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Stormcast EternalsAstreia Solbright
12"
7
3+
9
WARSCROLL

Astreia Solbright

Astreia Solbright crackles with static electricity, drawing the tempest behind her as she races across the lands on her fierce Dracoline, Kazra. Her storm magic blasts her enemies to cinders, but leaves her allies untouched.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Aetherstave2"43+3+-1D3
Monstrous Claws1"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Astreia Solbright is a named character that is a single model. She is armed with an Aetherstave.

MOUNT: Astreia’s Dracoline, Kazra, attacks with its Monstrous Claws.

ABILITIES

Cycle of the Storm: A Lord-Arcanum is capable of capturing the soul-stuff of a fallen Stormcast Eternal, returning it back to the battlefield to continue the fight.
Once per turn, when a friendly STORMCAST ETERNAL model is slain within 18" of this model, instead of removing the slain model, you can heal 1 wound allocated to it. This model cannot use this ability on itself.

Spirit Flask: As a desperate last resort, Lord- Arcanums can smash open one or more of the filled spirit flasks that they carry, causing a deadly explosion of soul energy that engulfs the wizard and anybody that is nearby.
Once per battle, at the start of the combat phase, you can say that this model will shatter 1, 2 or 3 spirit flasks. If you do so, each unit within 3" of this model suffers 1 mortal wound for each spirit flask that was shattered. Units within 3" with 10 or more models suffer D3 mortal wounds for each spirit flask that was shattered instead. Allocate the mortal wounds to this model last of all, after allocating them to any other units that are affected.

Supernatural Roar: The roar of a Dracoline is a terrifying, unearthly sound that will shake any opponent to their very core.
Subtract 1 from the Bravery characteristic of enemy units while they are within 3" of one or more friendly DRACOLINES.

Thunderous Pounce: A Dracoline builds energy as it charges towards the foe, before pouncing and discharging that force through its claws in a blast of Azyrite power.
You can re-roll charge rolls for this model. In addition, the Damage characteristic for this model’s Monstrous Claws is D3 instead of 1 if this model made a charge move in the same turn.

MAGIC

Astreia Solbright is a WIZARD. She can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. She knows the Arcane Bolt, Mystic Shield and Lightning Pulse spells. In addition, the Arcane Bolts that she unleashes are fuelled by Prime Electrids.

Lightning Pulse: With electricity pulsing from her eyes, Astreia gathers the power of Azyr into herself and then releases it as a lethal expanding dome of lightning.
Lightning Pulse has a casting value of 5. If successfully cast, roll a dice for each enemy unit within 12" of the caster that is visible to them. On a 5+, that unit suffers 1 mortal wound.

Prime Electrids: With the power of Azyr crackling through them, Lord-Arcanums can summon lightning as easily as another mortal draws breath.
If this model successfully casts Arcane Bolt and it is not unbound, then the spell inflicts D3 mortal wounds instead of 1, or D6 mortal wounds instead of D3 if the casting roll was 10+.

COMMAND ABILITIES

Soul Energy of the First Host: Soul Energy of the First Host: Astreia Solbright can enhance the soul energy of nearby units from Hammers of Sigmar Sacrosanct Chambers, allowing them to perform extraordinary deeds.
You can use this command ability in your hero phase, your shooting phase, or the combat phase.

Hero Phase: If you use this command ability in your hero phase, pick a friendly unit of HAMMERS OF SIGMAR EVOCATORS wholly within 12" of a friendly model with this command ability. That unit can automatically cast Empower in that hero phase (no casting roll is required, and the spell cannot be unbound).

Shooting Phase: If you use this command ability in your shooting phase, pick a friendly unit of HAMMERS OF SIGMAR CASTIGATORS wholly within 12" of a friendly model with this command ability. You can use Aetheric Channelling to increase the accuracy and power of that unit’s Thunderhead Greatbows in that shooting phase instead of choosing only one of those options.

Combat Phase: If you use this command ability in the combat phase, pick a friendly unit of HAMMERS OF SIGMAR SEQUITORS wholly within 12" of a friendly model with this command ability. You can use Aetheric Channelling to increase the power of the unit’s weapons and shields in that combat phase instead of choosing only one of those options.

KEYWORDS
ORDER, CELESTIAL, HUMAN, DRACOLINE, STORMCAST ETERNAL, HAMMERS OF SIGMAR, SACROSANCT, HERO, WIZARD, LORD-ARCANUM, ASTREIA SOLBRIGHT
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The DRACOLINE keyword is used in following Stormcast Eternals warscrolls:

None
Leader
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

The HAMMERS OF SIGMAR and EVOCATORS keywords are used in following Stormcast Eternals warscrolls:

None

The HAMMERS OF SIGMAR and CASTIGATORS keywords are used in following Stormcast Eternals warscrolls:

None

The HAMMERS OF SIGMAR and SEQUITORS keywords are used in following Stormcast Eternals warscrolls:

None
Army List
Artillery
Battleline

The DRACOLINE keyword is used in following Stormcast Eternals warscrolls:

None
Leader

The LORD-ARCANUM keyword is used in following Stormcast Eternals warscrolls:

Leader
© Vyacheslav Maltsev 2013-2019