Stormcast EternalsSteelheart’s Champions
5"
2
4+
7
WARSCROLL

Steelheart’s Champions

Severin Steelheart and his loyal warriors have fought at the forefront of the God- King’s wars since the Gates of Azyr first opened, earning countless battle honours. Their fellowship is unbreakable, and there are few foes they cannot defeat.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Severin’s Broadsword
Severin’s Broadsword1"33+4+-12
Obryn’s Grandhammer
Obryn’s Grandhammer1"24+3+-13
Angharad’s Warhammer
Angharad’s Warhammer1"33+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 100
Battlefield Role: None
Notes: Unique

DESCRIPTION

Steelheart’s Champions is a unit that has 3 models. Severin Steelheart is armed with a Broadsword. Obryn the Bold is armed with a Grandhammer. Angharad Brightshield is armed with a Warhammer and carries a Sigmarite Shield.

SEVERIN STEELHEART: The leader of this unit is Severin Steelheart. If the target unit has 5 or more models, you can re-roll failed hit rolls for attacks made with his Broadsword.

ABILITIES

Heroic Guard: Steelheart’s Champions stand impervious and unyielding in the face of the enemy.
If one or more enemy units finishes a charge move within ½" of this unit, this unit can take a heroic guard. If it does so, for the rest of the turn, add 1 to save rolls for attacks that target this unit, but this unit does not receive the benefit of cover for the rest of the turn.

Lay Low the Tyrants: The Stormcast Eternals were created to destroy the most powerful warlords and creatures of darkness.
Add 1 to hit rolls for attacks made by this unit that target an enemy unit with a Wounds characteristic of 5 or more.

Sigmarite Shields: The shields of the Stormcast Eternals form an impenetrable wall.
You can re-roll save rolls of 1 for attacks that target this unit while it includes Angharad Brightshield.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HAMMERS OF SIGMAR, REDEEMER, LIBERATOR, STEELHEART’S CHAMPIONS
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.
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.
Cover
Add 1 to save rolls for a unit if all of its models are wholly on or within a terrain feature when the rolls are made. This modifier does not apply in the combat phase if the unit you are making save rolls for made a charge move in the same turn, and never applies to units containing models with the MONSTER or WAR MACHINE keyword that have a Wounds characteristic of 8 or more.

The REDEEMER keyword is used in following Stormcast Eternals warscrolls:

None
Battleline

The LIBERATOR keyword is used in following Stormcast Eternals warscrolls:

None
Battleline
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2020