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Stormcast EternalsCelestar Ballista
3"
7
4+
7
WARSCROLL

Celestar Ballista

The Celestar Ballista fires bolts of blessed sigmarite, each imbued with a thunderbolt. On impact, these projectiles explode with devastating effect, sending chains of lightning leaping out to strike those nearby.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Celestar Stormbolts: Single Shot36"13+3+-21
Celestar Stormbolts: Rapid Fire18"45+3+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Sigmarite Blades1"44+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Artillery

DESCRIPTION

A Celestar Ballista consists of a Ballista and a crew of two Sacristan Engineers. The Ballista is armed with Celestar Stormbolts, while the Sacristan Engineers are armed with Sigmarite Blades.

The Ballista and its crew are treated as a single model, using the characteristics given above. The crew must remain within 1" of the Ballista.

ABILITIES

Bastions of Death: The crew of a Celestar Ballista make the maximum use of any cover.
When this unit is targeted by an enemy missile weapon, add 2 to its save rolls if it is in cover instead of 1.

Chained Lightning: Each projectile unleashed by a Celestar Ballista has a bolt of Sigmar’s lightning imbued within it.
If the hit roll for an attack made with a Celestar Stormbolt scores a hit, that attack inflicts D6 hits on the target instead of 1. Make a wound and save roll for each hit.

Versatile Weapon: A Celestar Ballista can switch between two firing methods, taking down longrange targets with a single shot, or unleashing a volley of fire at closer foes.
Before attacking with Celestar Stormbolts, choose either the Single Shot or Rapid Fire missile weapon characteristics for that shooting attack.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, SACROSANCT, ORDINATOS, WAR MACHINE, CELESTAR BALLISTA
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.
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.
Cover
Add 1 to save rolls for a unit if all of its models are wholly on or within a terrain feature when the rolls are made. This modifier does not apply in the combat phase if the unit you are making save rolls for made a charge move in the same turn, and never applies to units containing models with the MONSTER or WAR MACHINE keyword that have a Wounds characteristic of 8 or more.
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© Vyacheslav Maltsev 2013-2019