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Stormcast EternalsKnight-Questor
5"
5
3+
8
WARSCROLL

Knight-Questor

Knights-Questor have vowed to fulfil sacred tasks and duties in the name of Sigmar. They adventure across the realms to slay terrible enemies with their warblades or recover arcane artefacts whose power can turn the tides of war.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Questor Warblade1"43+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader

DESCRIPTION

A Knight-Questor is a single model armed with a Questor Warblade.

ABILITIES

Thundercharged Strike: Knights-Questor can imbue their blades with deadly energy.
If the unmodified wound roll for an attack made with a Questor Warblade is 6, that attack has a Damage characteristic of 2 instead of 1.

Heroic Challenge: Calling out to the enemy horde’s most powerful warriors, the Knight- Questor challenges them to single combat.
If this model is within 6" of an enemy HERO when it makes a pile-in move, it can pile in an extra 3", but must end that pile-in move within 1" of an enemy HERO. In addition, you can re-roll failed hit rolls for attacks made by this model if the target of that attack is a HERO.

Sigmarite Shield: This sigilic shield protects its bearer in battle.
You can re-roll failed save rolls for attacks that target this model.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HERO, KNIGHT-QUESTOR
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.
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
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© Vyacheslav Maltsev 2013-2019