormkeep’s garrison goes to war, it can draw upon the aid of the population of the city it helps to protect.
1 in every 4 units in a Stormkeep army can be a CITIES OF SIGMAR unit. Those units cannot be the army general. Add 1 to the Bravery characteristic of those units while they are wholly within 12" of a friendly LIBERATORS unit. In addition, when you pick a unit to benefit from a command ability from Battletome: Stormcast Eternals you can treat those units as if they were STORMCAST ETERNALS units.Aspects of Azyr
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Heaven-wrought Armour
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Artefacts of the Tempest
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Treasured StandardsSTORMCAST ETERNAL HERO WITH A TOTEM only.
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Mystic LightsLORD-CASTELLANT, LORD-VERITANT or KNIGHT-AZYROS only.
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Celestial StavesLORD-ARCANUM or KNIGHT-INCANTOR only.
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Scrolls of PowerLORD-ARCANUM or KNIGHT-INCANTOR only.
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You can choose or roll for one spell from one of the following tables for each WIZARD in a Stormcast Eternals army.
Lore of the StormCannot be cast by units of EVOCATORS.
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Lore of InvigorationUnits of EVOCATORS can know and attempt to cast one spell from the Lore of Invigoration. This is an exception to the rule that they cannot attempt to cast spells other than Empower. If a unit of EVOCATORS attempts to cast a spell from the Lore of Invigoration, it cannot attempt to cast any other spells in that hero phase.
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PrayersEach PRIEST in a Stormcast Eternals army knows one prayer from the six Prayers of the Stormhosts. You can either choose or roll for the prayer each PRIEST knows. Each Prayer of the Stormhosts can only be attempted once per turn, regardless of how many PRIESTS know that prayer. Prayers of the Stormhosts
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If a Stormcast Eternals army includes any HEROES mounted on DRACOTHS, STARDRAKES, GRYPH-CHARGERS, DRACOLINES or TAURALONS, one of those HEROES can have a mount trait. Declare which HERO has the mount trait and then pick which mount trait table you wish to use. You can choose or roll for a mount trait from the table you pick. You can choose one extra HERO to have a mount trait for each warscroll battalion in your army. The same HERO cannot have more than one mount trait.
Traits of the Noble Beast
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Celestial LineagesHERO MOUNTED ON DRACOTH only.
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Ancient PowersHERO MOUNTED ON STARDRAKE only.
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Aetheric AspectsHERO MOUNTED ON GRYPH-CHARGER only.
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Starchaser FormsHERO MOUNTED ON TAURALON only.
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Savage TemperamentsHERO MOUNTED ON DRACOLINE only.
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These rules can be used by units in a Stormcast Eternals army that have been given the appropriate keyword (see the Stormhosts Battle Trait).
Anvils of the HeldenhammerThe Anvils of the Heldenhammer are heroes from ages long past, summoned from their tombs by the God-King and remade as warriors eternal. Though they fight as an ordered military machine, and though they do Sigmar’s holy work, to a casual observer these ageless warriors seem like grim revenants just as terrifying as any wight. ABILITIES No True Death: The Anvils of the Heldenhammer know that if slain, they will return to fight again. You can re-roll failed battleshock tests for friendly ANVILS OF THE HELDENHAMMER units. COMMAND ABILITY Heroes of Another Age: The Anvils of the Heldenhammer use ancient and revered codes of battle. You can use this command ability in your hero phase. If you do so, pick a friendly ANVILS OF THE HELDENHAMMER unit wholly within 9" of a friendly ANVILS OF THE HELDENHAMMER HERO, or wholly within 18" of a friendly ANVILS OF THE HELDENHAMMER HERO that is a general. That unit can attack with all of the missile weapons it is armed with, or make a pile-in move and attack with all of the melee weapons it is armed with. You cannot pick the same unit to benefit from this command ability more than once per hero phase. COMMAND TRAIT An ANVILS OF THE HELDENHAMMER general must have this command trait instead of one listed in Command Traits section. Deathly Aura: The leaders of the Anvils of the Heldenhammer embody their Stormhost’s sinister reputation. Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of this general. ARTEFACT OF POWER The first ANVILS OF THE HELDENHAMMER HERO to receive an artefact of power must be given the Soulthief. Soulthief: The Soulthief is a powerful artefact, each blow striking the victim’s very spirit. Pick one of the bearer’s melee weapons. At the end of the combat phase, roll a dice for each enemy model that was allocated any wounds caused by this weapon in that combat phase. On a 3+ that model suffers 1 mortal wound. | ||
Astral TemplarsHunters and monster-killers, the Astral Templars are more at home in the wilderness than the city. They hail from tribes that once fought giant beasts to survive – though now their skills are put to even better use. Clad in furs adorned with skulls and totems, they have a barbaric appearance, but their valour is proven in battle every day. ABILITIES Beast Stalkers: The Astral Templars are experienced hunters of the most horrific creatures the Mortal Realms have to offer. Add 1 to hit rolls for attacks made by ASTRAL TEMPLARS units that target a MONSTER. COMMAND ABILITY Cut off the Head: The Astral Templars are renowned for seeking glory in the midst of battle, often neglecting lesser foes in favour of a greater challenge. You can use this command ability at the start of the combat phase. If you do so, pick an ASTRAL TEMPLARS unit that is wholly within 9" of a friendly ASTRAL TEMPLARS HERO, or wholly within 18" of a friendly ASTRAL TEMPLARS HERO that is a general. Until the end of that phase, add 1 to wound rolls for attacks made by that unit that target a HERO. COMMAND TRAIT An ASTRAL TEMPLARS general must have this command trait instead of one listed in Command Traits section. Dauntless Hunters: The Astral Templars do not often seek permission to rush headlong at the foe, but their commanders relish giving it anyway. After set-up is complete, but before the battle begins, friendly ASTRAL TEMPLARS units wholly within 12" of this general can move up to 6". ARTEFACT OF POWER The first ASTRAL TEMPLARS HERO to receive an artefact of power must be given the Godbeast Plate. Godbeast Plate: This armour, quenched in the blood of the mightiest beasts, is proof against the raking claws of feral creatures. Subtract 1 from wound rolls for attacks made by a MONSTER that target the bearer. | ||
Celestial VindicatorsThe Celestial Vindicators live to slaughter those who worship Chaos. Be their foes human, skaven, beastman or daemon, they must be met with rage, hacked to pieces so the realms might be free of their curse. In battle this Stormhost is a hurricane of blades that never relents, and at times can even rage too hard for mortal tolerance. ABILITIES Driven by Vengeance: The Celestial Vindicators strike down their foes with a flurry of blows. You can re-roll hit rolls of 1 for attacks made by friendly CELESTIAL VINDICATORS units if they made a charge move in the same turn. COMMAND ABILITY Righteous Hatred: The Celestial Vindicators are relentless in their desire to slay the enemies of Sigmar. You can use this command ability the start of the combat phase. If you do so, you pick a friendly CELESTIAL VINDICATORS unit wholly within 9" of a friendly CELESTIAL VINDICATORS HERO, or wholly within 18" of a friendly CELESTIAL VINDICATORS HERO that is a general. Add 1 to the Attacks characteristic of that unit’s melee weapons until the end of that phase. You cannot pick the same unit to benefit from this command ability more than once per hero phase. COMMAND TRAIT A CELESTIAL VINDICATORS general must have this command trait instead of one listed in Command Traits section. Single-minded Fury: The leaders of the Celestial Vindicators are always eager to go on the offensive. Each time you roll an unmodified hit roll of 6 for this general, add 1 to the Damage characteristic of that attack. ARTEFACT OF POWER The first CELESTIAL VINDICATORS HERO to receive an artefact of power must be given the Stormrage Blade. Stormrage Blade: This blade stokes the rage of its bearer, driving them into such a killing frenzy they give no thought to their own defence. Pick one of the bearer’s melee weapons. At the start of the combat phase, you can add 2 to the Attacks characteristic of this weapon until the end of that phase. If you do so, subtract 1 from save rolls for attacks that target the bearer until the end of that phase. | ||
Celestial WarbringersThe warrior-seers of the Celestial Warbringers hail from a tribe of people who can foresee their own deaths. They are touched by mysticism, and read the omens and portents of the Heavens to give them a vital edge in battle. They use daring ploys and harness the energies of Azyr to confound and destroy those that would defy Sigmar. ABILITIES Fearless Foresight: The Celestial Warbringers use portents to inform their strategies in battle. At the start of the first battle round, after determining who has the first turn but before the first turn begins, you can pick up to D3 friendly CELESTIAL WARBRINGERS units and set them up again (any restrictions in the set-up instructions for the battleplan being used still apply). COMMAND ABILITY Astral Conjunction: Celestial Warbringers read the stars to boost their already potent magical powers. You can use this command ability in your hero phase. If you do so, pick a friendly CELESTIAL WARBRINGERS WIZARD wholly within 9" of a friendly CELESTIAL WARBRINGERS HERO, or wholly within 18" of a friendly CELESTIAL WARBRINGERS HERO that is a general. Add 1 to casting rolls for that unit until the end of that phase. COMMAND TRAIT A CELESTIAL WARBRINGERS general must have this command trait instead of one listed in Command Traits section. Portents and Omens: The leaders of the Celestial Warbringers receive guidance from the stars. Once per turn, you can re-roll 1 failed hit roll or 1 failed wound roll for an attack made by this general, or 1 failed save roll for an attack that targets this general. ARTEFACT OF POWER The first CELESTIAL WARBRINGERS HERO to receive an artefact of power must be given the Hammers of Augury. Hammers of Augury: These potent tools of divination orbit their bearer, lashing out at nearby foes. At the end of the combat phase, you can pick 1 enemy unit within 3" of the bearer and roll a dice. On a 3+, that unit suffers 1 mortal wound and you can roll another dice. On a 4+, that unit suffers 1 extra mortal wound. | ||
Hallowed KnightsThe Hallowed Knights are driven by a fierce inner fire, all doubts and negativity made distant memories by the power of their faith. They are devoted believers, never ceasing in their crusade – even when it takes them to the most forsaken places in all the realms. Who can triumph over the darkness? Only the faithful! ABILITIES Only the Faithful: The Hallowed Knights are so devout that they can deny even the magic of the realms. If a friendly HALLOWED KNIGHTS unit is affected by a spell or endless spell, roll a dice. On a 6+ ignore the effects of that spell on that unit. COMMAND ABILITY COMMAND TRAITHoly Crusaders: The Hallowed Knights are driven forward by their faith, always eager to bring Sigmar’s holy retribution to the enemies of the God-King. You can use this command ability at the start of your hero phase. If you do so, pick a friendly HALLOWED KNIGHTS unit wholly within 9" of a friendly HALLOWED KNIGHTS HERO, or wholly within 18" of a friendly HALLOWED KNIGHTS HERO that is a general. Add 1 to run rolls and charge rolls for that unit until your next hero phase. In addition, until your next hero phase, that unit can run and still charge later in the same turn. A HALLOWED KNIGHTS general must have this command trait instead of one listed in Command Traits section. Martyr’s Strength: The Hallowed Knights will not fall until their foe is slain. Roll a dice if this general is slain in the combat phase. On a 2+ this general can make a pile-in move and then attack with all of the melee weapons it is armed with, before it is removed from play. ARTEFACT OF POWER The first HALLOWED KNIGHTS HERO to receive an artefact of power must be given the Parchment of Purity. Parchment of Purity: The runes etched on this honour parchment glow with the restorative power of Azyr. In your hero phase, heal 1 wound allocated to the bearer. | ||
Hammers of SigmarThe Hammers of Sigmar are the exemplars of Sigmar’s hosts, the tip of the divine stormbolt. When the God-King wages his wars, these golden warriors lead the way, committing everything they have in the name of victory – for they cannot be seen to fail. ABILITIES First to be Forged: The Hammers of Sigmar were at the forefront of Sigmar’s war against Chaos, and have stared down the greatest of horrors. Add 1 to the Bravery characteristic of friendly HAMMERS OF SIGMAR units. COMMAND ABILITY Soul of the Stormhost: The Redeemers of the Hammers of Sigmar break the enemy force with waves of reinforcements that never seem to end. You can use this command ability when a friendly HAMMERS OF SIGMAR REDEEMER unit is destroyed. If you do so, roll a dice. On a 5+ a new unit identical to the one that was destroyed is added to your army. Set up the new unit anywhere on the battlefield, more than 9" from any enemy models. You cannot use this command ability more than once per phase. COMMAND TRAIT A HAMMERS OF SIGMAR general must have this command trait instead of one listed in Command Traits section. We Cannot Fail: The Hammers of Sigmar refuse to fall until their task is completed. Roll a dice each time you allocate a wound or mortal wound to a friendly HAMMERS OF SIGMAR unit wholly within 9" of this general. On a 6+, that wound or mortal wound is negated. ARTEFACT OF POWER The first HAMMERS OF SIGMAR HERO to receive an artefact of power must be given the God-forged Blade. God-forged Blade: Wrought by Grungni himself for the first Stormhost, this weapon strikes with explosive power. Pick one of the bearer’s melee weapons. If the unmodified hit roll for an attack made with the God-forged Blade is 6, add 1 to the Damage characteristic of that attack. | ||
Knights ExcelsiorThe Knights Excelsior are Sigmar’s divine annihilators. They see all beings as either good or evil – and it is their duty to eliminate evil. Unfettered by doubt or indecision, they deliver the God-King’s justice to any that betray even the slightest impurity – be it through words, deeds or merely a stray thought. ABILITIES Storm of Annihilation: The Knights Excelsior take a cold pleasure in the deaths of their foes. If a friendly KNIGHTS EXCELSIOR unit makes an attack that destroys an enemy unit, you can re-roll hit rolls of 1 for attacks made by that KNIGHTS EXCELSIOR unit for the rest of the battle. COMMAND ABILITY No Mercy: The Knights Excelsior are merciless in prosecuting the enemies of the God-King. You can use this command ability in your hero phase. If you do so, pick a friendly KNIGHTS EXCELSIOR unit wholly within 9" of a friendly KNIGHTS EXCELSIOR HERO, or wholly within 18" of a friendly KNIGHTS EXCELSIOR HERO that is a general. You can re-roll wound rolls of 1 for attacks made by that unit until the end of the turn. COMMAND TRAIT A KNIGHTS EXCELSIOR general must have this command trait instead of one listed in Command Traits section. Divine Executioner: Knights Excelsior commanders seek out enemy leaders with aggressive focus. Add 1 to the Damage characteristic of this general’s melee weapons if the target is a HERO. ARTEFACT OF POWER The first KNIGHTS EXCELSIOR HERO to receive an artefact of power must be given the Chains of Celestial Lightning. Chains of Celestial Lightning: These enchanted chains can trap the unworthy in unbreakable bindings. Once per battle, in your hero phase, the bearer can attempt to bind an enemy HERO or MONSTER model within 3". If they do so, roll 3D6. Your opponent rolls 2D6 if the target is a HERO or 3D6 if it is a MONSTER or HERO MONSTER. If your roll is higher, until your next hero phase, halve the Move characteristic, run rolls and charge rolls for that enemy model, and halve the Attacks characteristic of its melee weapons. Round any fractions up. | ||
Tempest LordsThe Tempest Lords are not only warriors, but also rulers, lords and grand strategists who were born to lead. Where a conventional army wins battles, the Tempest Lords win wars, leaving a foundation of victory upon which the spires of civilisation can be built anew. ABILITIES Grand Strategists: The Tempest Lords have an innate grasp of the flow of battle, allowing them to adapt to any situation at great speed. At the start of your hero phase, roll a dice. On a 4+ you receive 1 extra command point. COMMAND ABILITY Rousing Oratory: The inspiring speeches of the Tempest Lords’ commanders drives their forces to ever greater feats of arms. You can use this command ability at the start of the combat phase. If you do so, pick a friendly TEMPEST LORDS unit wholly within 9" of a friendly TEMPEST LORDS HERO, or wholly within 18" of a friendly TEMPEST LORDS HERO that is a general. You can re-roll wound rolls of 1 for attacks made by that unit until your next hero phase. COMMAND TRAIT A TEMPEST LORDS general must have this command trait instead of one listed in Command Traits section. Bonds of Noble Duty: When surrounded by their kin, the leaders of the Tempest Lords set a perfect martial example. Add 1 to wound rolls for attacks made with this general’s melee weapons while this general is within 6" of any other friendly TEMPEST LORDS units. ARTEFACT OF POWER The first TEMPEST LORDS HERO to receive an artefact of power must be given the Patrician’s Helm. Patrician’s Helm: The sacred relics of the Tempest Lords are imbued with an aura of authority and command that magnifies that of the wearer. If the bearer is on the battlefield, each time you spend a command point, roll a dice. On a 5+ you receive 1 extra command point. | ||
Battleplan Avenging StrikeAs the thunder crashes overhead, the Stormcast Eternals arrive to deliver justice to the oppressors of the Mortal Realms. Striding from the lightning bolts, the warriors of the Stormhosts surround their enemies, their objective pure and simple – the annihilation of the enemies of Sigmar. The fiends that oppose them must try to destroy the Azyrite hosts before them – or, failing that, break out of this trap and escape. THE ARMIESEach player picks an army as described in the core rules. One player is the Stormcast Eternals player and their opponent is the Fiend player. The Stormcast Eternals player must use a Stormcast Eternals army. Each army has a unique command ability, as follows. STORMCAST ETERNALS COMMAND ABILITY No Mercy: Your general exhorts their warriors to strike unceasingly, even as the enemy turns tail. You can use this command ability at the start of the enemy battleshock phase. If you do so, pick a friendly STORMCAST ETERNAL unit wholly within 6" of a friendly STORMCAST ETERNAL HERO, or wholly within 12" of a friendly STORMCAST ETERNAL HERO that is a general. If an enemy unit fails a battleshock test within 3" of that unit, add D3 to the number of models that flee. FIEND COMMAND ABILITY Flee!: Seeing the turning of the tide, your general makes all haste to escape the sudden ambush, and their warriors follow their lead. You can use this command ability at the start of your movement phase. If you do so, pick a friendly unit wholly within 6" of a friendly HERO, or wholly within 12" of a friendly HERO that is a general. You can re-roll run rolls for that unit in that movement phase. SET-UP The Fiend player sets up their army first, wholly within their own territory. The Stormcast Eternals player then sets up their army wholly within their territory, more than 12" from any enemy units. LIKE CORNERED ANIMALS The fiends do not die easily, lashing out with spiteful blows as they are struck down. Each time a model from the Fiend player’s army is slain by an attack made with a melee weapon, roll a dice. On a 6+ pick 1 unit from the Stormcast Eternals player’s army within 3" of the slain model. That unit suffers 1 mortal wound. ESCAPE Breaking through the Stormcast lines, the exultant fiends flee into the dark. At the start of the Fiend player’s hero phase, any units from the Fiend player’s army that are wholly within 5" of the edge of the battlefield, and more than 3" from any enemy units, can escape the battle. Remove the models in those units from play, but do not count them as being slain. SIGMAR’S SWIFT VENGEANCE Stormcast Eternals act quickly against those who would defile Sigmar’s lands. Add 1 to charge rolls for reserve STORMCAST ETERNAL units that were set up on the battlefield for the first time in the same turn. GLORIOUS VICTORY The Fiend player wins a major victory if no models from the Stormcast Eternals player’s army are on the battlefield. The Stormcast Eternals player wins a major victory if no models from the Fiend player’s army are on the battlefield and no more than 3 Fiend units escaped the battle (see ESCAPE). If no models from the Fiend player’s army are on the battlefield and between 4 and 6 Fiend units escaped the battle, the Stormcast Eternals player wins a minor victory. Any other result is a minor victory for the Fiend player. ![]() | ||
Battleplan In Sigmar’s NameAn army of invading marauders is threatening to storm a fledgling city of Order with the goal of pillaging its riches and slaughtering its inhabitants. The only thing that stands between this invading horde and the city’s gates is an army of Stormcast Eternals. Girded with the power of the Heavens, they must prevent the enemies of Sigmar from defiling this haven and making off with its treasures. THE ARMIESEach player picks an army as described in the core rules. One player is the Stormcast Eternals player and their opponent is the Marauder player. The Stormcast Eternals player must use a Stormcast Eternals army. Each army has a unique command ability, as follows. STORMCAST ETERNALS COMMAND ABILITY Let None Pass: The general orders their warriors to stand firm and bar the marauder’s path. You can use this command ability at the start of the enemy movement phase. If you do so, pick a friendly STORMCAST ETERNAL unit wholly within 6" of a friendly STORMCAST ETERNAL HERO, or wholly within 12" of a friendly STORMCAST ETERNAL HERO that is a general. Enemy units cannot pass across or finish a move within 6" of that unit in that movement phase. MARAUDER COMMAND ABILITY Brook No Delay: Your general’s orders are clear – these warriors are an irrelevance, and should be swept aside so that the plundering might commence. You can use this command ability at the start of your charge phase. If you do so, pick a friendly HERO. You can re-roll charge rolls for friendly units that start that phase wholly within 12" of that HERO. SET-UP The players alternate setting up units one at a time, starting with the Marauder player. Marauder units must be set up wholly within their territory. Stormcast Eternals units must be set up wholly within their territory. Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player can set up the rest of the units in their army, one after another. FIRST TURN GETTING AWAY WITH THE PRIZEThe Marauder player takes the first turn in the first battle round. Plunder has great value to many of the enemies of Sigmar. From enchanted trinkets to precious metals, all are worth taking. At the start of the Marauder player’s hero phase, any Marauder units that are wholly within 5" of the western edge of the battlefield, and more than 3" from any enemy units, can escape the battle. Remove the models in those units from play, but do not count them as being slain. GLORIOUS VICTORY The Marauder player wins a major victory if there are no STORMCAST ETERNAL models are on the battlefield. The Stormcast Eternals player wins a major victory if there are no models from the Marauder player’s army on the battlefield and no Marauder units escaped the battle (see GETTING AWAY WITH THE PRIZE). If there are no units from the Marauder player’s army on the battlefield but 1 to 3 Marauder units escaped the battle, the Stormcast Eternals player wins a minor victory. Any other result is a minor victory for the Marauder player. ![]() | ||
Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.
In order to play Path to Glory campaigns you have to follow rules described here.
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Followers Rewards Table
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Champion Rewards Table
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The STORMCAST ETERNAL keyword is used in following Stormcast Eternals warscrolls:
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The LIBERATORS keyword is used in following Stormcast Eternals warscrolls:
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The LIBERATORS keyword is used in following Stormcast Eternals warscrolls:
The STORMCAST ETERNAL and HERO keywords are used in following Stormcast Eternals warscrolls:
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The STORMCAST ETERNAL, HERO and TOTEM keywords are used in following Stormcast Eternals warscrolls:
The LORD-CASTELLANT keyword is used in following Stormcast Eternals warscrolls:
The LORD-VERITANT keyword is used in following Stormcast Eternals warscrolls:
The KNIGHT-AZYROS keyword is used in following Stormcast Eternals warscrolls:
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The LORD-ARCANUM keyword is used in following Stormcast Eternals warscrolls:
The KNIGHT-INCANTOR keyword is used in following Stormcast Eternals warscrolls:
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The KNIGHT-INCANTOR keyword is used in following Stormcast Eternals warscrolls:
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The WIZARD keyword is used in following Stormcast Eternals warscrolls:
The EVOCATORS keyword is used in following Stormcast Eternals warscrolls:
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The PRIEST keyword is used in following Stormcast Eternals warscrolls:
The PRIEST keyword is used in following Stormcast Eternals warscrolls:
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The PRIEST keyword is used in following Stormcast Eternals warscrolls:
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The PRIEST keyword is used in following Stormcast Eternals warscrolls:
The PRIEST keyword is used in following Stormcast Eternals warscrolls:
The PRIEST keyword is used in following Stormcast Eternals warscrolls:
The PRIEST keyword is used in following Stormcast Eternals warscrolls:
The HERO and DRACOTH keywords are used in following Stormcast Eternals warscrolls:
The HERO and STARDRAKE keywords are used in following Stormcast Eternals warscrolls:
The HERO and GRYPH-CHARGER keywords are used in following Stormcast Eternals warscrolls:
The HERO and DRACOLINE keywords are used in following Stormcast Eternals warscrolls:
The HERO and TAURALON keywords are used in following Stormcast Eternals warscrolls:
The HERO and DRACOTH keywords are used in following Stormcast Eternals warscrolls:
The DRACOTHIAN GUARD keyword is used in following Stormcast Eternals warscrolls:
The HERO and STARDRAKE keywords are used in following Stormcast Eternals warscrolls:
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The HERO and TAURALON keywords are used in following Stormcast Eternals warscrolls:
The HERO and DRACOLINE keywords are used in following Stormcast Eternals warscrolls:
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The DRACOLINE keyword is used in following Stormcast Eternals warscrolls:
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The ANVILS OF THE HELDENHAMMER keyword is used in following Stormcast Eternals warscrolls:
The ANVILS OF THE HELDENHAMMER and HERO keywords are used in following Stormcast Eternals warscrolls:
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The ASTRAL TEMPLARS keyword is used in following Stormcast Eternals warscrolls:
The ASTRAL TEMPLARS and HERO keywords are used in following Stormcast Eternals warscrolls:
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The CELESTIAL VINDICATORS keyword is used in following Stormcast Eternals warscrolls:
The CELESTIAL VINDICATORS and HERO keywords are used in following Stormcast Eternals warscrolls:
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The CELESTIAL WARBRINGERS keyword is used in following Stormcast Eternals warscrolls:
The CELESTIAL WARBRINGERS and WIZARD keywords are used in following Stormcast Eternals warscrolls:
The CELESTIAL WARBRINGERS and HERO keywords are used in following Stormcast Eternals warscrolls:
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The HALLOWED KNIGHTS keyword is used in following Stormcast Eternals warscrolls:
The HALLOWED KNIGHTS and HERO keywords are used in following Stormcast Eternals warscrolls:
The HAMMERS OF SIGMAR keyword is used in following Stormcast Eternals warscrolls:
The HAMMERS OF SIGMAR and REDEEMER keywords are used in following Stormcast Eternals warscrolls:
The HAMMERS OF SIGMAR and HERO keywords are used in following Stormcast Eternals warscrolls:
The KNIGHTS EXCELSIOR keyword is used in following Stormcast Eternals warscrolls:
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The KNIGHTS EXCELSIOR and HERO keywords are used in following Stormcast Eternals warscrolls:
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The TEMPEST LORDS keyword is used in following Stormcast Eternals warscrolls:
The TEMPEST LORDS and HERO keywords are used in following Stormcast Eternals warscrolls:
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The VANGUARD-RAPTORS keyword is used in following Stormcast Eternals warscrolls:
The VANGUARD-RAPTORS keyword is used in following Stormcast Eternals warscrolls:
The VANGUARD-RAPTORS keyword is used in following Stormcast Eternals warscrolls:
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