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Stormcast EternalsJudicators
5"
2
4+
7
WARSCROLL

Judicators

Whistling volleys of arrows and bolts herald the attack of the Judicators. Foes are pierced by crackling arrows of pure lightning, or sigmarite crossbow bolts. Rank upon rank tumble to the ground as the Judicators ply their deadly trade.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Skybolt Bow24"13+3+-11
Boltstorm Crossbow12"33+4+-1
Shockbolt Bow24"13+3+-11
Thunderbolt Crossbow18"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Storm Gladius1"13+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 160
Battlefield Role: None
Notes: Battleline in Stormcast Eternal army

DESCRIPTION

A unit of Judicators has any number of models, each armed with a Storm Gladius. In addition, the unit is armed with one of the following missile weapon options: Skybolt Bow; or Boltstorm Crossbow. 1 in every 5 models can replace the unit’s missile weapon option with a Shockbolt Bow or a Thunderbolt Crossbow.

JUDICATOR-PRIME : The leader of this unit is a Judicator-Prime. Add 1 to hit rolls for attacks made by a Judicator-Prime.

ABILITIES

Chained Lightning: A shockbolt bow unleashes chain-lightning when it strikes.
If the hit roll for an attack made with a Shockbolt Bow scores a hit, that attack inflicts D6 hits on the target instead of 1. Make a wound and save roll for each hit.

Eternal Judgement: Followers of Chaos are a Judicator’s favoured target.
Re-roll hit rolls of 1 for attacks made with this unit’s missile weapons that target a CHAOS unit.

Rapid Fire: When steadied, a boltstorm crossbow can unleash a deadly hail of fire.
Add 1 to the Attacks characteristic of this unit’s Boltstorm Crossbows if this unit did not move in the movement phase of the same turn.

Thunderbolt Crossbow: A thunderbolt crossbow strikes with a mighty blast of celestial energy.
Do not use the attack sequence for an attack made with a Thunderbolt Crossbow. Instead, roll a dice. Subtract 1 from the roll if the target is a MONSTER. If the result is equal to or less than the number of models in the target unit, that unit suffers D3 mortal wounds.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, JUSTICAR, JUDICATORS
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.

The JUSTICAR keyword is used in following Stormcast Eternals warscrolls:

None
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© Vyacheslav Maltsev 2013-2019