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Stormcast EternalsLord-Castellant
5"
6
3+
9
WARSCROLL

Lord-Castellant

Masters of defensive warfare, the Lord-Castellants watch over their comrades. From their warding lanterns a golden glow spills forth. This magical light drives back the tainted foe, but can also shield and heal wounded Stormcast Eternals.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Castellant’s Halberd2"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader

DESCRIPTION

A Lord-Castellant is a single model armed with a Castellant’s Halberd.

ABILITIES

Faithful Gryph-hound: A Lord-Castellant is often accompanied into battle by a loyal beast of Azyr.
The first time this model is set up on the battlefield, you can call a GRYPH-HOUND unit consisting of a single model to the battlefield and add it to your army. Set up the GRYPH-HOUND wholly within 3" of this model and more than 9" from any enemy units.

Warding Lantern: A warding lantern is filled with holy energies, imbuing nearby Stormcast Eternals with power, or burning their foes.
In your hero phase, pick either a CHAOS unit or a STORMCAST ETERNAL unit that is wholly within 18" of this model. The same unit cannot be picked as the target of a warding lantern more than once in the same hero phase.

If a CHAOS unit is picked, it suffers 1 mortal wound. If a CHAOS DAEMON unit is picked it suffers D3 mortal wounds instead.

If a STORMCAST ETERNAL unit is picked, add 1 to save rolls for attacks that target that unit until your next hero phase. In addition, until your next hero phase, each time you make a save roll of 7+ for an attack that targets that unit, you can heal 1 wound allocated to a model from that unit.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HERO, LORD-CASTELLANT

The GRYPH-HOUNDS keyword is used in following Stormcast Eternals warscrolls:

None
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.
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.
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.
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© Vyacheslav Maltsev 2013-2019