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Stormcast EternalsExtremis Chamber
Warscroll Battalion

Extremis Chamber

Sigendil glimmers bright as the Extremis Chamber plunges into the fray. Mounted upon the noble scions of Dracothion, they are all but unstoppable. First to hit home is the Lightning Echelon; protected by a shimmering field of energy, its line-breaker assault crashes home with battering-ram force. In their wake is the Thunderwave Echelon, despatching the survivors with devastating efficiency as the Lord-Celestant and those of the Drakesworn Temple tear apart the most monstrous foes with sigmarite blade, Stardrake claw, and blasts of celestial force.
ORGANISATION
An Extremis Chamber consists of the following units and warscroll battalions:
 • 1 Lord-Celestant on Stardrake or Lord-Celestant on Dracoth
 • 1 Lightning Echelon
 • 1 Thunderwave Echelon
 • 1 Drakesworn Temple
PITCHED BATTLE PROFILE

Unit Size: -      Points: 100
Battlefield Role: Warscroll Battalion

ABILITIES

Borne by the High Star: The forces of the Extremis Chamber share a close kinship with Dracothion and other celestial beings.
At the start of your first hero phase, you can transport all reserve units from this battalion that are in the Celestial Realm to the battlefield. If you do so, pick a point on the battlefield and set up the units wholly within 24" of that point and more than 9" from any enemy units. Those units cannot move in the following movement phase. After setting up those units, roll a dice for each enemy unit within 18" of the point you picked. On a 4+ that unit suffers D3 mortal wounds.
Reserves
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.
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.
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© Vyacheslav Maltsev 2013-2019