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Stormcast EternalsAventis Firestrike, Magister of Hammerhal
14"
10
3+
9
WARSCROLL

Aventis Firestrike, Magister of Hammerhal

The Lord-Arcanum Firestrike is the most exalted Stormcast mage in Hammerhal. He rides a mighty Tauralon to war, and has within him a heart of primordial fire, enabling him to channel the energy of not only Azyr but also Aqshy.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Staff of Hammerhal2"43+3+-1D3
Horns and Stamping Hooves1"43+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 340
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Aventis Firestrike is a named character that is a single model. He is armed with the Staff of Hammerhal.

MOUNT: Aventis’ Tauralon, Loithar, attacks with its Horns and Stamping Hooves.

FLY: This model can fly.

ABILITIES

Comet Trail: As a Tauralon swoops through the skies, it leaves a trail of sparkling Azyrite energy that settles on those below.
At the end of your movement phase, you can pick 1 enemy unit that has any models that this model passed across. You can add 1 to hit rolls for attacks made with missile weapons used by friendly STORMCAST ETERNAL units that target that unit in the same turn.

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.

Meteoric Strike: A Tauralon descends from the skies without warning, smashing into the foe with its horned head lowered.
Roll a dice for each enemy unit that is within 1" of this model after this model makes a charge move. On a 2+ that unit suffers 1 mortal wound.

Righteous Indignation: When roused to wrath, Aventis channels that anger into his magical powers, blasting the foe.
Each time a wound inflicted by a melee weapon is allocated to this model, roll a dice. On a 5+ the attacking unit suffers 1 mortal wound.

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.

Thunderhead Crown: Aventis’ helm taps into the Anvil of the Apotheosis, renewing him, even in the thick of battle.
In your hero phase, heal 1 wound allocated to this model.

MAGIC

Aventis Firestrike is a WIZARD. He can attempt to cast two spells in your hero phase, and attempt to unbind two spells in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Pyroelectric Blast spells. In addition, the Arcane Bolts that he unleashes are fuelled by Prime Electrids.

Pyroelectric Blast: By combining the magic of Aqshy and Azyr, Aventis can channel a blast of power that can melt even solid stone.
Pyroelectric Blast has a casting value of 6. If successfully cast, pick a point on the battlefield within 9" of the caster that is visible to them. Draw an imaginary line 1mm wide between that point and the closest part of the caster. Each unit, apart from the caster, that has any models beneath this line suffers D3 mortal wounds.

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

Fiery Orator: Aventis Firestrike’s rousing commands can inflame the righteous fury of his followers, pushing them to ever greater heights of aggression.
You can use this command ability at the start of the combat phase. If you do so, pick a friendly HAMMERS OF SIGMAR unit wholly within 12" of a friendly model with this command ability. Add 1 to wound rolls for attacks made by that unit until the end of that phase.

KEYWORDS
ORDER, CELESTIAL, HUMAN, TAURALON, STORMCAST ETERNAL, HAMMERS OF SIGMAR, SACROSANCT, HERO, MONSTER, WIZARD, LORD-ARCANUM, AVENTIS FIRESTRIKE
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.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
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.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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 TAURALON keyword is used in following Stormcast Eternals warscrolls:

Leader

The MONSTER keyword is used in following Stormcast Eternals warscrolls:

Leader
Leader, Behemoth
Behemoth
Army List
Artillery
Battleline
Behemoth
© Vyacheslav Maltsev 2013-2020