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Stormcast EternalsVanguard-Raptors with Hurricane Crossbows
5"
2
4+
7
WARSCROLL

Vanguard-Raptors with Hurricane Crossbows

Vanguard-Raptors are natural hunters, scouting ahead of the main battle-line to harry the enemy with deadly ranged fire. Those armed with hurricane crossbows can stall the most determined enemy advance with withering quick-fire volleys.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Hurricane Crossbow18"64+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Heavy Stock1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 140
Battlefield Role: None

DESCRIPTION

A unit of Vanguard-Raptors with Hurricane Crossbows has any number of models, each armed with a Hurricane Crossbow and a Heavy Stock.

RAPTOR-PRIME: The leader of this unit is a Raptor-Prime. Add 1 to hit rolls for attacks made with a Raptor-Prime’s Hurricane Crossbow and Heavy Stock.

ABILITIES

Rapid Fire: A unit of Vanguard-Raptors can lay down a bombardment of fire to obliterate the foe.
Add 3 to the Attacks characteristic of this unit’s Hurricane Crossbows if this unit did not move in the movement phase of the same turn.

Suppressing Fire: Vanguard-Raptors are experts in ensuring the enemy keep their heads down and their shields up.
Subtract 1 from charge rolls for enemy units while they are within 12" of one or more friendly VANGUARD-RAPTOR units armed with Hurricane Crossbows.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, JUSTICAR, VANGUARD-RAPTORS
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.

The VANGUARD-RAPTORS keyword is used in following Stormcast Eternals warscrolls:

None

The JUSTICAR keyword is used in following Stormcast Eternals warscrolls:

None

The VANGUARD-RAPTORS keyword is used in following Stormcast Eternals warscrolls:

None
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