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Stormcast EternalsCastigators
5"
2
4+
7
WARSCROLL

Castigators

Castigators are often employed against those ethereal enemies that can kill with but a touch. These shock troops fire their deadly projectiles over the heads of their brothersin- arms to detonate in blasts of cerulean force.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Thunderhead Greatbow18"13+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Heavy Stock1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 3 - 18      Points: 80
Battlefield Role: None

DESCRIPTION

A unit of Castigators has any number of models, each armed with a Thunderhead Greatbow and a Heavy Stock.

CASTIGATOR-PRIME : The leader of this unit is a Castigator-Prime. Add 1 to hit rolls for attacks made with a Castigator-Prime’s Thunderhead Greatbow.

ABILITIES

Burst of Celestial Energy: When the bolt from a thunderhead greatbow hits its target, it releases a burst of celestial energy that is deadly to daemons and spirit creatures.
If the unmodified hit roll for an attack made with a Thunderhead Greatbow that targets a DAEMON or NIGHTHAUNT unit is 6, that attack inflicts D3 hits on the target instead of 1. Make a wound and save roll for each hit.

Castigator Aetheric Channelling: Castigators can use their knowledge of the arcane to channel aetheric energy, making their weapons more accurate or powerful.
At the start of the shooting phase, you must say if this unit will increase the accuracy or the power of their Thunderhead Greatbows. If you choose accuracy, re-roll hit rolls of 1 for attacks made by this unit in that shooting phase. If you choose power, this unit’s Thunderhead Greatbows have a Rend characteristic of -2 instead of -1 in that shooting phase.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, SACROSANCT, JUSTICAR, CASTIGATORS
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.

The JUSTICAR keyword is used in following Stormcast Eternals warscrolls:

None
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© Vyacheslav Maltsev 2013-2019