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Stormcast EternalsKnight-Zephyros
6"
5
3+
9
WARSCROLL

Knight-Zephyros

Knights-Zephyros are more assassins than leaders, though they work closely with their kin to ensure they have the best chance of killing their quarry. When it is time to strike, they unfurl a hurricane of lightning-swift attacks nigh impossible to escape.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Boltstorm Pistol9"23+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Tempest Axes1"63+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader

DESCRIPTION

A Knight-Zephyros is a single model armed with a pair of Tempest Axes and a Boltstorm Pistol.

ABILITIES

Lightning-fast Strikes: When a Knight-Zephyros reaches their target, they unleash a hail of powerful blows, cutting the foe down with ease.
Add 1 to the Attacks characteristic of this model’s Tempest Axes if this model made a charge move in the same turn.

Tireless Hunter: This determined warrior never stops moving in pursuit of their prey.
This model can run and still shoot later in the same turn.

Windrider: This warrior can follow in the wake of swift Gryph-chargers to race across the battlefield.
When a friendly STORMCAST ETERNAL unit within 9" of this model uses their Ride the Winds Aetheric ability, this model can follow in their wake if it has not already made a move in that movement phase.

If it does so, immediately move this model up to the distance moved by the unit they are following. This model must end that move within 9" of the unit it is following and more than 3" from any enemy models. If this model uses this ability, it cannot move in that movement phase, and cannot make a charge move later in the same turn.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HERO, KNIGHT-ZEPHYROS
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.

The KNIGHT-ZEPHYROS keyword is used in following Stormcast Eternals warscrolls:

Leader
Army List
Artillery
Battleline
Behemoth
© Vyacheslav Maltsev 2013-2020