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Stormcast EternalsLord-Celestant on Stardrake
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Lord-Celestant on Stardrake

Only the mightiest and noblest souls are chosen to lead an Extremis Chamber. The Lord-Celestant and his steed are so infused with celestial power that they radiate azure energies. The power of the stars themselves is theirs to command.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Celestine Hammer2"33+2+-1D3
Stormbound Blade2"33+4+-12
Great Claws1"43+-1D3
DAMAGE
Wounds SufferedMoveGreat ClawsCavernous Jaw Bites
0-412"3+3
5-811"3+2
9-1210"4+2
13-16+8"4+1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 560
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Lord-Celestant on Stardrake is a single model armed with a Celestine Hammer or a Stormbound Blade.

MOUNT: This model’s Stardrake attacks with its Great Claws.

FLY: This model can fly.

ABILITIES

Arcane Lineage: Stardrakes are the children of Dracothion, and they possess innate power over the magic of the realms.
Add 1 to casting rolls for friendly WIZARDS while they are within 18" of this model. In addition, subtract 1 from casting rolls for enemy WIZARDS while they are within 18" of this model.

Cavernous Jaws: The enormous maw of a Stardrake can bite a foe in half.
After this model makes a pile-in move, this model’s Stardrake can bite one or more enemy models with its cavernous jaws. The number of bites it can make is shown on the damage table above. For each bite, pick one enemy model within 3" of this model and roll a dice. If the roll is greater than that model’s Wounds characteristic, it is slain.

Inescapable Vengeance: A Lord-Celestant on the charge is a formidable sight, sundering the foe with sweeps of his star-blessed weapon.
Add D3 to the Attacks characteristic of this model’s Celestine Hammer or Stormbound Blade if this model made a charge move in the same turn.

Lord of the Heavens: Stardrakes are imbued with pure Azyrite energy and the powers of the celestial realm are theirs to command.
At the start of your shooting phase, if this model is on the battlefield, it can either breathe a Roiling Thunderhead or call down a Rain of Stars.

If it breathes a Roiling Thunderhead, pick 1 enemy unit within 18" of this model that is visible to it. Roll a dice for each model in that unit that is within 18" of this model. For each 6+ that unit suffers 1 mortal wound.

If it calls down a Rain of Stars, pick up to D6 enemy units on the battlefield. Roll a dice for each unit you pick. On a 4+ that unit suffers D3 mortal wounds.

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 the re-rolled save is successful, each enemy unit within 3" of this model suffers 1 mortal wound.

Stormbound Blade: Stormbound blades are wreathed in lightning that can arc viciously into the flesh of those they strike.
If the unmodified hit roll for an attack made with a Stormbound Blade is 6, that attack inflicts 3 hits on the target instead of 1. Make a wound and save roll for each hit.

Sweeping Tail: Those who seek to avoid the jaws of a Stardrake are often smashed by its mighty tail.
Each time this model attacks, roll a dice for each enemy unit within 3" of this model after all of this model’s attacks have been resolved. If the roll is less than the number of models in that enemy unit, that enemy unit suffers D3 mortal wounds.

COMMAND ABILITIES

Lord of the Celestial Host: The Stardrake ridden by a Lord-Celestant is more than a mere mount; it is an intelligent and cunning hunter in its own right.
You can use this command ability at the start of the combat phase if a friendly model with this command ability is on the battlefield. If you do so, you can re-roll failed wound rolls for attacks made by friendly STARDRAKE and DRACOTH mounts until the end of that phase.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STARDRAKE, STORMCAST ETERNAL, HERO, MONSTER, LORD-CELESTANT
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.
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.
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.
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.
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 STARDRAKE keyword is used in following Stormcast Eternals warscrolls:

Leader, Behemoth

The DRACOTH keyword is used in following Stormcast Eternals warscrolls:

None
Leader
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 LORD-CELESTANT keyword is used in following Stormcast Eternals warscrolls:

Leader
Leader, Behemoth

The MONSTER keyword is used in following Stormcast Eternals warscrolls:

Leader
Leader, Behemoth

The STARDRAKE keyword is used in following Stormcast Eternals warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2019