Stormcast Eternals – Vanguard-Palladors


The Vanguard-Palladors of the Vanguard Chambers are the fastest ground elements of the Stormhosts. By transmuting into wind-borne lightning atop their Gryphchargers, they can ride the celestial hurricane to outrun the foe.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boltstorm Pistol
Boltstorm Pistol9"23+4+-1
Starstrike Javelin
Starstrike Javelin18"13+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Shock Handaxe
Shock Handaxe1"23+3+-1
Starstrike Javelin
Starstrike Javelin2"14+3+-11
Razor Beak and Claws
Razor Beak and Claws1"33+3+-21

Unit Size: 3 - 12      Points: 170
Battlefield Role: None


A unit of Vanguard-Palladors has any number of models. The unit is armed with one of the following weapon options: Boltstorm Pistol and Shock Handaxe; or Boltstorm Pistol and Starstrike Javelin.

MOUNT: This unit’s Gryph-chargers attack with their Razor Beak and Claws.

PALLADOR-PRIME : The leader of this unit is a Pallador-Prime. A Pallador-Prime is armed with a Lunar Blade in addition to their other weapons.


Aethereal Strike: A Gryph-charger’s claws are supernaturally sharp, tearing through armour with ease.
If the unmodified hit roll for an attack made with a Gryph-charger’s Razor Beak and Claws is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

Lunar Blade: The leaders of Vanguard-Pallador retinues are entrusted with deadly lunar blades with which they can unleash devastatingly swift attacks.
Each time a model armed with a Lunar Blade attacks, after all of that model’s attacks have been resolved, you can pick 1 enemy unit within 1" of that model and roll a dice. On a 2+ the unit you picked suffers 1 mortal wound.

Ride the Winds Aetheric: Gryph-chargers can move faster than the eye can follow along the winds aetheric, though the shifting of these winds makes such movement perilous at times.
In your movement phase, this unit can Ride the Winds Aetheric instead of moving normally. If it does so, choose the direction in which it will move, and roll 6D6. This unit can move up to a number of inches equal to the result in the direction chosen, moving over terrain and other models as if it could fly. It must end the move more than 3" from enemy models – if this is impossible, it cannot move at all. This unit cannot charge in a turn in which it Rides the Winds Aetheric.

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.
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
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.

The GRYPH-CHARGER keyword is used in following Stormcast Eternals warscrolls:


The ANGELOS keyword is used in following Stormcast Eternals warscrolls:

Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2020