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Stormcast EternalsFulminators
10"
5
3+
7
WARSCROLL

Fulminators

Aggressive and bold, there is no foe the Fulminators dare not charge. A surge of celestial energy builds before the ground-shaking impetus of their onset, a crackling war-cloud that travels like a bow wave before their lowered stormstrike glaives.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Storm Blast12"14+
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Stormstrike Glaive2"33+3+-11
Claws and Fangs1"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 2 - 12      Points: 240
Battlefield Role: None

DESCRIPTION

A unit of Fulminators has any number of models, each armed with a Stormstrike Glaive.

MOUNT: This unit’s Dracoths attack with their Claws and Fangs, and a Storm Blast.

ABILITIES

Glaivewall: Fulminators swing their glaives as they advance, projecting a protective barrier.
Add 1 to save rolls for attacks made with missile weapons that target this unit.

Sigmarite Shields: These sigilic shields protect their bearer in battle.
You can re-roll save rolls of 1 for attacks that target this unit.

Impaling Strikes: On the charge, the blade of a stormstrike glaive can impale several foes.
Add 2 to the Damage characteristic of this unit’s Stormstrike Glaives if the unit made a charge move in the same turn.

Intolerable Damage: When a Dracoth catches its prey, there is often little left of the victim.
If the unmodified wound roll for an attack made with a Dracoth’s Claws and Fangs is 6, that attack has a Damage characteristic of D6 instead of 1.

Storm Blast: Dracoths can spit devastating bolts of lightning that blast apart enemy ranks.
If the hit roll for an attack made with a Storm Blast scores a hit, that attack inflicts D3 mortal wounds and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
ORDER, CELESTIAL, HUMAN, DRACOTH, STORMCAST ETERNAL, DRACOTHIAN GUARD, FULMINATORS
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.
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.
Army List
Artillery
Battleline

The DRACOTH keyword is used in following Stormcast Eternals warscrolls:

None
Leader

The DRACOTHIAN GUARD keyword is used in following Stormcast Eternals warscrolls:

None
© Vyacheslav Maltsev 2013-2019