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Stormcast EternalsLord-Arcanum on Celestial Dracoline
12"
7
3+
9
WARSCROLL

Lord-Arcanum on Celestial Dracoline

The Lord-Arcanums that ride to war upon Celestial Dracolines are the most bombastic and forthright of their kind. They value aggressive magic more than most, and can send spears of celestial energy lancing into the foe.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Aetherstave2"43+3+-1D3
Monstrous Claws1"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 240
Battlefield Role: Leader

DESCRIPTION

A Lord-Arcanum on Celestial Dracoline is a single model armed with an Aetherstave.

MOUNT: This model’s Celestial Dracoline attacks with its Monstrous Claws.

ABILITIES

Cycle of the Storm: A Lord-Arcanum is capable of capturing the soul-stuff of a fallen Stormcast Eternal, returning it back to the battlefield to continue the fight.
Once per turn, when a friendly STORMCAST ETERNAL model is slain within 18" of this model, instead of removing the slain model, you can heal 1 wound allocated to it. This model cannot use this ability on itself.

Spirit Flask: As a desperate last resort, Lord- Arcanums can smash open one or more of the filled spirit flasks that they carry, causing a deadly explosion of soul energy that engulfs the wizard and anybody that is nearby.
Once per battle, at the start of the combat phase, you can say that this model will shatter 1, 2 or 3 spirit flasks. If you do so, each unit within 3" of this model suffers 1 mortal wound for each spirit flask that was shattered. Units within 3" with 10 or more models suffer D3 mortal wounds for each spirit flask that was shattered instead. Allocate the mortal wounds to this model last of all, after allocating them to any other units that are affected.

Supernatural Roar: The roar of a Dracoline is a terrifying, unearthly sound that will shake any opponent to their very core.
Subtract 1 from the Bravery characteristic of enemy units while they are within 3" of one or more friendly DRACOLINES.

Thunderous Pounce: A Dracoline builds energy as it charges towards the foe, before pouncing and discharging that force through its claws in a blast of Azyrite power.
You can re-roll charge rolls for this model. In addition, the Damage characteristic for this model’s Monstrous Claws is D3 instead of 1 if this model made a charge move in the same turn.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Storm Lance spells. In addition, the Arcane Bolts that this model unleashes are fuelled by Prime Electrids.

Storm Lance: Thrusting their Aetherstave forward, the Lord-Arcanum summons a bolt of condensed Azyrite energy to spear through the ranks of the foe.
Storm Lance has a casting value of 5. If successfully cast, pick a point on the battlefield within 12" of the caster and draw an imaginary straight line 1mm wide between that point and the closest part of the caster. Roll a dice for each enemy model passed across by this line. On a 5+ that model’s unit suffers 1 mortal wound.

Prime Electrids: With the power of Azyr crackling through them, Lord-Arcanums can summon lightning as easily as another mortal draws breath.
If this model successfully casts Arcane Bolt and it is not unbound, then the spell inflicts D3 mortal wounds instead of 1, or D6 mortal wounds instead of D3 if the casting roll was 10+.

COMMAND ABILITIES

Pack Alpha: A Lord-Arcanum on Dracoline can urge their mount to issue a great roar to its loyal pack-mates, stoking their rage and ferocity to untold heights.
You can use this command ability in the combat phase. If you do so, pick a friendly model with this command ability. Until the end of that phase, add 1 to the Attacks characteristic of the Monstrous Claws of friendly EVOCATORS with DRACOLINE mounts while they are wholly within 18" of that model.

KEYWORDS
ORDER, CELESTIAL, HUMAN, DRACOLINE, STORMCAST ETERNAL, SACROSANCT, HERO, WIZARD, LORD-ARCANUM
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
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 DRACOLINE keyword is used in following Stormcast Eternals warscrolls:

None
Leader
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
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.

The EVOCATORS keyword is used in following Stormcast Eternals warscrolls:

None
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.
Army List
Artillery
Battleline

The DRACOLINE keyword is used in following Stormcast Eternals warscrolls:

None
Leader

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

Leader
© Vyacheslav Maltsev 2013-2019