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Stormcast EternalsKnight-Venator
12"
5
3+
9
WARSCROLL

Knight-Venator

The Knight-Venator is a sky-hunter, a winged archer that rains down death from above. Not even large monsters or powerful enemy leaders are safe from the lethal missile fire loosed by this soaring angel of Azyr.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Realmhunter’s Bow30"32+3+-11
Celestial Beak and Talons30"34+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Bow Stave1"23+4+-1
Celestial Beak and Talons1"34+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader

DESCRIPTION

A Knight-Venator is a single model armed with a Realmhunter’s Bow and Bow Stave.

COMPANION: A Knight-Venator is accompanied by a Star-eagle that attacks with its Celestial Beak and Talons. For rules purposes, it is treated in the same manner as a mount.

FLY: A Knight-Venator can fly.

ABILITIES

Celestial Strike: A Star-eagle can transmute its form into pure Azyrite energy.
If the unmodified wound roll for an attack made with a Star-eagle’s Celestial Beak and Talons is 6, that attack has a Rend characteristic of -3 instead of ‘-’.

Star-fated Arrow: Whispering the name of a powerful foe, the Knight-Venator looses an arrow destined to end that enemy’s life.
Once per battle, in your shooting phase, this model can shoot a Star-fated Arrow. If it does so, until the end of that phase, the Attacks characteristic of this model’s Realmhunter’s Bow is reduced to 1, but it has a Damage characteristic of D3+3 instead of 1. If the target is a HERO or MONSTER, this weapon has a Damage characteristic of D6+3 until the end of that phase instead.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HERO, KNIGHT-VENATOR
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
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.
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© Vyacheslav Maltsev 2013-2019