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Stormcast EternalsWarrior Brotherhood
Warscroll Battalion

Warrior Brotherhood

A potent measure of a full chamber, the Warrior Brotherhood enters battle to the sound of booming thunder and flashing lighting, its Stormcast Eternals made stronger by the presence of their brothers.
ORGANISATION
A Warrior Brotherhood consist of the following units:
 • 2 HEROES chosen in any combination from the following list: Lord-Celestant, Lord-Celestant on Dracoth, Lord-Castellant, Knight-Azyros, Knight-Venator, Knight-Vexillor, Knight-Heraldor
 • 1 unit of Prosecutors
 • 2 units of PALADINS
 • 3 units of Liberators
 • 2 units of Judicators
PITCHED BATTLE PROFILE

Unit Size: -      Points: 180
Battlefield Role: Warscroll Battalion

ABILITIES

Brothers in Arms: Add 1 to the Bravery of any unit from this battalion that is within 6" of one or more other units from this battalion.

Lightning Strike: Instead of setting up a unit from this battalion on the battlefield, you can place it to one side and say that it is set up in the Celestial Realm. In any of your movement phases, you can transport the unit to the battlefield. When you do so, set it up on the battlefield more than 9" from any enemy models. This is its move for that movement phase.

Warriors of Thunder: You can re-roll wound rolls of 1 for units from the Warrior Brotherhood that are within 8" of at least two other units from the battalion when the wound rolls are made.

The PALADIN keyword is used in following Stormcast Eternals warscrolls:

None
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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© Vyacheslav Maltsev 2013-2019