Stormcast Eternals – Celestant-Prime, Hammer of Sigmar

Celestant-Prime, Hammer of Sigmar

The first of the Stormcast Eternals, the Celestant-Prime is the embodiment of Sigmar’s Storm. Bearing the warhammer Ghal Maraz, he crashes into the foe like a thunderbolt, the impact of his blows sweeping away whole enemy ranks at a time.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ghal Maraz, the Hammer of Sigmar
Ghal Maraz, the Hammer of Sigmar2"33+2+-33

Unit Size: 1      Points: 300
Battlefield Role: Leader
Notes: Unique


The Celestant-Prime is a named character that is a single model. He is armed with Ghal Maraz, the Hammer of Sigmar.

FLY: This model can fly.


Cometstrike Sceptre: Blazing with celestial might, the Celestant-Prime raises his sceptre high before letting it fall to bring comets raining from above.
In your shooting phase, you can pick a point on the battlefield within 24" of this model that is visible to them. Each unit within D6" of that point suffers D3 mortal wounds.

Retribution from On High: The Celestant-Prime descends from Azyr into the thickest fighting, Ghal Maraz glowing with power as it smites the foe.
Instead of setting up this model on the battlefield, you can place it to one side and say that it is set up in the Heavens as a reserve unit. If you do so, at the end of your movement phase you must declare whether this model will remain in reserve or strike from the Heavens.

If this model remains in reserve, add 2 to the Attacks characteristic of Ghal Maraz until the end of the battle.

If this model strikes from the Heavens, set this model up on the battlefield more than 9" from any enemy units. In addition, if this model strikes from the Heavens, until your next hero phase subtract 2 from the Bravery characteristic of enemy units while they are within 12" of this model.

Bearer of the Warhammer: The Celestant- Prime carries Ghal Maraz, the Skull-Splitter, the hammer of Sigmar itself. This potent relic is not only a deadly weapon, but a symbol of hope for the forces of Order.
Add 1 to the Bravery characteristic of friendly ORDER units while they are wholly within 18" of this model.

Orrery of Celestial Fates: A storm of celestial energy swirls around the Celestant-Prime’s feet, granting him mystic insights that aid him in battle.
Once per turn, you can change one of the following dice rolls to a roll of your choice. Apply any modifiers to the new roll:
  • One hit roll for an attack made by this model
  • One wound roll for an attack made by this model
  • One save roll for an attack that targets this model
  • One run roll for this model
  • One charge roll for this model
  • One roll that determines the range or number of mortal wounds for this model’s Cometstrike Sceptre

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.
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
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.
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
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.
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
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.
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2020