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Stormcast EternalsLord-Celestant on Dracoth
10"
7
3+
9
WARSCROLL

Lord-Celestant on Dracoth

Fuelled by the powers celestial, the Lord-Celestant that leads a Stormcast Eternal chamber is an exceptional warrior. From atop a lightning-spitting Dracoth, the commander bolsters his brethren’s resolve while delivering swift vengeance to his foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Stormstrike Glaive2"43+4+-11
Lightning Hammer1"33+3+-12
Thunderaxe2"33+3+-12
Tempestos Hammer2"33+2+-1D3
Claws and Fangs1"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Leader

DESCRIPTION

A Lord-Celestant on Dracoth is a single model armed with either a Tempestos Hammer, a Thunderaxe, a Lightning Hammer, or a Stormstrike Glaive. They can also carry a Sigmarite Thundershield.

MOUNT: This model’s Dracoth attacks with its Claws and Fangs.

ABILITIES

Lightning Hammer: The shockwave effect of a lightning hammer connecting with the foe stuns those in close proximity.
If the unmodified hit roll for an attack made with a Lightning Hammer is 6, that attack inflicts 2 mortal wounds on the target in addition to its normal damage. If a unit suffers any mortal wounds in this way, it cannot pile in later that phase.

Intolerable Damage: When a Dracoth catches its prey, there is often little left of the victim.
If the unmodified wound roll for an attack made with a Dracoth’s Claws and Fangs is 6, that attack has a Damage characteristic of D6 instead of 1.

Sigmarite Thundershield: Thundershields store storm energy, unleashing it when struck with sufficient force to blast those attempting to attack.
You can re-roll save rolls of 1 for attacks that target this model if this model is carrying a Sigmarite Thundershield. If the re-rolled save is successful, each enemy unit within 3" of this model suffers 1 mortal wound.

Stormstrike Glaive: By lowering a stormstrike glaive and wielding it as a lance, a Lord-Celestant can bring down the mightiest foes.
Add 2 to the Damage characteristic of this model’s Stormstrike Glaive if this model made a charge move in the same turn.

Storm Breath: Dracoths can unleash the power of Sigmar’s storm from within their maws.
In your shooting phase, you can pick a point on the battlefield within 12" of this model that is visible to them. Roll a dice for each enemy unit within 2" of that point. On a 4+ that unit suffers D3 mortal wounds.

Tempestos Hammer: With the momentum of the charge behind it, the impact of a tempestos hammer can fell a rampaging Ghorgon.
Add D3 to the Attacks characteristic of this model’s Tempestos Hammer if this model made a charge move in the same turn.

Thunderaxe: In the capable hands of a Lord-Celestant, a thunderaxe draws on celestial energies until it crackles with barely contained power.
Add 1 to the Attacks characteristic of this model’s Thunderaxe for each other friendly Stormcast Eternal unit wholly within 9" of this model when the attack is made.

COMMAND ABILITIES

Lord of the Host: A Lord-Celestant is a trusted and respected leader. Their presence steels the souls of those who fight nearby.
You can use this command ability at the start of the battleshock phase. If you do so, pick a friendly model with this command ability. Until the end of that phase, you do not have to take battleshock tests for friendly STORMCAST ETERNAL units that are wholly within 24" of that model.

KEYWORDS
ORDER, CELESTIAL, HUMAN, DRACOTH, STORMCAST ETERNAL, HERO, LORD-CELESTANT
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.
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.
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.
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.
Army List
Artillery
Battleline

The DRACOTH keyword is used in following Stormcast Eternals warscrolls:

None
Leader

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

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2019