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Stormcast EternalsGavriel Sureheart
5"
5
3+
9
WARSCROLL

Gavriel Sureheart

As a mortal, Gavriel Sureheart grew up as a slave in a Khornate fortress-arena, and led a rebellion that saw many of his masters cast down. He has since been reforged as a Lord-Celestant, taking his consummate combat skills to the forefront of Sigmar’s war.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Starbound Blade1"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Gavriel Sureheart is a named character that is a single model. He is armed with a Starbound Blade.

ABILITIES

Inescapable Vengeance: A Lord-Celestant is a fearsome fighter, smashing into the enemy with a flurry of blows.
Add 1 to the Attacks characteristic of this model’s melee weapon if this model made a charge move in the same turn.

Sigmarite Thundershield: Thundershields store storm energy, unleashing it when struck with sufficient force to blast those attempting to attack.
You can re-roll save rolls of 1 for attacks that target this model. If the re-rolled save is successful, each enemy unit within 3" of this model suffers 1 mortal wound.

COMMAND ABILITIES

Once More, For Sigmar, Charge!: Gavriel raises his blade to the sky, exhorting his forces into the foe’s battle-lines.
You can use this command ability at the start of your charge phase. If you do so, until the end of that phase, add 3 to charge rolls for friendly HAMMERS OF SIGMAR units that are wholly within 12" of a friendly model with this command ability when the charge roll is made.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HAMMERS OF SIGMAR, HERO, LORD-CELESTANT, GAVRIEL SUREHEART
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
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.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
Army List
Artillery
Battleline

The LORD-CELESTANT keyword is used in following Stormcast Eternals warscrolls:

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2019