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Stormcast EternalsProsecutors


Hurtling across the battlefield in a blur of sigmarite, Prosecutors are ideally placed to deliver death to their chosen foes with impunity. When the shadows of these warriorheralds fall across the battlefield, there is nowhere the enemy can hide.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Celestial Hammer(s)18"24+4+-1
Stormcall Javelin18"13+3+-1
Stormsurge Trident18"13+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Celestial Hammer(s)1"23+3+-1
Grandaxe1"See below3+3+-11
Stormcall Javelin2"14+4+-1
Stormsurge Trident2"14+4+-12

Unit Size: 3 - 12      Points: 90
Battlefield Role: None


A unit of Prosecutors has any number of models.

The unit is armed with one of the following weapon options: Stormcall Javelin and Sigmarite Shield; pair of Celestial Hammers; or Celestial Hammer and Sigmarite Shield.

If the unit is armed with the Stormcall Javelin and Sigmarite Shield weapon option, 1 in every 3 models can replace the unit’s weapon option with a Stormsurge Trident and Sigmarite Shield.

If the unit is armed with any other weapon option, 1 in every 3 models can replace the unit’s weapon option with a Grandaxe, Grandblade or Grandhammer.

PROSECUTOR-PRIME: The leader of this unit is a Prosecutor-Prime. Add 1 to the Attacks characteristic of a Prosecutor-Prime’s Celestial Hammers melee weapon, Stormcall Javelin missile weapon, or Stormsurge Trident missile weapon.

FLY: This unit can fly.


Cleaving Blow: A single swing of a grandaxe can carve through several foes.
The Attacks characteristic of a Grandaxe is equal to the number of enemy models within 1" of the attacking model when the number of attacks made with the weapon is determined.

Heralds of Righteousness: Prosecutors cross the battlefield in a blur of light.
You can attempt to charge with this unit if it is within 18" of the enemy instead of 12". Roll 3D6 instead of 2D6 when making a charge roll for this unit.

Paired Celestial Hammers: Prosecutors can unleash a flurry of blows as they descend.
You can re-roll hit rolls of 1 for attacks made with a pair of Celestial Hammers.

Sigmarite Shields: These sigilic shields protect their bearer in battle.
You can re-roll save rolls of 1 for attacks that target this unit if any models from the unit are carrying Sigmarite Shields.

Stormcall Javelin: Bolts of lightning imbue these javelins from the storm above.
Add 1 to the Damage characteristic of this unit’s Stormcall Javelins if the target is more than 9" from the attacking model.

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.
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.
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.

The ANGELOS keyword is used in following Stormcast Eternals warscrolls:

Army List
© Vyacheslav Maltsev 2013-2020