Stormcast Eternals – Stormkeep Brotherhood
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Warscroll Battalion

Stormkeep Brotherhood

The great Stormkeeps stand sentinel over the free cities of Sigmar. Ranks of battle-hardened Stormcast Eternals garrison these mighty fortresses, each having sworn an oath to defend their ward city until their last breath. Eschewing the Stormcasts’ familiar lightning assaults for impervious sigmarite shieldwalls and units of mortal auxiliaries, they repel invaders and destroy insurrectionists with implacable resolve.
ORGANISATION
 • 1 Wardens of the Stormkeep warscroll battalion
 • 3+ Stormtower Garrison warscroll battalions
 • 1+ Stormkeep Patrol warscroll battalions
 • 0-3 of the following warscroll battalions in any combination: Hailstorm Battery, Thunderhead Brotherhood, Hammerstrike Force, Vanguard Wing
This battalion can only be included in a Stormkeep army.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 60
Battlefield Role: Warscroll Battalion

ABILITIES

Defenders of the Faithful: The Stormcast Eternals that make up the garrison of a Stormkeep will do all in their power to safeguard their ward city from those who would seek to cast it down.
You can add 1 to wound rolls for attacks made by models from this warscroll battalion that target enemy units that are wholly or partially within your territory.
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.
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.
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