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Stormcast EternalsRetributors


Retributors bring swift and deadly justice to the lands of the Mortal Realms. By channelling the energy of the storm, they can release thunderous bursts of sky-magic from their lightning hammers that blast the foe to ash.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Lightning Hammer1"23+3+-12
Starsoul Mace1"
See below

Unit Size: 5 - 20      Points: 200
Battlefield Role: None


A unit of Retributors has any number of models, each armed with a Lightning Hammer. 2 in every 5 models can replace their Lightning Hammer with a Starsoul Mace.

RETRIBUTOR-PRIME : The leader of this unit is a Retributor-Prime. Add 1 to the Attacks characteristic of a Retributor-Prime’s Lightning Hammer.


Blast to Ashes: A well-swung lightning hammer unleashes its pent-up energies in a great blast of Azyrite energy, destroying everything it strikes.
If the unmodified hit roll for an attack made with a Lightning Hammer is 6, that attack inflicts 2 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Starsoul Mace: A starsoul mace blasts a being’s soul out of synchronicity with their mortal form, slaying them as surely as any death blow.
Do not use the attack sequence for an attack made with a Starsoul Mace. Instead, roll a dice. On a 1, nothing happens. On a 2-5, the target unit suffers D3 mortal wounds. On a 6+, the target unit suffers D3+1 mortal wounds.

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.

The PALADIN keyword is used in following Stormcast Eternals warscrolls:

Army List
© Vyacheslav Maltsev 2013-2020