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Battleline
Behemoth

None


12"
2
-
6
WARSCROLL

Aetherwings

Native to the mountains of Azyr, Aetherwings are fierce and loyal. In battle, they hunt in close concert with their Stormcast allies, soaring high above the fray before diving to savage their foes with beak and claw.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Beak and Claws1"24+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 50
Battlefield Role: None

DESCRIPTION

A unit of Aetherwings has any number of models that each attack with their with Beak and Claws.

FLY: This unit can fly.

ABILITIES

Watchful Guardians: Aetherwings form close bonds with Vanguard-Raptors, and defend them from their enemies as the Vanguard-Raptors destroy threats from afar.
At the start of the enemy charge phase, if this unit is wholly within 18" of a friendly unit of VANGUARD-RAPTORS, this unit can move up to 2D6". They must finish the move wholly within 18" of the same unit of VANGUARD-RAPTORS .

Swooping Hunters: Aetherwings dart back and forth, striking the foe before swooping away.
This unit can retreat and still charge later in the same turn.

KEYWORDS
ORDER, CELESTIAL, STORMCAST ETERNAL, AETHERWINGS


5"
2
4+
7
WARSCROLL

Castigators

Castigators are often employed against those ethereal enemies that can kill with but a touch. These shock troops fire their deadly projectiles over the heads of their brothersin- arms to detonate in blasts of cerulean force.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Thunderhead Greatbow18"13+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Heavy Stock1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 3 - 18      Points: 80
Battlefield Role: None

DESCRIPTION

A unit of Castigators has any number of models, each armed with a Thunderhead Greatbow and a Heavy Stock.

CASTIGATOR-PRIME : The leader of this unit is a Castigator-Prime. Add 1 to hit rolls for attacks made with a Castigator-Prime’s Thunderhead Greatbow.

ABILITIES

Burst of Celestial Energy: When the bolt from a thunderhead greatbow hits its target, it releases a burst of celestial energy that is deadly to daemons and spirit creatures.
If the unmodified hit roll for an attack made with a Thunderhead Greatbow that targets a DAEMON or NIGHTHAUNT unit is 6, that attack inflicts D3 hits on the target instead of 1. Make a wound and save roll for each hit.

Castigator Aetheric Channelling: Castigators can use their knowledge of the arcane to channel aetheric energy, making their weapons more accurate or powerful.
At the start of the shooting phase, you must say if this unit will increase the accuracy or the power of their Thunderhead Greatbows. If you choose accuracy, re-roll hit rolls of 1 for attacks made by this unit in that shooting phase. If you choose power, this unit’s Thunderhead Greatbows have a Rend characteristic of -2 instead of -1 in that shooting phase.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, SACROSANCT, JUSTICAR, CASTIGATORS


10"
5
3+
7
WARSCROLL

Concussors

Thunder cracks with every weighty blow delivered by the Concussors. Those foes not slain outright by bludgeoning strikes are battered into submission, stunned by the azure shock waves released by those resounding impacts.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Storm Blast12"14+
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Lightning Hammer1"33+3+-12
Claws and Fangs1"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 2 - 12      Points: 240
Battlefield Role: None

DESCRIPTION

A unit of Concussors has any number of models, each armed with a Lightning Hammer.

MOUNT: This unit’s Dracoths attack with their Claws and Fangs, and a Storm Blast.

ABILITIES

Blast to Ashes: A well-swung lightning hammer unleashes its pent-up energies in a great blast of Azyrite energy, destroying everything it strikes.
If the unmodified hit roll for an attack made with a Lightning Hammer is 6, that attack inflicts 1 mortal wound on the target in addition to its normal damage. If a unit suffers any mortal wounds in this way, it cannot pile in later that phase.

Intolerable Damage: When a Dracoth catches its prey, there is often little left of the victim.
If the unmodified wound roll for an attack made with a Dracoth’s Claws and Fangs is 6, that attack has a Damage characteristic of D6 instead of 1.

Sigmarite Shields: These sigilic shields protect their bearer in battle.
You can re-roll save rolls of 1 for attacks that target this unit.

Storm Blast: Dracoths can spit devastating bolts of lightning that blast apart enemy ranks.
If the hit roll for an attack made with a Storm Blast scores a hit, that attack inflicts D3 mortal wounds and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
ORDER, CELESTIAL, HUMAN, DRACOTH, STORMCAST ETERNAL, DRACOTHIAN GUARD, CONCUSSORS


4"
3
4+
7
WARSCROLL

Decimators

With their whirling thunderaxes, the Decimators wade into enemy formations, reaping a bloody toll with every swing. Corpses form grisly piles around the Paladins’ feet as these grim destroyers lay low rank after rank.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Thunderaxe2"See below3+3+-11
Starsoul Mace1"
See below
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 180
Battlefield Role: None

DESCRIPTION

A unit of Decimators has any number of models, each armed with a Thunderaxe. 2 in every 5 models can replace their Thunderaxe with a Starsoul Mace.

DECIMATOR-PRIME : The leader of this unit is a Decimator-Prime. Add 1 to wound rolls for attacks made by a Decimator-Prime.

ABILITIES

Starsoul Mace: A starsoul mace blasts a being’s soul out of synchronicity with their mortal form, slaying them as surely as any death blow.
Do not use the attack sequence for an attack made with a Starsoul Mace. Instead, roll a dice. On a 1, nothing happens. On a 2-5, the target unit suffers D3 mortal wounds. On a 6+, the target unit suffers D3+1 mortal wounds.

Cleaving Blow: A single swing of a thunderaxe can carve through several foes.
The Attacks characteristic of a Thunderaxe is equal to the number of enemy models within 2" of the attacking model when the number of attacks made with the weapon is determined.

Grim Harvesters: Fear emanates from the Decimators as they set about their gory work.
Subtract 2 from the Bravery characteristic of enemy units while they are within 6" of one or more friendly units of DECIMATORS in the battleshock phase.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, PALADIN, DECIMATORS


10"
5
3+
7
WARSCROLL

Desolators

The Desolators form the ultimate attack wave of the Dracothian Guard. It is their task to finish the battle, for they are the final judgement of the Heavens. Lightning arcs between the Desolators’ axe strokes, scything down all who stand before them.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Storm Blast12"14+
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Thunderaxe2"34+3+-12
Claws and Fangs1"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 2 - 12      Points: 200
Battlefield Role: None

DESCRIPTION

A unit of Desolators has any number of models, each armed with a Thunderaxe.

MOUNT: This unit’s Dracoths attack with their Claws and Fangs, and a Storm Blast.

ABILITIES

Fury of the Storm: Lightning crackles between the heads of the Desolators’ axes when they attack as one.
While this unit has 4 or more models, add 1 to the Attacks characteristic of this unit’s Thunderaxes. While this unit has 6 or more models, add 2 to the Attacks characteristic instead.

Sigmarite Shields: These sigilic shields protect their bearer in battle.
You can re-roll save rolls of 1 for attacks that target this unit.

Intolerable Damage: When a Dracoth catches its prey, there is often little left of the victim.
If the unmodified wound roll for an attack made with a Dracoth’s Claws and Fangs is 6, that attack has a Damage characteristic of D6 instead of 1.

Storm Blast: Dracoths can spit devastating bolts of lightning that blast apart enemy ranks.
If the hit roll for an attack made with a Storm Blast scores a hit, that attack inflicts D3 mortal wounds and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
ORDER, CELESTIAL, HUMAN, DRACOTH, STORMCAST ETERNAL, DRACOTHIAN GUARD, DESOLATORS


5"
3
4+
8
WARSCROLL

Evocators

Evocators fight with sword and staff, their weapons linked together with chains of summoned power. The combination of heavens-blessed weapons and crackling storm energy makes the Evocator deadly indeed.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Tempest Blade and Stormstave1"43+3+-11
Grandstave2"33+3+-2
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 220
Battlefield Role: None

DESCRIPTION

A unit of Evocators has any number of models, each armed with a Tempest Blade and Stormstave. Any model can replace its Tempest Blade and Stormstave with a Grandstave.

EVOCATOR-PRIME : The leader of this unit is an Evocator-Prime. Add 1 to the Attacks characteristic of an Evocator-Prime’s melee weapons.

ABILITIES

Celestial Lightning Arc: Evocators summon bands of celestial lightning that arc around their weapons.
You can re-roll save rolls of 1 for attacks made with missile weapons that target this unit. In addition, after this unit has been picked to fight for the first time in a phase, after all of its attacks have been resolved, you can pick 1 enemy unit within 3" of this unit. If you do so, roll 2 dice for each model in this unit. For each 4+ that enemy unit suffers 1 mortal wound.

MAGIC

This unit is a WIZARD while it has 2 or more models. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Empower spell. It cannot attempt to cast any spells other than Empower, but any number of units of EVOCATORS can attempt to cast Empower in the same hero phase.

Empower: When gathered in enough numbers, Evocators can empower themselves or their comrades.
Empower has a casting value of 6. If successfully cast, pick a friendly REDEEMER or SACROSANCT unit wholly within 12" of the caster. Until your next hero phase, you can re-roll failed wound rolls for attacks made by that unit.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, SACROSANCT, CORPUSCANT, WIZARD, EVOCATORS


12"
5
4+
8
WARSCROLL

Evocators on Dracolines

The Sacrosanct Chamber includes Evocators that ride to war on mighty Dracolines, celestial beasts whose roars can shake an enemy to his core. By channelling aetheric energy, the Evocators can deflect incoming projectiles and empower their weapons.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Tempest Blade and Stormstave1"43+3+-11
Grandstave2"33+3+-2
Monstrous Claws1"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 260
Battlefield Role: None

DESCRIPTION

A unit of Evocators on Celestial Dracolines has any number of models, each armed with a Tempest Blade and Stormstave. 2 in every 3 models can replace their Tempest Blade and Stormstave with a Grandstave.

MOUNT: This unit’s Celestial Dracolines attack with their Monstrous Claws.

EVOCATOR-PRIME : The leader of this unit is an Evocator-Prime. Add 1 to the Attacks characteristic of an Evocator-Prime’s melee weapons.

ABILITIES

Celestial Lightning Arc: Evocators summon bands of celestial lightning that arc around their weapons.
You can re-roll save rolls of 1 for attacks made with missile weapons that target this unit. In addition, after this unit has been picked to fight for the first time in a phase, after all of its attacks have been resolved, you can pick 1 enemy unit within 3" of this unit. If you do so, roll 2 dice for each model in this unit. For each 4+ that enemy unit suffers 1 mortal wound.

Supernatural Roar: The roar of a Dracoline is a terrifying, unearthly sound that will shake any opponent to their very core.
Subtract 1 from the Bravery characteristic of enemy units while they are within 3" of one or more friendly DRACOLINES.

Thunderous Pounce: A Dracoline builds energy as it charges towards the foe, before pouncing and discharging that force through its claws in a blast of Azyrite power.
You can re-roll charge rolls for this unit. In addition, the Damage characteristic for this unit’s Monstrous Claws is D3 instead of 1 if this unit made a charge move in the same turn.

MAGIC

This unit is a WIZARD while it has 2 or more models. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Empower spell. It cannot attempt to cast any spells other than Empower, but any number of units of EVOCATORS can attempt to cast Empower in the same hero phase.

Empower: When gathered in enough numbers, Evocators can empower themselves or their comrades.
Empower has a casting value of 6. If successfully cast, pick a friendly REDEEMER or SACROSANCT unit wholly within 12" of the caster. Until your next hero phase, you can re-roll failed wound rolls for attacks made by that unit.

KEYWORDS
ORDER, CELESTIAL, HUMAN, DRACOLINE, STORMCAST ETERNAL, SACROSANCT, CORPUSCANT, WIZARD, EVOCATORS


10"
5
3+
7
WARSCROLL

Fulminators

Aggressive and bold, there is no foe the Fulminators dare not charge. A surge of celestial energy builds before the ground-shaking impetus of their onset, a crackling war-cloud that travels like a bow wave before their lowered stormstrike glaives.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Storm Blast12"14+
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Stormstrike Glaive2"33+3+-11
Claws and Fangs1"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 2 - 12      Points: 240
Battlefield Role: None

DESCRIPTION

A unit of Fulminators has any number of models, each armed with a Stormstrike Glaive.

MOUNT: This unit’s Dracoths attack with their Claws and Fangs, and a Storm Blast.

ABILITIES

Glaivewall: Fulminators swing their glaives as they advance, projecting a protective barrier.
Add 1 to save rolls for attacks made with missile weapons that target this unit.

Sigmarite Shields: These sigilic shields protect their bearer in battle.
You can re-roll save rolls of 1 for attacks that target this unit.

Impaling Strikes: On the charge, the blade of a stormstrike glaive can impale several foes.
Add 2 to the Damage characteristic of this unit’s Stormstrike Glaives if the unit made a charge move in the same turn.

Intolerable Damage: When a Dracoth catches its prey, there is often little left of the victim.
If the unmodified wound roll for an attack made with a Dracoth’s Claws and Fangs is 6, that attack has a Damage characteristic of D6 instead of 1.

Storm Blast: Dracoths can spit devastating bolts of lightning that blast apart enemy ranks.
If the hit roll for an attack made with a Storm Blast scores a hit, that attack inflicts D3 mortal wounds and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
ORDER, CELESTIAL, HUMAN, DRACOTH, STORMCAST ETERNAL, DRACOTHIAN GUARD, FULMINATORS


9"
3
-
6
WARSCROLL

Gryph-hounds

Gryph-hounds are pack-hunting creatures from the realm of Azyr, noble beasts that detest corruption. Their sharp senses pierce deception as easily as their beaks and claws shred the flesh of the unfaithful.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Beak and Claws1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 6 - 18      Points: 140
Battlefield Role: None

DESCRIPTION

A unit of Gryph-hounds has any number of models that each attack with their Beak and Claws.

GRYPH-HOUND ALPHA: If a unit of Gryphhounds has 3 or more models, one Gryph-hound can be a Gryph-hound Alpha. Add 1 to the Attacks characteristic of a Gryph-hound Alpha’s Beak and Claws.

ABILITIES

Loyal Companion: Once a Gryph-hound has bonded with a companion, it will defend it to the death.
Add 2 to the Attacks characteristic of this unit’s Beak and Claws while this unit is wholly within 6" of a friendly LORD-CASTELLANT or LORD-VERITANT.

Darting Attacks: Gryph-hounds attack in a series of darting strikes.
Each time this unit attacks, it can make a 6" retreat move after all of its attacks have been resolved.

Warning Cry: It is said that it is impossible to sneak up on a Gryph-hound.
If a reserve enemy unit is set up on the battlefield for the first time within 10" of this unit, friendly STORMCAST ETERNAL units wholly within 9" of this unit can attack that reserve unit with all of the missile weapons they are armed with. A unit that uses this ability to attack a reserve unit cannot use this ability to attack another reserve unit in the same phase.

KEYWORDS
ORDER, CELESTIAL, STORMCAST ETERNAL, GRYPH-HOUNDS


5"
2
4+
7
WARSCROLL

Judicators

Whistling volleys of arrows and bolts herald the attack of the Judicators. Foes are pierced by crackling arrows of pure lightning, or sigmarite crossbow bolts. Rank upon rank tumble to the ground as the Judicators ply their deadly trade.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Skybolt Bow24"13+3+-11
Boltstorm Crossbow12"33+4+-1
Shockbolt Bow24"13+3+-11
Thunderbolt Crossbow18"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Storm Gladius1"13+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 160
Battlefield Role: None
Notes: Battleline in Stormcast Eternal army

DESCRIPTION

A unit of Judicators has any number of models, each armed with a Storm Gladius. In addition, the unit is armed with one of the following missile weapon options: Skybolt Bow; or Boltstorm Crossbow. 1 in every 5 models can replace the unit’s missile weapon option with a Shockbolt Bow or a Thunderbolt Crossbow.

JUDICATOR-PRIME : The leader of this unit is a Judicator-Prime. Add 1 to hit rolls for attacks made by a Judicator-Prime.

ABILITIES

Chained Lightning: A shockbolt bow unleashes chain-lightning when it strikes.
If the hit roll for an attack made with a Shockbolt Bow scores a hit, that attack inflicts D6 hits on the target instead of 1. Make a wound and save roll for each hit.

Eternal Judgement: Followers of Chaos are a Judicator’s favoured target.
Re-roll hit rolls of 1 for attacks made with this unit’s missile weapons that target a CHAOS unit.

Rapid Fire: When steadied, a boltstorm crossbow can unleash a deadly hail of fire.
Add 1 to the Attacks characteristic of this unit’s Boltstorm Crossbows if this unit did not move in the movement phase of the same turn.

Thunderbolt Crossbow: A thunderbolt crossbow strikes with a mighty blast of celestial energy.
Do not use the attack sequence for an attack made with a Thunderbolt Crossbow. Instead, roll a dice. Subtract 1 from the roll if the target is a MONSTER. If the result is equal to or less than the number of models in the target unit, that unit suffers D3 mortal wounds.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, JUSTICAR, JUDICATORS


12"
2
4+
7
WARSCROLL

Prosecutors

Hurtling across the battlefield in a blur of sigmarite, Prosecutors are ideally placed to deliver death to their chosen foes with impunity. When the shadows of these warriorheralds fall across the battlefield, there is nowhere the enemy can hide.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Celestial Hammer(s)18"24+4+-1
Stormcall Javelin18"13+3+-1
Stormsurge Trident18"13+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Celestial Hammer(s)1"23+3+-1
Grandaxe1"See below3+3+-11
Grandblade1"23+4+-12
Grandhammer1"24+3+-12
Stormcall Javelin2"14+4+-1
Stormsurge Trident2"14+4+-12
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 90
Battlefield Role: None

DESCRIPTION

A unit of Prosecutors has any number of models.

The unit is armed with one of the following weapon options: Stormcall Javelin and Sigmarite Shield; pair of Celestial Hammers; or Celestial Hammer and Sigmarite Shield.

If the unit is armed with the Stormcall Javelin and Sigmarite Shield weapon option, 1 in every 3 models can replace the unit’s weapon option with a Stormsurge Trident and Sigmarite Shield.

If the unit is armed with any other weapon option, 1 in every 3 models can replace the unit’s weapon option with a Grandaxe, Grandblade or Grandhammer.

PROSECUTOR-PRIME: The leader of this unit is a Prosecutor-Prime. Add 1 to the Attacks characteristic of a Prosecutor-Prime’s Celestial Hammers melee weapon, Stormcall Javelin missile weapon, or Stormsurge Trident missile weapon.

FLY: This unit can fly.

ABILITIES

Cleaving Blow: A single swing of a grandaxe can carve through several foes.
The Attacks characteristic of a Grandaxe is equal to the number of enemy models within 1" of the attacking model when the number of attacks made with the weapon is determined.

Heralds of Righteousness: Prosecutors cross the battlefield in a blur of light.
You can attempt to charge with this unit if it is within 18" of the enemy instead of 12". Roll 3D6 instead of 2D6 when making a charge roll for this unit.

Paired Celestial Hammers: Prosecutors can unleash a flurry of blows as they descend.
You can re-roll hit rolls of 1 for attacks made with a pair of Celestial Hammers.

Sigmarite Shields: These sigilic shields protect their bearer in battle.
You can re-roll save rolls of 1 for attacks that target this unit if any models from the unit are carrying Sigmarite Shields.

Stormcall Javelin: Bolts of lightning imbue these javelins from the storm above.
Add 1 to the Damage characteristic of this unit’s Stormcall Javelins if the target is more than 9" from the attacking model.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, ANGELOS, PROSECUTORS


4"
3
4+
7
WARSCROLL

Protectors

The stormstrike glaives of the Protectors weave in intricate patterns as they advance, creating a shield of celestial energy. When they reach the enemy’s lines, their blades are turned to a deadlier purpose, dismembering their foes in a flash of sigmarite.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Stormstrike Glaive3"33+3+-11
Starsoul Mace1"
See below
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 180
Battlefield Role: None

DESCRIPTION

A unit of Protectors has any number of models, each armed with a Stormstrike Glaive. 2 in every 5 models can replace their Stormstrike Glaive with a Starsoul Mace.

PROTECTOR-PRIME : The leader of this unit is a Protector-Prime. Add 1 to the Attacks characteristic of a Protector-Prime’s Stormstrike Glaive.

ABILITIES

Deathstrike: A stormstrike glaive can slay monstrous foes with a single blow.
If the unmodified hit roll for an attack made with a Stormstrike Glaive that targets a MONSTER is 6, that attack has a Damage characteristic of D6 instead of 1.

Starsoul Mace: A starsoul mace blasts a being’s soul out of synchronicity with their mortal form, slaying them as surely as any death blow.
Do not use the attack sequence for an attack made with a Starsoul Mace. Instead, roll a dice. On a 1, nothing happens. On a 2-5, the target unit suffers D3 mortal wounds. On a 6+, the target unit suffers D3+1 mortal wounds.

Storm-shield: Arrows are deflected by the Protectors’ weaving glaives.
Subtract 1 from hit rolls for attacks made with missile weapons that target this unit. In addition, if another friendly unit wholly within 6" of this unit is targeted by an enemy model’s missile weapon, that friendly unit receives the benefit of cover if the attacking model is closer to this unit than it is to the target unit.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, PALADIN, PROTECTORS


4"
3
4+
7
WARSCROLL

Retributors

Retributors bring swift and deadly justice to the lands of the Mortal Realms. By channelling the energy of the storm, they can release thunderous bursts of sky-magic from their lightning hammers that blast the foe to ash.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Lightning Hammer1"23+3+-12
Starsoul Mace1"
See below
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 200
Battlefield Role: None

DESCRIPTION

A unit of Retributors has any number of models, each armed with a Lightning Hammer. 2 in every 5 models can replace their Lightning Hammer with a Starsoul Mace.

RETRIBUTOR-PRIME : The leader of this unit is a Retributor-Prime. Add 1 to the Attacks characteristic of a Retributor-Prime’s Lightning Hammer.

ABILITIES

Blast to Ashes: A well-swung lightning hammer unleashes its pent-up energies in a great blast of Azyrite energy, destroying everything it strikes.
If the unmodified hit roll for an attack made with a Lightning Hammer is 6, that attack inflicts 2 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Starsoul Mace: A starsoul mace blasts a being’s soul out of synchronicity with their mortal form, slaying them as surely as any death blow.
Do not use the attack sequence for an attack made with a Starsoul Mace. Instead, roll a dice. On a 1, nothing happens. On a 2-5, the target unit suffers D3 mortal wounds. On a 6+, the target unit suffers D3+1 mortal wounds.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, PALADIN, RETRIBUTORS


5"
2
4+
7
WARSCROLL

Sequitors

Sequitors are stern warriors who channel the tempest through the magical weaponry bequeathed to them by Sigmar. To be struck by such a warrior is to feel the energy of the storm discharging with thunderclap force.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Stormsmite Maul1"23+3+-1
Tempest Blade1"33+4+-1
Stormsmite Greatmace1"23+3+-12
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 130/440
Battlefield Role: None
Notes: Battleline in Stormcast Eternal army if general is a LORD-ARCANUM

DESCRIPTION

A unit of Sequitors has any number of models. The unit is armed with one of the following weapon options: Stormsmite Maul and Soulshield; or Tempest Blade and Soulshield. 2 in every 5 models can replace the unit’s weapon option with a Stormsmite Greatmace.

SEQUITOR-PRIME : The leader of this unit is a Sequitor-Prime. A Sequitor-Prime can replace the unit’s weapon option with a Stormsmite Greatmace, in addition to any other models in the unit that can do so. Add 1 to the Attacks characteristic of a Sequitor-Prime’s melee weapon. If a Sequitor-Prime is armed with a Stormsmite Maul and Soulshield or Tempest Blade and Soulshield, they may also carry a Redemption Cache.

ABILITIES

Greatmace Blast: A stormsmite greatmace emits bursts of celestial energy that are deadly to daemons and spirit creatures.
If the unmodified hit roll for an attack made with a Stormsmite Greatmace that targets a DAEMON or NIGHTHAUNT unit is 6, that attack inflicts D3 hits on the target instead of 1. Make a wound and save roll for each hit.

Redemption Cache: A Redemption Cache can drag the souls of the damned from their bodies.
At the start of your shooting phase, you can pick a CHAOS or DEATH unit within 6" of a Sequitor-Prime with a Redemption Cache and roll a dice. On a 4+, that unit suffers 1 mortal wound.

Sequitor Aetheric Channelling: Sequitors can use their knowledge of the arcane arts to channel aetheric energy into their weapons or shields.
At the start of the combat phase, you must say if this unit will channel aetheric power into its weapons or its shields. If you choose its weapons, you can re-roll failed hit rolls for attacks made by this unit in that combat phase. If you choose its shields, you can re-roll failed save rolls for attacks that target this unit in that combat phase (instead of only re-rolling save rolls of 1).

Soulshields: Soulshields are harder than steel and thrice blessed during their forging, so they can withstand any blow.
You can re-roll save rolls of 1 for attacks that target this unit if any models from this unit are carrying a Soulshield.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, SACROSANCT, REDEEMER, SEQUITORS


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 WoundRendDamage
Severin’s Broadsword1"33+4+-12
Obryn’s Grandhammer1"24+3+-13
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


10"
5
3+
7
WARSCROLL

Tempestors

While their Dracoths charge forward spitting sizzling bolts of lightning, the Tempestors unleash the fury of their volleystorm crossbows, loosing a hail of bolts that burn like blazing meteorites and blast holes in the enemy’s lines.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Volleystorm Crossbow12"43+4+-1
Storm Blast12"14+
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Warblade1"33+4+-1
Claws and Fangs1"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 2 - 12      Points: 200
Battlefield Role: None

DESCRIPTION

A unit of Tempestors has any number of models, each armed with a Volleystorm Crossbow and a Warblade.

MOUNT: This unit’s Dracoths attack with their Claws and Fangs, and a Storm Blast.

ABILITIES

Disruptive Fire: Tempestors train to focus their shots, keeping the enemy cowering.
Subtract 1 from hit rolls for attacks made with missile weapons used by enemy units while they are within 12" of one or more friendly TEMPESTORS.

Sigmarite Shields: These sigilic shields protect their bearer in battle.
You can re-roll save rolls of 1 for attacks that target this unit.

Intolerable Damage: When a Dracoth catches its prey, there is often little left of the victim.
If the unmodified wound roll for an attack made with a Dracoth’s Claws and Fangs is 6, that attack has a Damage characteristic of D6 instead of 1.

Storm Blast: Dracoths can spit devastating bolts of lightning that blast apart enemy ranks.
If the hit roll for an attack made with a Storm Blast scores a hit, that attack inflicts D3 mortal wounds and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
ORDER, CELESTIAL, HUMAN, DRACOTH, STORMCAST ETERNAL, DRACOTHIAN GUARD, TEMPESTORS


6"
2
4+
7
WARSCROLL

The Farstriders

Sanson Farstrider is one of the most experienced and respected Hunter-Primes in the Hammers of Sigmar, and his band of hard-bitten veterans have always been chosen for the most death-defying and critical missions behind enemy lines.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Boltstorm Pistol9"23+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Shock Handaxe1"24+3+-1
Storm Sabre1"23+4+-1
PITCHED BATTLE PROFILE

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

DESCRIPTION

The Farstriders is a unit that has 3 models. Sanson Farstrider is armed with a Boltstorm Pistol and a Shock Handaxe, carries an Astral Compass and is accompanied by a Star Falcon. Almeric Eagle-eye is armed with a Boltstorm Pistol and a Shock Handaxe. Elias Swiftblade is armed with a Boltstorm Pistol and a Storm Sabre.

SANSON FARSTRIDER: The leader of this unit is Sanson Farstrider. Add 1 to the Attacks characteristic of his Shock Handaxe.

ABILITIES

Astral Compass: The astral compass shows the best route to strike at the foe.
If you set up a unit that includes any models with an Astral Compass in the Celestial Realm using the Scions of the Storm battle trait, when you set it up on the battlefield for the first time, instead of setting it up more than 9" from the enemy, you can set it up wholly within 6" of any edge of the battlefield, more than 7" from the enemy.

Star Falcon: Farstrider’s loyal companion can swoop from the skies to strike the enemy.
At the start of your shooting phase, you can pick 1 enemy unit within 18" of Sanson Farstrider and roll a dice. On a 4+, that enemy unit suffers 1 mortal wound.

Tireless Hunters: These determined warriors never stop moving in pursuit of their prey.
This unit can run and still shoot in the same turn.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HAMMERS OF SIGMAR, ANGELOS, VANGUARD-HUNTERS, THE FARSTRIDERS


6"
2
4+
7
WARSCROLL

Vanguard-Hunters

Vanguard-Hunters are daring raiders and expert scouts who prosecute the war against Chaos in the most challenging environments. These veterans can turn the tide of battle in one bold action, loosing shots into the foe as they dash through the fray.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Boltstorm Pistol9"23+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Shock Handaxe1"24+3+-1
Storm Sabre1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 15      Points: 110
Battlefield Role: None
Notes: Battleline in Stormcast Eternal army if general is a LORD‑AQUILOR

DESCRIPTION

A unit of Vanguard-Hunters 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 Storm Sabre. 1 in every 5 models can carry an Astral Compass.

HUNTER-PRIME: The leader of this unit is a Hunter-Prime. Add 1 to the Attacks characteristic of a Hunter-Prime’s weapons.

ABILITIES

Astral Compass: The astral compass shows the best route to strike at the foe.
If you set up a unit that includes any models with an Astral Compass in the Celestial Realm using the Scions of the Storm battle trait, when you set that unit up on the battlefield for the first time, instead of setting it up more than 9" away from the enemy, you can set it up wholly within 6" of any edge of the battlefield, more than 7" from the enemy.

Tireless Hunters: These determined warriors never stop moving in pursuit of their prey.
This unit can run and still shoot later in the same turn.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, ANGELOS, VANGUARD-HUNTERS


12"
5
4+
7
WARSCROLL

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 WoundRendDamage
Boltstorm Pistol9"23+4+-1
Starstrike Javelin18"13+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Shock Handaxe1"23+3+-1
Starstrike Javelin2"14+3+-11
Razor Beak and Claws1"33+3+-21
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 180
Battlefield Role: None

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
ORDER, CELESTIAL, HUMAN, GRYPH-CHARGER, STORMCAST ETERNAL, ANGELOS, VANGUARD-PALLADORS


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


5"
2
4+
7
WARSCROLL

Vanguard-Raptors with Longstrike Crossbows

Raining death upon the enemy from afar, Vanguard-Raptors armed with longstrike crossbows are marksmen with few equals. Poised in well-chosen vantage points, they wait with bolts loaded until the perfect prey appears.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Longstrike Crossbow24"12+3+-22
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Heavy Stock1"14+3+-1
Beak and Claws1"24+3+-1
PITCHED BATTLE PROFILE

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

DESCRIPTION

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

RAPTOR-PRIME: The leader of this unit is a Raptor-Prime. A Raptor-Prime is accompanied by an Aetherwing, which attacks with its Beak and Claws. For rules purposes, it is treated in the same manner as a mount.

ABILITIES

Headshot: Vanguard-Raptors have the uncanny ability to kill with a single shot.
If the unmodified hit roll for an attack made with a Longstrike Crossbow is 6, that attack inflicts 2 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Hunting Call: A loyal Aetherwing is an excellent look-out.
If an enemy unit finishes a charge move within 1" of a friendly unit that includes a Raptor-Prime, roll a dice for each model in that Raptor-Prime’s unit. For each 6+, the charging unit suffers 2 mortal wounds.

Longshot: Vanguard-Raptors are unerringly accurate at extreme ranges when established in a static formation.
Add 6" to the Range characteristic of this unit’s Longstrike Crossbows if this unit did not move in the movement phase of the same turn.

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


5"
3
4+
8
WARSCROLL

Stormsire’s Cursebreakers

In service to Averon Stormsire and their God-King, the Evocators Ammis and Rastus have journeyed to some of the darkest and most unhallowed corners of the Mortal Realms, striking down their enemies with the crackling magic of Azyr.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Tempest Blade and Stormstave1"53+3+-11
PITCHED BATTLE PROFILE

Unit Size: 2      Points: 260
Battlefield Role: None
Notes: Unique. Averon Stormsire and Stormsire’s Cursebreakers must be taken as a set for a total of 260 points. Although taken as a set, each is a separate unit.

DESCRIPTION

Stormsire’s Cursebreakers is a unit that has 2 models, each armed with a Tempest Blade and Stormstave.

ABILITIES

Blessed Banishment: The light of the heavens burns away the taint of corruption.
You can re-roll hit rolls of 1 for attacks made by this unit that target CHAOS or DEATH units.

Celestial Lightning Arc: Evocators summon bands of celestial lightning that arc around their weapons.
You can re-roll save rolls of 1 for attacks made with missile weapons that target this unit. In addition, after this unit has been picked to fight for the first time in a phase, after all of its attacks have been resolved, you can pick 1 enemy unit within 3" of this unit. If you do so, roll 2 dice for each model in this unit. For each 4+ that enemy unit suffers 1 mortal wound.

MAGIC

This unit is a WIZARD while it has 2 models. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Empower spell. It cannot attempt to cast any spells other than Empower, but any number of units of EVOCATORS can attempt to cast Empower in the same hero phase.

Empower: When gathered in enough numbers, Evocators can empower themselves or their comrades.
Empower has a casting value of 6. If successfully cast, pick a friendly REDEEMER or SACROSANCT unit wholly within 12" of the caster. Until your next hero phase, you can re-roll failed wound rolls for attacks made by that unit.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HAMMERS OF SIGMAR, SACROSANCT, CORPUSCANT, WIZARD, EVOCATORS, STORMSIRE’S CURSEBREAKERS


Artillery


3"
7
4+
7
WARSCROLL

Celestar Ballista

The Celestar Ballista fires bolts of blessed sigmarite, each imbued with a thunderbolt. On impact, these projectiles explode with devastating effect, sending chains of lightning leaping out to strike those nearby.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Celestar Stormbolts: Single Shot36"13+3+-21
Celestar Stormbolts: Rapid Fire18"45+3+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Sigmarite Blades1"44+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Artillery

DESCRIPTION

A Celestar Ballista consists of a Ballista and a crew of two Sacristan Engineers. The Ballista is armed with Celestar Stormbolts, while the Sacristan Engineers are armed with Sigmarite Blades.

The Ballista and its crew are treated as a single model, using the characteristics given above. The crew must remain within 1" of the Ballista.

ABILITIES

Bastions of Death: The crew of a Celestar Ballista make the maximum use of any cover.
When this unit is targeted by an enemy missile weapon, add 2 to its save rolls if it is in cover instead of 1.

Chained Lightning: Each projectile unleashed by a Celestar Ballista has a bolt of Sigmar’s lightning imbued within it.
If the hit roll for an attack made with a Celestar Stormbolt scores a hit, that attack inflicts D6 hits on the target instead of 1. Make a wound and save roll for each hit.

Versatile Weapon: A Celestar Ballista can switch between two firing methods, taking down longrange targets with a single shot, or unleashing a volley of fire at closer foes.
Before attacking with Celestar Stormbolts, choose either the Single Shot or Rapid Fire missile weapon characteristics for that shooting attack.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, SACROSANCT, ORDINATOS, WAR MACHINE, CELESTAR BALLISTA


Battleline


5"
2
4+
7
WARSCROLL

Liberators

The hosts of the Stormcast Eternals thunder down from the Celestial Realm, intent on laying low the tyrant and the fiend. The core of most Stormhosts is comprised of hammer-wielding Liberators, warriors who are adept at unleashing Sigmar’s wrath.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Warhammer(s)1"24+3+-1
Warblade(s)1"23+4+-1
Grandhammer1"24+3+-12
Grandblade1"23+4+-12
PITCHED BATTLE PROFILE

Unit Size: 5 - 30      Points: 100/520
Battlefield Role: Battleline

DESCRIPTION

A unit of Liberators has any number of models. The unit is armed with one of the following weapon options: Warhammer and Sigmarite Shield; Warblade and Sigmarite Shield; pair of Warblades; or pair of Warhammers. 1 in every 5 models can replace the unit’s weapon option with a Grandhammer or a Grandblade.

LIBERATOR-PRIME : The leader of this unit is a Liberator-Prime. Add 1 to the Attacks characteristic of a Liberator-Prime’s melee weapon.

ABILITIES

Lay Low the Tyrants: Liberators are formidable against powerful warlords and vicious creatures.
You can add 1 to hit rolls for attacks made by this unit that target an enemy unit with a Wounds characteristic of 5 or more.

Paired Weapons: An extra weapon allows a Liberator to feint and parry.
Each unmodified hit roll of 6 made for a model armed with either a pair or warhammers or a pair of warblades inflicts 2 hits on the target instead of 1. Make a wound and save roll for each hit.

Sigmarite Shields: These sigilic shields protect their bearer in battle.
You can re-roll save rolls of 1 for attacks that target this unit if any models from this unit are carrying Sigmarite Shields.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, REDEEMER, LIBERATORS


Leader


12"
7
3+
9
WARSCROLL

Astreia Solbright

Astreia Solbright crackles with static electricity, drawing the tempest behind her as she races across the lands on her fierce Dracoline, Kazra. Her storm magic blasts her enemies to cinders, but leaves her allies untouched.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Aetherstave2"43+3+-1D3
Monstrous Claws1"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Astreia Solbright is a named character that is a single model. She is armed with an Aetherstave.

MOUNT: Astreia’s Dracoline, Kazra, attacks with its Monstrous Claws.

ABILITIES

Cycle of the Storm: A Lord-Arcanum is capable of capturing the soul-stuff of a fallen Stormcast Eternal, returning it back to the battlefield to continue the fight.
Once per turn, when a friendly STORMCAST ETERNAL model is slain within 18" of this model, instead of removing the slain model, you can heal 1 wound allocated to it. This model cannot use this ability on itself.

Spirit Flask: As a desperate last resort, Lord- Arcanums can smash open one or more of the filled spirit flasks that they carry, causing a deadly explosion of soul energy that engulfs the wizard and anybody that is nearby.
Once per battle, at the start of the combat phase, you can say that this model will shatter 1, 2 or 3 spirit flasks. If you do so, each unit within 3" of this model suffers 1 mortal wound for each spirit flask that was shattered. Units within 3" with 10 or more models suffer D3 mortal wounds for each spirit flask that was shattered instead. Allocate the mortal wounds to this model last of all, after allocating them to any other units that are affected.

Supernatural Roar: The roar of a Dracoline is a terrifying, unearthly sound that will shake any opponent to their very core.
Subtract 1 from the Bravery characteristic of enemy units while they are within 3" of one or more friendly DRACOLINES.

Thunderous Pounce: A Dracoline builds energy as it charges towards the foe, before pouncing and discharging that force through its claws in a blast of Azyrite power.
You can re-roll charge rolls for this model. In addition, the Damage characteristic for this model’s Monstrous Claws is D3 instead of 1 if this model made a charge move in the same turn.

MAGIC

Astreia Solbright is a WIZARD. She can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. She knows the Arcane Bolt, Mystic Shield and Lightning Pulse spells. In addition, the Arcane Bolts that she unleashes are fuelled by Prime Electrids.

Lightning Pulse: With electricity pulsing from her eyes, Astreia gathers the power of Azyr into herself and then releases it as a lethal expanding dome of lightning.
Lightning Pulse has a casting value of 5. If successfully cast, roll a dice for each enemy unit within 12" of the caster that is visible to them. On a 5+, that unit suffers 1 mortal wound.

Prime Electrids: With the power of Azyr crackling through them, Lord-Arcanums can summon lightning as easily as another mortal draws breath.
If this model successfully casts Arcane Bolt and it is not unbound, then the spell inflicts D3 mortal wounds instead of 1, or D6 mortal wounds instead of D3 if the casting roll was 10+.

COMMAND ABILITIES

Soul Energy of the First Host: Soul Energy of the First Host: Astreia Solbright can enhance the soul energy of nearby units from Hammers of Sigmar Sacrosanct Chambers, allowing them to perform extraordinary deeds.
You can use this command ability in your hero phase, your shooting phase, or the combat phase.

Hero Phase: If you use this command ability in your hero phase, pick a friendly unit of HAMMERS OF SIGMAR EVOCATORS wholly within 12" of a friendly model with this command ability. That unit can automatically cast Empower in that hero phase (no casting roll is required, and the spell cannot be unbound).

Shooting Phase: If you use this command ability in your shooting phase, pick a friendly unit of HAMMERS OF SIGMAR CASTIGATORS wholly within 12" of a friendly model with this command ability. You can use Aetheric Channelling to increase the accuracy and power of that unit’s Thunderhead Greatbows in that shooting phase instead of choosing only one of those options.

Combat Phase: If you use this command ability in the combat phase, pick a friendly unit of HAMMERS OF SIGMAR SEQUITORS wholly within 12" of a friendly model with this command ability. You can use Aetheric Channelling to increase the power of the unit’s weapons and shields in that combat phase instead of choosing only one of those options.

KEYWORDS
ORDER, CELESTIAL, HUMAN, DRACOLINE, STORMCAST ETERNAL, HAMMERS OF SIGMAR, SACROSANCT, HERO, WIZARD, LORD-ARCANUM, ASTREIA SOLBRIGHT


14"
10
3+
9
WARSCROLL

Aventis Firestrike, Magister of Hammerhal

The Lord-Arcanum Firestrike is the most exalted Stormcast mage in Hammerhal. He rides a mighty Tauralon to war, and has within him a heart of primordial fire, enabling him to channel the energy of not only Azyr but also Aqshy.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Staff of Hammerhal2"43+3+-1D3
Horns and Stamping Hooves1"43+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 340
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Aventis Firestrike is a named character that is a single model. He is armed with the Staff of Hammerhal.

MOUNT: Aventis’ Tauralon, Loithar, attacks with its Horns and Stamping Hooves.

FLY: This model can fly.

ABILITIES

Comet Trail: As a Tauralon swoops through the skies, it leaves a trail of sparkling Azyrite energy that settles on those below.
At the end of your movement phase, you can pick 1 enemy unit that has any models that this model passed across. You can add 1 to hit rolls for attacks made with missile weapons used by friendly STORMCAST ETERNAL units that target that unit in the same turn.

Cycle of the Storm: A Lord-Arcanum is capable of capturing the soul-stuff of a fallen Stormcast Eternal, returning it back to the battlefield to continue the fight.
Once per turn, when a friendly STORMCAST ETERNAL model is slain within 18" of this model, instead of removing the slain model, you can heal 1 wound allocated to it. This model cannot use this ability on itself.

Meteoric Strike: A Tauralon descends from the skies without warning, smashing into the foe with its horned head lowered.
Roll a dice for each enemy unit that is within 1" of this model after this model makes a charge move. On a 2+ that unit suffers 1 mortal wound.

Righteous Indignation: When roused to wrath, Aventis channels that anger into his magical powers, blasting the foe.
Each time a wound inflicted by a melee weapon is allocated to this model, roll a dice. On a 5+ the attacking unit suffers 1 mortal wound.

Spirit Flask: As a desperate last resort, Lord- Arcanums can smash open one or more of the filled spirit flasks that they carry, causing a deadly explosion of soul energy that engulfs the wizard and anybody that is nearby.
Once per battle, at the start of the combat phase, you can say that this model will shatter 1, 2 or 3 spirit flasks. If you do so, each unit within 3" of this model suffers 1 mortal wound for each spirit flask that was shattered. Units within 3" with 10 or more models suffer D3 mortal wounds for each spirit flask that was shattered instead. Allocate the mortal wounds to this model last of all, after allocating them to any other units that are affected.

Thunderhead Crown: Aventis’ helm taps into the Anvil of the Apotheosis, renewing him, even in the thick of battle.
In your hero phase, heal 1 wound allocated to this model.

MAGIC

Aventis Firestrike is a WIZARD. He can attempt to cast two spells in your hero phase, and attempt to unbind two spells in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Pyroelectric Blast spells. In addition, the Arcane Bolts that he unleashes are fuelled by Prime Electrids.

Pyroelectric Blast: By combining the magic of Aqshy and Azyr, Aventis can channel a blast of power that can melt even solid stone.
Pyroelectric Blast has a casting value of 6. If successfully cast, pick a point on the battlefield within 9" of the caster that is visible to them. Draw an imaginary line 1mm wide between that point and the closest part of the caster. Each unit, apart from the caster, that has any models beneath this line suffers D3 mortal wounds.

Prime Electrids: With the power of Azyr crackling through them, Lord-Arcanums can summon lightning as easily as another mortal draws breath.
If this model successfully casts Arcane Bolt and it is not unbound, then the spell inflicts D3 mortal wounds instead of 1, or D6 mortal wounds instead of D3 if the casting roll was 10+.

COMMAND ABILITIES

Fiery Orator: Aventis Firestrike’s rousing commands can inflame the righteous fury of his followers, pushing them to ever greater heights of aggression.
You can use this command ability at the start of the combat phase. If you do so, pick a friendly HAMMERS OF SIGMAR unit wholly within 12" of a friendly model with this command ability. Add 1 to wound rolls for attacks made by that unit until the end of that phase.

KEYWORDS
ORDER, CELESTIAL, HUMAN, TAURALON, STORMCAST ETERNAL, HAMMERS OF SIGMAR, SACROSANCT, HERO, MONSTER, WIZARD, LORD-ARCANUM, AVENTIS FIRESTRIKE


12"
8
3+
10
WARSCROLL

Celestant-Prime, Hammer of Sigmar

The first of the Stormcast Eternals, the Celestant-Prime is the embodiment of Sigmar’s Storm. Bearing the warhammer Ghal Maraz, he crashes into the foe like a thunderbolt, the impact of his blows sweeping away whole enemy ranks at a time.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Ghal Maraz, the Hammer of Sigmar2"33+2+-33
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 340
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

The Celestant-Prime is a named character that is a single model. He is armed with Ghal Maraz, the Hammer of Sigmar.

FLY: This model can fly.

ABILITIES

Cometstrike Sceptre: Blazing with celestial might, the Celestant-Prime raises his sceptre high before letting it fall to bring comets raining from above.
In your shooting phase, you can pick a point on the battlefield within 24" of this model that is visible to them. Each unit within D6" of that point suffers D3 mortal wounds.

Retribution from On High: The Celestant-Prime descends from Azyr into the thickest fighting, Ghal Maraz glowing with power as it smites the foe.
Instead of setting up this model on the battlefield, you can place it to one side and say that it is set up in the Heavens as a reserve unit. If you do so, at the end of your movement phase you must declare whether this model will remain in reserve or strike from the Heavens.

If this model remains in reserve, add 2 to the Attacks characteristic of Ghal Maraz until the end of the battle.

If this model strikes from the Heavens, set this model up on the battlefield more than 9" from any enemy units. In addition, if this model strikes from the Heavens, until your next hero phase subtract 2 from the Bravery characteristic of enemy units while they are within 12" of this model.

Bearer of the Warhammer: The Celestant- Prime carries Ghal Maraz, the Skull-Splitter, the hammer of Sigmar itself. This potent relic is not only a deadly weapon, but a symbol of hope for the forces of Order.
Add 1 to the Bravery characteristic of friendly ORDER units while they are wholly within 18" of this model.

Orrery of Celestial Fates: A storm of celestial energy swirls around the Celestant-Prime’s feet, granting him mystic insights that aid him in battle.
Once per turn, you can change one of the following dice rolls to a roll of your choice. Apply any modifiers to the new roll:
  • One hit roll for an attack made by this model
  • One wound roll for an attack made by this model
  • One save roll for an attack that targets this model
  • One run roll for this model
  • One charge roll for this model
  • One roll that determines the range or number of mortal wounds for this model’s Cometstrike Sceptre

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HERO, CELESTANT-PRIME


5"
5
3+
9
WARSCROLL

Gavriel Sureheart

As a mortal, Gavriel Sureheart grew up as a slave in a Khornate fortress-arena, and led a rebellion that saw many of his masters cast down. He has since been reforged as a Lord-Celestant, taking his consummate combat skills to the forefront of Sigmar’s war.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Starbound Blade1"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Gavriel Sureheart is a named character that is a single model. He is armed with a Starbound Blade.

ABILITIES

Inescapable Vengeance: A Lord-Celestant is a fearsome fighter, smashing into the enemy with a flurry of blows.
Add 1 to the Attacks characteristic of this model’s melee weapon if this model made a charge move in the same turn.

Sigmarite Thundershield: Thundershields store storm energy, unleashing it when struck with sufficient force to blast those attempting to attack.
You can re-roll save rolls of 1 for attacks that target this model. If the re-rolled save is successful, each enemy unit within 3" of this model suffers 1 mortal wound.

COMMAND ABILITIES

Once More, For Sigmar, Charge!: Gavriel raises his blade to the sky, exhorting his forces into the foe’s battle-lines.
You can use this command ability at the start of your charge phase. If you do so, until the end of that phase, add 3 to charge rolls for friendly HAMMERS OF SIGMAR units that are wholly within 12" of a friendly model with this command ability when the charge roll is made.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HAMMERS OF SIGMAR, HERO, LORD-CELESTANT, GAVRIEL SUREHEART


12"
5
3+
9
WARSCROLL

Knight-Azyros

The Knights-Azyros are heralds of the sky. Where the Knight-Azyros shines their light, there too can almighty Sigmar see, guiding his Stormcasts to smite the foes of Azyr. That illuminating beam is a boon to allies, and a bane to foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Starblade1"43+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader

DESCRIPTION

A Knight-Azyros is a single model armed with a Starblade.

FLY: This model can fly.

ABILITIES

Illuminator of the Lost: Casting the pure light of Sigmar onto the foe, the Knight-Azyros’ allies let fly their arrows with greater accuracy.
You can re-roll hit rolls of 1 for attacks made by friendly units that target enemy units while the enemy unit is within 10" of this model.

The Light of Sigmar: Opening the celestial beacon’s frontis wide, the Knight-Azyros allows the full majesty of Sigmar’s light to scour the enemy.
Once per battle, in your hero phase, this model can use its celestial beacon. If it does so, each enemy unit within 8" of this model suffers D3 mortal wounds. CHAOS units within 8" suffer D6 mortal wounds instead.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HERO, KNIGHT-AZYROS


5"
5
4+
8
WARSCROLL

Knight-Heraldor

With blasts sounding from their battle-horn, a Knight-Heraldor inspires nearby Stormcast Eternals. So powerful are the thunderous calls of the herald that the celestial shock waves can topple buildings, fell trees or cast down dark idols.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Sigmarite Broadsword1"43+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader

DESCRIPTION

A Knight-Heraldor is a single model armed with a Sigmarite Broadsword.

ABILITIES

Onwards to Glory: The sound of battle-horns directs and marshalls the Stormhosts as easily as a shouted command.
At the start of your movement phase, you can pick a friendly STORMCAST ETERNAL unit wholly within 12" of this model. That unit can retreat and/or run in that movement phase and still charge later in the same turn.

Thunderblast: The unearthly sound of a battlehorn can shake even the sturdiest strongholds to their foundations.
In your shooting phase, pick a terrain feature wholly within 18" of this model. Each enemy unit within 3" of that terrain feature suffers D3 mortal wounds.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HERO, KNIGHT-HERALDOR


5"
5
3+
9
WARSCROLL

Knight-Incantor

The Knight-Incantor is a gifted stormcaller, able to summon hurricane winds and gales of mystical energy. Those who ignite a Knight-Incantor’s wrath soon find themselves battling against a living tempest.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Incantor’s Staff2"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader

DESCRIPTION

A Knight-Incantor is a single model armed with an Incantor’s Staff.

ABILITIES

Voidstorm Scroll: Each Knight-Incantor bears a scroll infused with potent void magic.
Once per battle, when this model attempts to unbind a spell, instead of making an unbinding roll you can say this model is using its Voidstorm Scroll. If you do so, the spell is automatically unbound (do not roll the dice).

Spirit Flask: Knights-Incantor can smash the filled spirit flasks they carry, causing a deadly explosion of soul energy.
Once per battle, at the start of the combat phase, you can say that this model will shatter 1, 2 or 3 spirit flasks. If you do so, each unit within 3" of this model suffers 1 mortal wound for each spirit flask that was shattered. Units within 3" with 10 or more models suffer D3 mortal wounds for each spirit flask that was shattered instead. Allocate the mortal wounds to this model last of all, after allocating them to any other units that are affected.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Spirit Storm spells.

Spirit Storm: The wizard conjures a whirl of gusting winds and eldritch lightning.
Spirit Storm has a casting value of 7. If successfully cast, each enemy unit within 18" of the caster suffers 1 mortal wound. In addition, until your next hero phase, subtract 1 from run and charge rolls for enemy units while they are within 18" of the caster.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, SACROSANCT, HERO, WIZARD, KNIGHT-INCANTOR


5"
5
3+
8
WARSCROLL

Knight-Questor

Knights-Questor have vowed to fulfil sacred tasks and duties in the name of Sigmar. They adventure across the realms to slay terrible enemies with their warblades or recover arcane artefacts whose power can turn the tides of war.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Questor Warblade1"43+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader

DESCRIPTION

A Knight-Questor is a single model armed with a Questor Warblade.

ABILITIES

Thundercharged Strike: Knights-Questor can imbue their blades with deadly energy.
If the unmodified wound roll for an attack made with a Questor Warblade is 6, that attack has a Damage characteristic of 2 instead of 1.

Heroic Challenge: Calling out to the enemy horde’s most powerful warriors, the Knight- Questor challenges them to single combat.
If this model is within 6" of an enemy HERO when it makes a pile-in move, it can pile in an extra 3", but must end that pile-in move within 1" of an enemy HERO. In addition, you can re-roll failed hit rolls for attacks made by this model if the target of that attack is a HERO.

Sigmarite Shield: This sigilic shield protects its bearer in battle.
You can re-roll failed save rolls for attacks that target this model.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HERO, KNIGHT-QUESTOR


12"
5
3+
9
WARSCROLL

Knight-Venator

The Knight-Venator is a sky-hunter, a winged archer that rains down death from above. Not even large monsters or powerful enemy leaders are safe from the lethal missile fire loosed by this soaring angel of Azyr.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Realmhunter’s Bow30"32+3+-11
Celestial Beak and Talons30"34+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Bow Stave1"23+4+-1
Celestial Beak and Talons1"34+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader

DESCRIPTION

A Knight-Venator is a single model armed with a Realmhunter’s Bow and Bow Stave.

COMPANION: A Knight-Venator is accompanied by a Star-eagle that attacks with its Celestial Beak and Talons. For rules purposes, it is treated in the same manner as a mount.

FLY: A Knight-Venator can fly.

ABILITIES

Celestial Strike: A Star-eagle can transmute its form into pure Azyrite energy.
If the unmodified wound roll for an attack made with a Star-eagle’s Celestial Beak and Talons is 6, that attack has a Rend characteristic of -3 instead of ‘-’.

Star-fated Arrow: Whispering the name of a powerful foe, the Knight-Venator looses an arrow destined to end that enemy’s life.
Once per battle, in your shooting phase, this model can shoot a Star-fated Arrow. If it does so, until the end of that phase, the Attacks characteristic of this model’s Realmhunter’s Bow is reduced to 1, but it has a Damage characteristic of D3+3 instead of 1. If the target is a HERO or MONSTER, this weapon has a Damage characteristic of D6+3 until the end of that phase instead.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HERO, KNIGHT-VENATOR


4"
5
3+
9
WARSCROLL

Knight-Vexillor

Blazing with celestial energies, the banners of the Stormcast Eternals are carried proudly into battle by the Knights-Vexillor. These standards have the power to pull down comets and to summon forth the swirling power of a hurricane.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Warhammer1"44+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader

DESCRIPTION

A Knight-Vexillor is a single model armed with a Warhammer. It can also carry a Meteoric Standard or a Pennant of the Stormbringer.

ABILITIES

Icon of War: When rallying around a Knight- Vexillor’s banner, Stormcast Eternals are inspired to glorious acts of valour.
You can re-roll charge rolls for friendly STORMCAST ETERNAL units that are wholly within 18" of this model when the charge roll is made.

Meteoric Standard: With a flourish of this heavy icon, the Knight-Vexillor pulls a comet down from the heavens and plunges it into the foe.
If this model has a Meteoric Standard, once per battle, in your hero phase, you can pick a point on the battlefield within 24" of this model. Each unit within 2D6" of that point suffers D3 mortal wounds.

Pennant of the Stormbringer: This banner snaps in the tempest as the Knight-Vexillor draws powerful winds to carry allies across the field of battle.
If this model has a Pennant of the Stormbringer, once per battle, at the end of your movement phase, you can pick a friendly STORMCAST ETERNAL unit on the battlefield. Remove that unit from the battlefield and then set it up again anywhere on the battlefield more than 9" from any enemy units.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HERO, TOTEM, KNIGHT-VEXILLOR


6"
5
3+
9
WARSCROLL

Knight-Zephyros

Knights-Zephyros are more assassins than leaders, though they work closely with their kin to ensure they have the best chance of killing their quarry. When it is time to strike, they unfurl a hurricane of lightning-swift attacks nigh impossible to escape.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Boltstorm Pistol9"23+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Tempest Axes1"63+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader

DESCRIPTION

A Knight-Zephyros is a single model armed with a pair of Tempest Axes and a Boltstorm Pistol.

ABILITIES

Lightning-fast Strikes: When a Knight-Zephyros reaches their target, they unleash a hail of powerful blows, cutting the foe down with ease.
Add 1 to the Attacks characteristic of this model’s Tempest Axes if this model made a charge move in the same turn.

Tireless Hunter: This determined warrior never stops moving in pursuit of their prey.
This model can run and still shoot later in the same turn.

Windrider: This warrior can follow in the wake of swift Gryph-chargers to race across the battlefield.
When a friendly STORMCAST ETERNAL unit within 9" of this model uses their Ride the Winds Aetheric ability, this model can follow in their wake if it has not already made a move in that movement phase.

If it does so, immediately move this model up to the distance moved by the unit they are following. This model must end that move within 9" of the unit it is following and more than 3" from any enemy models. If this model uses this ability, it cannot move in that movement phase, and cannot make a charge move later in the same turn.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HERO, KNIGHT-ZEPHYROS


12"
7
3+
9
WARSCROLL

Lord-Aquilor

Lord-Aquilors are masters of the hunt, tracking their foes across the Mortal Realms as they ride the winds aetheric. When the foe is cornered, the Lord-Aquilor will strike with blade and handaxe as their Gryph-charger savages the opponent.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Heavy Boltstorm Pistol9"43+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Starbound Blade1"33+3+-12
Shock Handaxe1"23+3+-1
Razor Beak and Claws1"33+3+-21
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: Leader

DESCRIPTION

A Lord-Aquilor is a single model armed with a Starbound Blade, a Shock Handaxe and a Heavy Boltstorm Pistol. It can also carry an Astral Compass.

MOUNT: This model’s Gryph-charger attacks with its Razor Beak and Claws.

ABILITIES

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).

Astral Compass: The astral compass shows the best route to strike at the foe.
If you set up this model in the Celestial Realm using the Scions of the Storm battle trait, when you set it up on the battlefield for the first time, instead of setting it up more than 9" from the enemy, you can set it up wholly within 6" of any edge of the battlefield, more than 7" from the enemy.

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 model 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 model 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 model cannot charge in a turn in which it Rides the Winds Aetheric.

COMMAND ABILITIES

Lord of the Azyrite Hurricane: The Lord- Aquilor directs their warriors to fade and strike from an unexpected direction, whirling around the enemy like a cyclone.
You can use this command ability at the end of your movement phase. If you do so, pick a friendly model with this command ability. Remove that model, and/or one friendly unit of VANGUARD-HUNTERS, VANGUARD-PALLADORS, VANGUARD-RAPTORS or AETHERWINGS wholly within 24" of that model, from the battlefield and set them up wholly within 6" of any edge of the battlefield, more than 7" from any enemy units.

KEYWORDS
ORDER, CELESTIAL, HUMAN, GRYPH-CHARGER, STORMCAST ETERNAL, HERO, LORD-AQUILOR


5"
6
3+
9
WARSCROLL

Lord-Arcanum

The Lord-Arcanum wields the wrath of the storm itself. He can hurl blasts of celestial force, wield powerful spirit energy, or even return the soul-essence of a fallen comrade to his body so that he might rise to fight again.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Aetherstave2"43+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Leader

DESCRIPTION

A Lord-Arcanum is a single model armed with an Aetherstave.

ABILITIES

Cycle of the Storm: A Lord-Arcanum is capable of capturing the soul-stuff of a fallen Stormcast Eternal, returning it back to the battlefield to continue the fight.
Once per turn, when a friendly STORMCAST ETERNAL model is slain within 18" of this model, instead of removing the slain model, you can heal 1 wound allocated to it. This model cannot use this ability on itself.

Spirit Flask: As a desperate last resort, Lord- Arcanums can smash open one or more of the filled spirit flasks that they carry, causing a deadly explosion of soul energy that engulfs the wizard and anybody that is nearby.
Once per battle, at the start of the combat phase, you can say that this model will shatter 1, 2 or 3 spirit flasks. If you do so, each unit within 3" of this model suffers 1 mortal wound for each spirit flask that was shattered. Units within 3" with 10 or more models suffer D3 mortal wounds for each spirit flask that was shattered instead. Allocate the mortal wounds to this model last of all, after allocating them to any other units that are affected.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Thunderclap spells. In addition, the Arcane Bolts that this model unleashes are fuelled by Prime Electrids.

Thunderclap: The Lord-Arcanum gathers power from Azyr and unleashes a mighty thunderclap, stunning and deafening nearby enemies.
Thunderclap has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. Subtract 1 from hit rolls for attacks made by that unit until your next hero phase.

Prime Electrids: With the power of Azyr crackling through them, Lord-Arcanums can summon lightning as easily as another mortal draws breath.
If this model successfully casts Arcane Bolt and it is not unbound, then the spell inflicts D3 mortal wounds instead of 1, or D6 mortal wounds instead of D3 if the casting roll was 10+.

COMMAND ABILITIES

Aetheric Manipulation: A Lord-Arcanum can manipulate the aetheric energies of the realms, channelling them into powerful spells to speed them towards the enemy.
You can use this command ability before an endless spell is moved. If you do so, pick a predatory endless spell model within 12" of a friendly model with this command ability. Add D6" to the distance that endless spell can move until the end of the battle round.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, SACROSANCT, HERO, WIZARD, LORD-ARCANUM


12"
7
3+
9
WARSCROLL

Lord-Arcanum on Celestial Dracoline

The Lord-Arcanums that ride to war upon Celestial Dracolines are the most bombastic and forthright of their kind. They value aggressive magic more than most, and can send spears of celestial energy lancing into the foe.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Aetherstave2"43+3+-1D3
Monstrous Claws1"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Leader

DESCRIPTION

A Lord-Arcanum on Celestial Dracoline is a single model armed with an Aetherstave.

MOUNT: This model’s Celestial Dracoline attacks with its Monstrous Claws.

ABILITIES

Cycle of the Storm: A Lord-Arcanum is capable of capturing the soul-stuff of a fallen Stormcast Eternal, returning it back to the battlefield to continue the fight.
Once per turn, when a friendly STORMCAST ETERNAL model is slain within 18" of this model, instead of removing the slain model, you can heal 1 wound allocated to it. This model cannot use this ability on itself.

Spirit Flask: As a desperate last resort, Lord- Arcanums can smash open one or more of the filled spirit flasks that they carry, causing a deadly explosion of soul energy that engulfs the wizard and anybody that is nearby.
Once per battle, at the start of the combat phase, you can say that this model will shatter 1, 2 or 3 spirit flasks. If you do so, each unit within 3" of this model suffers 1 mortal wound for each spirit flask that was shattered. Units within 3" with 10 or more models suffer D3 mortal wounds for each spirit flask that was shattered instead. Allocate the mortal wounds to this model last of all, after allocating them to any other units that are affected.

Supernatural Roar: The roar of a Dracoline is a terrifying, unearthly sound that will shake any opponent to their very core.
Subtract 1 from the Bravery characteristic of enemy units while they are within 3" of one or more friendly DRACOLINES.

Thunderous Pounce: A Dracoline builds energy as it charges towards the foe, before pouncing and discharging that force through its claws in a blast of Azyrite power.
You can re-roll charge rolls for this model. In addition, the Damage characteristic for this model’s Monstrous Claws is D3 instead of 1 if this model made a charge move in the same turn.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Storm Lance spells. In addition, the Arcane Bolts that this model unleashes are fuelled by Prime Electrids.

Storm Lance: Thrusting their Aetherstave forward, the Lord-Arcanum summons a bolt of condensed Azyrite energy to spear through the ranks of the foe.
Storm Lance has a casting value of 5. If successfully cast, pick a point on the battlefield within 12" of the caster and draw an imaginary straight line 1mm wide between that point and the closest part of the caster. Roll a dice for each enemy model passed across by this line. On a 5+ that model’s unit suffers 1 mortal wound.

Prime Electrids: With the power of Azyr crackling through them, Lord-Arcanums can summon lightning as easily as another mortal draws breath.
If this model successfully casts Arcane Bolt and it is not unbound, then the spell inflicts D3 mortal wounds instead of 1, or D6 mortal wounds instead of D3 if the casting roll was 10+.

COMMAND ABILITIES

Pack Alpha: A Lord-Arcanum on Dracoline can urge their mount to issue a great roar to its loyal pack-mates, stoking their rage and ferocity to untold heights.
You can use this command ability in the combat phase. If you do so, pick a friendly model with this command ability. Until the end of that phase, add 1 to the Attacks characteristic of the Monstrous Claws of friendly EVOCATORS with DRACOLINE mounts while they are wholly within 18" of that model.

KEYWORDS
ORDER, CELESTIAL, HUMAN, DRACOLINE, STORMCAST ETERNAL, SACROSANCT, HERO, WIZARD, LORD-ARCANUM


12"
7
3+
9
WARSCROLL

Lord-Arcanum on Gryph-charger

Masters of aetheric lightning who can manipulate the cerulean energy of Azyr, Lord- Arcanums can see the souls of living creatures, the better to heal their kindred. When allied with wind-swift Gryph-chargers, they are all but inescapable.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Aetherstave2"43+3+-1D3
Razor Beak and Claws1"33+3+-21
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Leader

DESCRIPTION

A Lord-Arcanum on Gryph-charger is a single model armed with an Aetherstave.

MOUNT: This model’s Gryph-charger attacks with its Razor Beak and Claws.

ABILITIES

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).

Cycle of the Storm: A Lord-Arcanum is capable of capturing the soul-stuff of a fallen Stormcast Eternal, returning it back to the battlefield to continue the fight.
Once per turn, when a friendly STORMCAST ETERNAL model is slain within 18" of this model, instead of removing the slain model, you can heal 1 wound allocated to it. This model cannot use this ability on itself.

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 model 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 model 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 model cannot charge in a turn in which it Rides the Winds Aetheric.

Spirit Flask: As a desperate last resort, Lord- Arcanums can smash open one or more of the filled spirit flasks that they carry, causing a deadly explosion of soul energy that engulfs the wizard and anybody that is nearby.
Once per battle, at the start of the combat phase, you can say that this model will shatter 1, 2 or 3 spirit flasks. If you do so, each unit within 3" of this model suffers 1 mortal wound for each spirit flask that was shattered. Units within 3" with 10 or more models suffer D3 mortal wounds for each spirit flask that was shattered instead. Allocate the mortal wounds to this model last of all, after allocating them to any other units that are affected.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Healing Light spells. In addition, the Arcane Bolts that this model unleashes are fuelled by Prime Electrids.

Healing Light: The Lord-Arcanum gathers aetheric energy and uses it to revitalise the depleted life energies of Stormcast warriors that are nearby.
Healing Light has a casting value of 5. If successfully cast, pick a friendly STORMCAST ETERNAL model within 18" of the caster. Heal D3 wounds that have been allocated to that model. If the casting roll was 8+, heal D6 wounds that have been allocated to that model instead.

Prime Electrids: With the power of Azyr crackling through them, Lord-Arcanums can summon lightning as easily as another mortal draws breath.
If this model successfully casts Arcane Bolt and it is not unbound, then the spell inflicts D3 mortal wounds instead of 1, or D6 mortal wounds instead of D3 if the casting roll was 10+.

COMMAND ABILITIES

Soul Energy: A Lord-Arcanum can enhance the soul energy of nearby units from the Sacrosanct Chamber, allowing them to perform extraordinary deeds.
You can use this command ability in your hero phase, your shooting phase, or the combat phase.

Hero Phase: If you use this command ability in your hero phase, pick a friendly unit of EVOCATORS wholly within 9" of a friendly model with this command ability. That unit can automatically cast Empower in that hero phase (no casting roll is required, and the spell cannot be unbound).

Shooting Phase: If you use this command ability in your shooting phase, pick a friendly unit of CASTIGATORS wholly within 9" of a friendly model with this command ability. You can use Aetheric Channelling to increase the accuracy and power of that unit’s Thunderhead Greatbows in that shooting phase instead of choosing only one of those options.

Combat Phase: If you use this command ability in the combat phase, pick a friendly unit of SEQUITORS wholly within 9" of a friendly model with this command ability. You can use Aetheric Channelling to increase the power of the unit’s weapons and shields in that combat phase instead of choosing only one of those options.

KEYWORDS
ORDER, CELESTIAL, HUMAN, GRYPH-CHARGER, STORMCAST ETERNAL, SACROSANCT, HERO, WIZARD, LORD-ARCANUM


14"
10
3+
9
WARSCROLL

Lord-Arcanum on Tauralon

The Lord-Arcanums that ride to war atop Tauralons value speed as well as arcane power, darting ahead of their Stormhosts to assail key targets at will. Those that fight in their wake are invigorated by the magic they leave trailing behind them.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Aetherstave2"43+3+-1D3
Horns and Stamping Hooves1"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 320
Battlefield Role: Leader

DESCRIPTION

A Lord-Arcanum on Tauralon is a single model armed with an Aetherstave.

MOUNT: This model’s Tauralon attacks with its Horns and Stamping Hooves.

FLY: This model can fly.

ABILITIES

Comet Trail: As a Tauralon swoops through the skies, it leaves a trail of sparkling Azyrite energy that settles on those below.
At the end of your movement phase, you can pick 1 enemy unit that has any models that this model passed across. You can add 1 to hit rolls for attacks made with missile weapons used by friendly STORMCAST ETERNAL units that target that unit in the same turn.

Cycle of the Storm: A Lord-Arcanum is capable of capturing the soul-stuff of a fallen Stormcast Eternal, returning it back to the battlefield to continue the fight.
Once per turn, when a friendly STORMCAST ETERNAL model is slain within 18" of this model, instead of removing the slain model, you can heal 1 wound allocated to it. This model cannot use this ability on itself.

Meteoric Strike: A Tauralon descends from the skies without warning, smashing into the foe with its horned head lowered.
Roll a dice for each enemy unit that is within 1" of this model after this model makes a charge move. On a 2+ that unit suffers 1 mortal wound.

Spirit Flask: As a desperate last resort, Lord- Arcanums can smash open one or more of the filled spirit flasks that they carry, causing a deadly explosion of soul energy that engulfs the wizard and anybody that is nearby.
Once per battle, at the start of the combat phase, you can say that this model will shatter 1, 2 or 3 spirit flasks. If you do so, each unit within 3" of this model suffers 1 mortal wound for each spirit flask that was shattered. Units within 3" with 10 or more models suffer D3 mortal wounds for each spirit flask that was shattered instead. Allocate the mortal wounds to this model last of all, after allocating them to any other units that are affected.

MAGIC

This model is a WIZARD. It can attempt to cast two spells in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Lightning Orb spells. In addition, the Arcane Bolts that this model unleashes are fuelled by Prime Electrids.

Lightning Orb: Gathering the storm into a sphere of pure Azyrite force, the Lord-Arcanum projects it into the enemy ranks.
Lightning Orb has a casting value of 6. If successfully cast, pick a point on the battlefield within 12" of the caster that is visible to them. Roll a dice for each enemy unit within 3" of this point. On a 4+ that unit suffers D3 mortal wounds.

Prime Electrids: With the power of Azyr crackling through them, Lord-Arcanums can summon lightning as easily as another mortal draws breath.
If this model successfully casts Arcane Bolt and it is not unbound, then the spell inflicts D3 mortal wounds instead of 1, or D6 mortal wounds instead of D3 if the casting roll was 10+.

COMMAND ABILITIES

Swift of Wing: Lord-Arcanums surge forward on their swift mounts, urging their magically adept comrades to even greater speeds.
You can use this command ability at the start of the movement phase. If you do so, pick a friendly model with this command ability. Add 2 to run rolls for friendly SACROSANCT units that were wholly within 18" of that model at the start of that phase.

KEYWORDS
ORDER, CELESTIAL, HUMAN, TAURALON, STORMCAST ETERNAL, SACROSANCT, HERO, MONSTER, WIZARD, LORD-ARCANUM


5"
6
3+
9
WARSCROLL

Lord-Castellant

Masters of defensive warfare, the Lord-Castellants watch over their comrades. From their warding lanterns a golden glow spills forth. This magical light drives back the tainted foe, but can also shield and heal wounded Stormcast Eternals.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Castellant’s Halberd2"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader

DESCRIPTION

A Lord-Castellant is a single model armed with a Castellant’s Halberd.

ABILITIES

Faithful Gryph-hound: A Lord-Castellant is often accompanied into battle by a loyal beast of Azyr.
The first time this model is set up on the battlefield, you can call a GRYPH-HOUND unit consisting of a single model to the battlefield and add it to your army. Set up the GRYPH-HOUND wholly within 3" of this model and more than 9" from any enemy units.

Warding Lantern: A warding lantern is filled with holy energies, imbuing nearby Stormcast Eternals with power, or burning their foes.
In your hero phase, pick either a CHAOS unit or a STORMCAST ETERNAL unit that is wholly within 18" of this model. The same unit cannot be picked as the target of a warding lantern more than once in the same hero phase.

If a CHAOS unit is picked, it suffers 1 mortal wound. If a CHAOS DAEMON unit is picked it suffers D3 mortal wounds instead.

If a STORMCAST ETERNAL unit is picked, add 1 to save rolls for attacks that target that unit until your next hero phase. In addition, until your next hero phase, each time you make a save roll of 7+ for an attack that targets that unit, you can heal 1 wound allocated to a model from that unit.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HERO, LORD-CASTELLANT


5"
5
3+
9
WARSCROLL

Lord-Celestant

Inspiring leaders of the Stormcast chambers, the Lord-Celestants march to war mantled in the might of the tempest. None can escape their vengeful blows as their runeblades and sigmarite hammers strike down the cowardly foe.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Sigmarite Runeblade1"43+3+-11
Warhammer1"24+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader

DESCRIPTION

A Lord-Celestant is a single model armed with a Sigmarite Runeblade and a Warhammer.

ABILITIES

Inescapable Vengeance: A Lord-Celestant is a fearsome fighter, smashing into the enemy with a flurry of blows.
Add 1 to the Attacks characteristic of this model’s melee weapons if this model made a charge move in the same turn.

Sigmarite Warcloak: Lord-Celestants can unleash the lethal storm magic stored in the sigmarite adornments of their cloak.
In your shooting phase, this model can make D6 storm magic strikes. For each strike, pick 1 enemy unit within 16" of this model that is visible to them and roll a dice. On a 4+ that unit suffers 1 mortal wound.

COMMAND ABILITIES

Furious Retribution: Lord-Celestants lead their brethren in assaults upon the enemy lines, breaking the foe beneath their immortal fury.
You can use this command ability at the start of the combat phase. If you do so, pick a friendly model with this command ability that is within 3" of an enemy unit. Add 1 to hit rolls for friendly STORMCAST ETERNAL units wholly within 12" of that model when they attack in that combat phase.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HERO, LORD-CELESTANT


10"
7
3+
9
WARSCROLL

Lord-Celestant on Dracoth

Fuelled by the powers celestial, the Lord-Celestant that leads a Stormcast Eternal chamber is an exceptional warrior. From atop a lightning-spitting Dracoth, the commander bolsters his brethren’s resolve while delivering swift vengeance to his foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Stormstrike Glaive2"43+4+-11
Lightning Hammer1"33+3+-12
Thunderaxe2"33+3+-12
Tempestos Hammer2"33+2+-1D3
Claws and Fangs1"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Leader

DESCRIPTION

A Lord-Celestant on Dracoth is a single model armed with either a Tempestos Hammer, a Thunderaxe, a Lightning Hammer, or a Stormstrike Glaive. They can also carry a Sigmarite Thundershield.

MOUNT: This model’s Dracoth attacks with its Claws and Fangs.

ABILITIES

Lightning Hammer: The shockwave effect of a lightning hammer connecting with the foe stuns those in close proximity.
If the unmodified hit roll for an attack made with a Lightning Hammer is 6, that attack inflicts 2 mortal wounds on the target in addition to its normal damage. If a unit suffers any mortal wounds in this way, it cannot pile in later that phase.

Intolerable Damage: When a Dracoth catches its prey, there is often little left of the victim.
If the unmodified wound roll for an attack made with a Dracoth’s Claws and Fangs is 6, that attack has a Damage characteristic of D6 instead of 1.

Sigmarite Thundershield: Thundershields store storm energy, unleashing it when struck with sufficient force to blast those attempting to attack.
You can re-roll save rolls of 1 for attacks that target this model if this model is carrying a Sigmarite Thundershield. If the re-rolled save is successful, each enemy unit within 3" of this model suffers 1 mortal wound.

Stormstrike Glaive: By lowering a stormstrike glaive and wielding it as a lance, a Lord-Celestant can bring down the mightiest foes.
Add 2 to the Damage characteristic of this model’s Stormstrike Glaive if this model made a charge move in the same turn.

Storm Breath: Dracoths can unleash the power of Sigmar’s storm from within their maws.
In your shooting phase, you can pick a point on the battlefield within 12" of this model that is visible to them. Roll a dice for each enemy unit within 2" of that point. On a 4+ that unit suffers D3 mortal wounds.

Tempestos Hammer: With the momentum of the charge behind it, the impact of a tempestos hammer can fell a rampaging Ghorgon.
Add D3 to the Attacks characteristic of this model’s Tempestos Hammer if this model made a charge move in the same turn.

Thunderaxe: In the capable hands of a Lord-Celestant, a thunderaxe draws on celestial energies until it crackles with barely contained power.
Add 1 to the Attacks characteristic of this model’s Thunderaxe for each other friendly Stormcast Eternal unit wholly within 9" of this model when the attack is made.

COMMAND ABILITIES

Lord of the Host: A Lord-Celestant is a trusted and respected leader. Their presence steels the souls of those who fight nearby.
You can use this command ability at the start of the battleshock phase. If you do so, pick a friendly model with this command ability. Until the end of that phase, you do not have to take battleshock tests for friendly STORMCAST ETERNAL units that are wholly within 24" of that model.

KEYWORDS
ORDER, CELESTIAL, HUMAN, DRACOTH, STORMCAST ETERNAL, HERO, LORD-CELESTANT


5"
5
3+
9
WARSCROLL

Lord-Exorcist

The Lord-Exorcist has power over the spirit as well as the mortal form. He can hurl back daemons, gheists and even the souls of corrupt and evil foes. Those he judges redeemable he may save, though in times of war these are few indeed.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Redemption Stave2"43+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader

DESCRIPTION

A Lord-Exorcist is a single model armed with a Redemption Stave.

ABILITIES

Redemptor Casket: Each redemption stave incorporates a casket for the containment of malicious spirits.
At the start of your shooting phase, roll a dice for each DAEMON or NIGHTHAUNT unit within 6" of this model. On a 4+ that unit suffers 1 mortal wound.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Purifying Blast spells.

Purifying Blast: Slamming his stave onto the ground, the Lord-Exorcist unleashes a wave of power that blasts the spirits of the unworthy from their bodies.
Purifying Blast has a casting value of 5. If successfully cast, roll a dice for each enemy unit within 6" of the caster. Add that unit’s Bravery characteristic to the roll. If the result is less than 10, that unit suffers D3 mortal wounds. Halve the Bravery characteristic (rounding down) of DEATH and DAEMON units for this spell.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, SACROSANCT, HERO, WIZARD, LORD-EXORCIST


5"
5
4+
9
WARSCROLL

Lord-Ordinator

Striding to battle in sigmarite armour, the Lord-Ordinator wields hammers that strike with thunderclap force. It is this warrior’s duty to read the stars above, using the truths they find there to engineer the fates of the Free Peoples upon the battlefield.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Astral Hammers1"64+3+-1
Astral Grandhammer1"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader

DESCRIPTION

A Lord-Ordinator is a single model armed with a pair of Astral Hammers or an Astral Grandhammer.

ABILITIES

Arcane Engineer: A Lord-Ordinator is a scryer of possibilities. Those under their command gain insights into the movements of the enemy.
Add 1 to hit rolls for attacks made by ORDER WAR MACHINES while they are wholly within 9" of one or more friendly LORD-ORDINATORS.

Comet Strike: A blow from an astral grandhammer can shatter most types of armour.
If the unmodified hit roll for an attack made with an Astral Grandhammer is 6, that attack inflicts 2 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Meteoric Slam: When astral hammers strike together, they unleash a deadly explosion of energy.
If the unmodified hit roll for two or more attacks made against the same enemy unit in the same phase with this model’s Astral Hammers is 6, that enemy unit suffers D3 mortal wounds after all of this model’s attacks have been resolved.

COMMAND ABILITIES

Solemn Duty: A Lord-Ordinator leads their warriors to battle without a hint of trepidation.
You can use this command ability at the start of the battleshock phase. If you do so, pick a friendly model with this command ability. Until the end of that phase, you do not have to take battleshock tests for friendly STORMCAST ETERNAL units that are wholly within 18" of that model.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, SACROSANCT, HERO, LORD-ORDINATOR


4"
5
3+
9
WARSCROLL

Lord-Relictor

Lord-Relictors are sinister figures, for their ritual weapons and armour are replete with icons of death. Potent healers as well as mighty warriors, their arcane powers channel the glory of Sigmar and call storms from the darkening skies.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Relic Hammer1"43+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader

DESCRIPTION

A Lord-Relictor is a single model armed with a Relic Hammer.

ABILITIES

Healing Storm: A Lord-Relictor can call down cleansing bolts from the sky, invigorating their allies with the power of the storm and closing even the most grievous wounds.
In your hero phase, you can pick a friendly STORMCAST ETERNAL model within 12" of this model and roll a dice. On a 3+ you can heal up to D3 wounds that have been allocated to that model. A Lord-Relictor cannot use the Lightning Storm and Healing Storm abilities in the same turn.

Lightning Storm: Lord-Relictors can pray to Sigmar to bless the battlefield with a spear of blinding lightning.
In your hero phase, you can pick 1 enemy unit that is within 12" of this model and roll a dice. On a 3+, that unit suffers D3 mortal wounds. In addition, subtract 1 from hit rolls for attacks made by that unit until your next hero phase. A Lord-Relictor cannot use the Lightning Storm and Healing Storm abilities in the same turn.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HERO, PRIEST, LORD-RELICTOR


5"
6
3+
9
WARSCROLL

Lord-Veritant

Lord-Veritants are the eyes of Sigmar, the inescapable vengeance of the Heavens. By the searing light of their lanterns of abjuration they burn away the shadows, cutting a merciless path through cultists and daemons until nothing remains of the foe.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Judgement Blade1"43+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader

DESCRIPTION

A Lord-Veritant is a single model armed with a Judgement Blade.

ABILITIES

Faithful Gryph-hound: A Lord-Veritant is often accompanied into battle by a loyal beast of Azyr.
The first time this model is set up on the battlefield, you can call a GRYPH-HOUND unit consisting of a single model to the battlefield and add it to your army. Set up the GRYPH-HOUND wholly within 3" of this model and more than 9" from any enemy units.

Lantern of Abjuration: The blessed light that shines from this lantern can banish even the most potent sorcery.
This model can unbind one spell in each enemy hero phase in the same manner as a WIZARD.

Sanction: A Lord-Veritant can beseech Sigmar to smite the wielders of fell magic, the raw energies of Azyr casting them down.
In your hero phase, you can pick 1 enemy WIZARD within 7" of this model and roll a dice. On a 4+ that enemy unit suffers D3 mortal wounds.

Bound in Service: Lord-Veritants often train Gryph-hounds to help them track down spellcasters across the realms.
Add 3 to the unbinding roll for this model’s Lantern of Abjuration if there is a friendly GRYPH-HOUND model within 6" of the enemy WIZARD attempting to cast the spell.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HERO, PRIEST, LORD-VERITANT


6"
6
3+
9
WARSCROLL

Neave Blacktalon

Swift as lightning and as utterly devastating, Neave Blacktalon is a single-minded hunter. Riding the aetheric tailwinds of her Ranger comrades to catch her quarry, Blacktalon strikes before her victim even sees her coming.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Boltstorm Pistol9"23+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
The Whirlwind Axes1"73+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Neave Blacktalon is a named character that is a single model. She is armed with the Whirlwind Axes and a Boltstorm Pistol.

ABILITIES

Lightning-fast Strikes: When a Knight-Zephyros reaches their target, they unleash a hail of powerful blows, cutting the foe down with ease.
Add 1 to the Attacks characteristic of this model’s Whirlwind Axes if this model made a charge move in the same turn.

Tireless Hunter: Neave never stops moving in pursuit of her chosen prey.
This model can run and still shoot in the same turn.

Nemesis: A peerless hunter, Neave seeks out enemy champions and slays them.
Add 1 to the Damage characteristic of this model’s weapons if the target is a HERO.

Windrider: Following swift Gryph-chargers, Neave Blacktalon is carried in their wake, drawing closer to her quarry in the blink of an eye.
When a friendly STORMCAST ETERNAL unit within 9" of this model uses their Ride the Winds Aetheric ability, this model can follow in their wake if it has not already made a move in that movement phase.

If it does so, immediately move this model up to the distance moved by the unit they are following. This model must end that move within 9" of the unit it is following and more than 3" from any enemy models. If this model uses this ability, it cannot move in that movement phase, and cannot make a charge move later in the same turn.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HAMMERS OF SIGMAR, HERO, KNIGHT-ZEPHYROS, NEAVE BLACKTALON


10"
7
3+
9
WARSCROLL

Vandus Hammerhand

A Lord-Celestant of the Hammers of Sigmar, Vandus Hammerhand is a fabled hero of the Stormcast Eternals. Mounted upon his loyal Dracoth Calanax, he has led his Warrior Chamber to victory on countless occasions, never once doubting his duty.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Heldensen2"33+2+-13
Claws and Fangs1"43+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 280
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Vandus Hammerhand is a named character that is a single model. He is armed with Heldensen.

MOUNT: Vandus’ Dracoth, Calanax, attacks with its Claws and Fangs.

ABILITIES

Heldensen: With the momentum of a charge behind it, few can stand against the impact of Vandus Hammerhand’s tempestos hammer.
Add D3 to the Attacks characteristic of Heldensen if this model made a charge move in the same turn.

Intolerable Damage: When a Dracoth latches onto its prey, there is often little left of the unfortunate victim.
If the unmodified wound roll for an attack made with a Dracoth’s Claws and Fangs is 6, that attack has a Damage characteristic of D6 instead of 1.

Storm Breath: Dracoths can unleash the power of Sigmar’s storm from within their maws.
In your shooting phase, you can pick a point on the battlefield within 12" of this model that is visible to them. Roll a dice for each enemy unit within 2" of that point. On a 4+ that unit suffers D3 mortal wounds.

Lord of the Hammerhands: Vandus is a mighty champion of the Hammers of Sigmar, and a consummate commander.
Friendly HAMMERS OF SIGMAR units wholly within 24" of this model at the start of the battleshock phase do not take battleshock tests.

COMMAND ABILITIES

Vengeful Determination: Vandus leads the Hammers of Sigmar into the thickest fighting, inspiring them to fight harder with his feats of arms.
You can use this command ability at the start of the combat phase. If you do so, until the end of that phase, add 1 to the Attacks characteristic of melee weapons used by friendly HAMMERS OF SIGMAR units while they are wholly within 12" of a friendly model with this command ability.

KEYWORDS
ORDER, CELESTIAL, HUMAN, DRACOTH, STORMCAST ETERNAL, HAMMERS OF SIGMAR, HERO, LORD-CELESTANT, VANDUS HAMMERHAND


5"
5
3+
9
WARSCROLL

Averon Stormsire

A specialist in the breaking of curses and the sundering of dark enchantments, Stormsire is one of the God-King’s most trusted arcane agents, as well as a font of knowledge on the negative effects of the reforging process.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Incantor’s Staff2"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 260
Battlefield Role: Leader
Notes: Unique. Averon Stormsire and Stormsire’s Cursebreakers must be taken as a set for a total of 260 points. Although taken as a set, each is a separate unit.

DESCRIPTION

Averon Stormsire is a named character that is a single model. He is armed with an Incantor’s Staff.

ABILITIES

Spirit Flask: Knights-Incantor can smash the filled spirit flasks they carry, causing a deadly explosion of soul energy.
Once per battle, at the start of the combat phase, you can say that this model will shatter 1, 2 or 3 spirit flasks. If you do so, each unit within 3" of this model suffers 1 mortal wound for each spirit flask that was shattered. Units within 3" with 10 or more models suffer D3 mortal wounds for each spirit flask that was shattered instead. Allocate the mortal wounds to this model last of all, after allocating them to any other units that are affected.

Voidstorm Scroll: Each Knight-Incantor bears a scroll infused with potent void magic.
Once per battle, when this model attempts to unbind a spell, instead of making an unbinding roll you can say this model is using its Voidstorm Scroll. If you do so, the spell is automatically unbound (do not roll the dice).

MAGIC

Averon Stormsire is a Wizard. He can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Stormsire spells.

Stormsire: Averon can summon forth a storm of eldritch lightning of unmatchable ferocity.
Stormsire has a casting value of 7. If successfully cast, each enemy unit within 18" of the caster suffers 1 mortal wound. Enemy units within 6" of the caster suffer D3 mortal wounds instead. In addition, until your next hero phase, subtract 1 from run and charge rolls for enemy units while they are within 18" of the caster.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HAMMERS OF SIGMAR, SACROSANCT, HERO, WIZARD, KNIGHT-INCANTOR, AVERON STORMSIRE


12"
7
3+
9
WARSCROLL

Lynus Ghalmorian on Gryph Charger

The Lord-Arcanum of the Sempiternals is a master of both aetheric and amethyst magic. Mounted on his Gryph-charger Katafalq he courses into battle, determined to atone for past failures and bring ruin to those who would prey on the innocent.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Aetherstave2"43+3+-1D3
Razor Beak and Claws1"33+3+-21
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 240
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Lynus Ghalmorian is a named character that is a single model. He is armed with an Aetherstave.

MOUNT: Lynus Gryph-charger, Katafalq, attacks with its Razor Beak and Claws.

ABILITIES

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).

Cycle of the Storm: A Lord-Arcanum is capable of capturing the soul-stuff of a fallen Stormcast Eternal, returning it back to the battlefield to continue the fight.
Once per turn, when a friendly STORMCAST ETERNAL model is slain within 18" of this model, instead of removing the slain model, you can heal 1 wound allocated to it. This model cannot use this ability on itself.

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 model 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 model 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 model cannot charge in a turn in which it Rides the Winds Aetheric.

Spirit Flask: As a desperate last resort, Lord Arcanums can smash open one or more of the filled spirit flasks that they carry, causing a deadly explosion of soul energy that engulfs the wizard and anybody that is nearby.
Once per battle, at the start of the combat phase, you can say that this model will shatter 1, 2 or 3 spirit flasks. If you do so, each unit within 3" of this model suffers 1 mortal wound for each spirit flask that was shattered. Units within 3" with 10 or more models suffer D3 mortal wounds for each spirit flask that was shattered instead. Allocate the mortal wounds to this model last of all, after allocating them to any other units that are affected.

Shield of the Pale Knight: Embedded with the bones of a long-dead saint, this invictunite relic radiates protective power.
You can re-roll save rolls of 1 for attacks made with missile weapons that target this model or any friendly ANVILS OF THE HELDENHAMMER units wholly within 12" of this model.

MAGIC

This model is a WIZARD. He can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Amethyst Gale spells. In addition, the Arcane Bolts that this model unleashes are fuelled by Prime Electrids.

Amethyst Gale: A hurricane of deathly energy rushes from the Lord-Arcanums aetherstave, tearing through the enemy ranks and leaving them in terrified disarray.
Amethyst Gale has a casting value of 6. If successfully cast, pick an enemy unit within 12" of the caster that is visible to them. That unit suffers D3 mortal wounds. In addition, until your next hero phase, subtract 1 from hit rolls for attacks made by that unit.

Prime Electrids: With the power of Azyr crackling through them, Lord-Arcanums can summon lightning as easily as another mortal draws breath.
If this model successfully casts Arcane Bolt and it is not unbound, then the spell inflicts D3 mortal wounds instead of 1, or D6 mortal wounds instead of D3 if the casting roll was 10+.

COMMAND ABILITIES

Sombre Exemplar: Ghalmorian is master of the Sempiternals, leading his chamber from the front with a grave-cold devotion to duty.
You can use this command ability at the start of the combat phase. If you do so, until the end of that phase add 1 to hit rolls for attacks made by friendly ANVILS OF THE HELDENHAMMER units while they are wholly within 12" of this model.

KEYWORDS
ORDER, CELESTIAL, HUMAN, GRYPH-CHARGER, STORMCAST ETERNAL, ANVILS OF THE HELDENHAMMER, SACROSANCT, HERO, WIZARD, LORD-ARCANUM, LYNUS GHALMORIAN


Leader, Behemoth


16
3+
9
WARSCROLL

Drakesworn Templar

Drakesworn Templars are the Heavens’ might made manifest. They ride Stardrakes that can roar forth lightning-charged clouds, summon starfire from the skies, or slay the enemy with sharp claws, piercing fangs and a tail that strikes like a thunderbolt.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Skybolt Bow24"13+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Tempest Axe2"63+3+-1
Arc Hammer1"23+3+-13
Stormlance3"33+3+-12
Great Claws1"43+-1D3
DAMAGE
Wounds SufferedMoveGreat ClawsCavernous Jaw Bites
0-412"3+3
5-811"3+2
9-1210"4+2
13-16+8"4+1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 420
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Drakesworn Templar is a single model armed with either a Tempest Axe, an Arc Hammer or a Stormlance. It can also be armed with a Skybolt Bow.

MOUNT: This model’s Stardrake attacks with its Great Claws.

FLY: This model can fly.

ABILITIES

Arcane Lineage: Stardrakes are the children of Dracothion, and they possess innate power over the magic of the realms.
Add 1 to casting rolls for friendly WIZARDS while they are within 18" of this model. In addition, subtract 1 from casting rolls for enemy WIZARDS while they are within 18" of this model.

Arc Hammer: The static hum of an arc hammer rises to an almighty concussive crescendo as it strikes.
If the unmodified hit roll for an attack made with an Arc Hammer is 6, that attack inflicts 2 hits on the target instead of 1. Make a wound and save roll for each hit.

Cavernous Jaws: The enormous maw of a Stardrake can bite a foe in half.
After this model makes a pile-in move, this model’s Stardrake can bite one or more enemy models with its cavernous jaws. The number of bites it can make is shown on the damage table above. For each bite, pick one enemy model within 3" of this model and roll a dice. If the roll is greater than that model’s Wounds characteristic, it is slain.

Lord of the Heavens: Stardrakes are imbued with pure Azyrite energy and the powers of the celestial realm are theirs to command.
At the start of your shooting phase, if this model is on the battlefield, it can either breathe a Roiling Thunderhead or call down a Rain of Stars.

If it breathes a Roiling Thunderhead, pick 1 enemy unit within 18" of this model that is visible to it. Roll a dice for each model in that unit that is within 18" of this model. For each 6+ that unit suffers 1 mortal wound.

If it calls down a Rain of Stars, pick up to D6 enemy units on the battlefield. Roll a dice for each unit you pick. On a 4+ that unit suffers D3 mortal wounds.

Skybolt Bow: Drakesworn Templars often direct attacks with well-placed skybolts.
If you score one or more hits on an enemy unit with this model’s Skybolt Bow, add 1 to hit rolls for attacks made by friendly DRACOTHIAN GUARD units that target that enemy unit until the end of that turn.

Stormlance: A well-placed blow from a stormlance channels the power of Sigmar into the unfortunate victim.
If the unmodified hit roll for an attack made with a Stormlance that targets a MONSTER is 6, that attack inflicts D6 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Sweeping Tail: Those who seek to avoid the jaws of a Stardrake are often smashed aside by its mighty tail.
Each time this model attacks, roll a dice for each enemy unit within 3" of this model after all of this model’s attacks have been resolved. If the roll is less than the number of models in that enemy unit, that enemy unit suffers D3 mortal wounds.

Tempest Axe: The hurricane force emanating from a tempest axe is enough to slow the foe’s attack.
Subtract 2" from the distance enemy units can pile in when they start that pile-in move within 3" of this model.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STARDRAKE, STORMCAST ETERNAL, MONSTER, HERO, DRAKESWORN TEMPLAR


16
3+
9
WARSCROLL

Lord-Celestant on Stardrake

Only the mightiest and noblest souls are chosen to lead an Extremis Chamber. The Lord-Celestant and his steed are so infused with celestial power that they radiate azure energies. The power of the stars themselves is theirs to command.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Celestine Hammer2"33+2+-1D3
Stormbound Blade2"33+4+-12
Great Claws1"43+-1D3
DAMAGE
Wounds SufferedMoveGreat ClawsCavernous Jaw Bites
0-412"3+3
5-811"3+2
9-1210"4+2
13-16+8"4+1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 500
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Lord-Celestant on Stardrake is a single model armed with a Celestine Hammer or a Stormbound Blade.

MOUNT: This model’s Stardrake attacks with its Great Claws.

FLY: This model can fly.

ABILITIES

Arcane Lineage: Stardrakes are the children of Dracothion, and they possess innate power over the magic of the realms.
Add 1 to casting rolls for friendly WIZARDS while they are within 18" of this model. In addition, subtract 1 from casting rolls for enemy WIZARDS while they are within 18" of this model.

Cavernous Jaws: The enormous maw of a Stardrake can bite a foe in half.
After this model makes a pile-in move, this model’s Stardrake can bite one or more enemy models with its cavernous jaws. The number of bites it can make is shown on the damage table above. For each bite, pick one enemy model within 3" of this model and roll a dice. If the roll is greater than that model’s Wounds characteristic, it is slain.

Inescapable Vengeance: A Lord-Celestant on the charge is a formidable sight, sundering the foe with sweeps of his star-blessed weapon.
Add D3 to the Attacks characteristic of this model’s Celestine Hammer or Stormbound Blade if this model made a charge move in the same turn.

Lord of the Heavens: Stardrakes are imbued with pure Azyrite energy and the powers of the celestial realm are theirs to command.
At the start of your shooting phase, if this model is on the battlefield, it can either breathe a Roiling Thunderhead or call down a Rain of Stars.

If it breathes a Roiling Thunderhead, pick 1 enemy unit within 18" of this model that is visible to it. Roll a dice for each model in that unit that is within 18" of this model. For each 6+ that unit suffers 1 mortal wound.

If it calls down a Rain of Stars, pick up to D6 enemy units on the battlefield. Roll a dice for each unit you pick. On a 4+ that unit suffers D3 mortal wounds.

Sigmarite Thundershield: Thundershields store storm energy, unleashing it when struck with sufficient force to blast those attempting to attack.
You can re-roll save rolls of 1 for attacks that target this model. If the re-rolled save is successful, each enemy unit within 3" of this model suffers 1 mortal wound.

Stormbound Blade: Stormbound blades are wreathed in lightning that can arc viciously into the flesh of those they strike.
If the unmodified hit roll for an attack made with a Stormbound Blade is 6, that attack inflicts 3 hits on the target instead of 1. Make a wound and save roll for each hit.

Sweeping Tail: Those who seek to avoid the jaws of a Stardrake are often smashed by its mighty tail.
Each time this model attacks, roll a dice for each enemy unit within 3" of this model after all of this model’s attacks have been resolved. If the roll is less than the number of models in that enemy unit, that enemy unit suffers D3 mortal wounds.

COMMAND ABILITIES

Lord of the Celestial Host: The Stardrake ridden by a Lord-Celestant is more than a mere mount; it is an intelligent and cunning hunter in its own right.
You can use this command ability at the start of the combat phase if a friendly model with this command ability is on the battlefield. If you do so, you can re-roll failed wound rolls for attacks made by friendly STARDRAKE and DRACOTH mounts until the end of that phase.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STARDRAKE, STORMCAST ETERNAL, HERO, MONSTER, LORD-CELESTANT


Behemoth


14
3+
10
WARSCROLL

Carmine Dragon

The Carmine Dragon is a creature saturated with the arcane power of Shyish, its claws and fangs rippling with amethyst magic. With every roar, it unleashes deadly blasts of dark energy that strip its terrified victims of their souls.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Soul-sheering Blast12"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Raking Claws2"4+3+-22
Amethyst Fangs3"33+-2D6
DAMAGE
Wounds SufferedMoveRaking ClawsAmethyst Fangs
0-316"82+
4-614"73+
7-911"64+
10-129"55+
13+6"46+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 440
Battlefield Role: Behemoth

DESCRIPTION

A Carmine Dragon is a single model armed with Raking Claws, Amethyst Fangs and a Soul-sheering Blast.

FLY: This model can fly.

ABILITIES

Deathly Dark Scales: The Carmine Dragon’s hide is nigh-on impenetrable to all but the strongest of blows.
Roll a dice each time you allocate a mortal wound to this unit. On a 5+, that mortal wound is negated.

Soul-sheering Blast: Gouts of amethyst flame erupt from the Carmine Dragon’s open maw, sheering souls from their mortal forms and leaving bodies rendered to nothing more than a purpleglowing pile of ash.
Do not use the attack sequence for an attack made with a Soul-sheering Blast. Instead roll a dice. On a 5+, the target unit suffers D6 mortal wounds.

Spell Devourer: With the amethyst energies of the Realm of Endings coalescing through its body, the Carmine Dragon can force a magical effect to die off with a single pulse of thought.
Each time this model is affected by a spell or endless spell, you can roll a dice. If you do so, on a 4+, ignore the effects of that spell on this model.

KEYWORDS
ORDER, DRAGON, MONSTER, CARMINE DRAGON


Warscroll Battalion


Warscroll Battalion

Cleansing Phalanx

ORGANISATION
A Cleansing Phalanx consists of the following units:
 • 2 units of EVOCATORS
 • 2 units of Sequitors
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

ABILITIES

Channelled Empowerment: A Sacrosanct force acting in concert is a wonder to behold, the units of Evocators boosting the abilities of their allies to even greater heights.
If a unit of EVOCATORS from this battalion successfully casts their Empower spell on a unit of SEQUITORS from the same battalion, and the spell is not unbound, you can re-roll failed hit rolls for attacks made by that SEQUITORS unit in addition to the effects of the spell.


Warscroll Battalion

Devastation Brotherhood

ORGANISATION
A Devastation Brotherhood consists of the following units:
 • 1 unit of Retributors
 • 1 unit of Protectors
 • 1 unit of Decimators
 • 1 unit of Prosecutors
 • 1 unit of Judicators
PITCHED BATTLE PROFILE

Unit Size: -      Points: 110
Battlefield Role: Warscroll Battalion

ABILITIES

Crushing Assault: When an enemy must be destroyed at all costs, a Devastation Brotherhood will wade into the foe, obliterating all before them.
If an enemy unit suffers wounds from attacks made by all three units of PALADINS from this battalion in the same combat phase, that enemy unit suffers D6 mortal wounds at the end of that combat phase.


Warscroll Battalion

Drakesworn Temple

ORGANISATION
A Drakesworn Temple consists of the following units:
 • 3 Drakesworn Templars
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Nova Surge: The members of a Drakesworn Temple can summon a celestial wave of star energy.
Once per battle, in your hero phase, you can summon a celestial wave. If you do so, each unit within 3" of any models from this battalion is caught in the celestial wave. Each enemy unit caught in the celestial wave suffers D3 mortal wounds. Heal D3 wounds allocated to each friendly STORMCAST ETERNAL unit caught in the celestial wave.


Warscroll Battalion

Exemplar Chamber

Exemplar Chambers are composed of only the most stalwart warriors, and the lords that command them lead their elite forces into the dark heart of battle without trepidation. Should one of their number fall, the others will fight twice as hard to win revenge. In theory, there is no foe they cannot overcome, no matter its size or ferocity. Each of the chamber’s Paladins wields a two-handed weapon so massive a normal man could not hope to lift it; in the hands of a Stormcast Eternal, these relics of war can fell mutated giants and titanic spawn alike.
ORGANISATION
An Exemplar Chamber consists of the following warscroll battalions:
 • 1 Lords of the Storm
 • 3 Devastation Brotherhoods
PITCHED BATTLE PROFILE

Unit Size: -      Points: 80
Battlefield Role: Warscroll Battalion

ABILITIES

Martial Bond: The warriors that fight together in an Exemplar Chamber share a strong bond; should they witness a comrade’s destruction at the hands of the enemy, they will redouble their efforts to seek revenge.
If a unit from this battalion is destroyed in the combat phase, pick another unit from the same battalion. Add 1 to the Attacks characteristic of that unit’s melee weapons for the rest of the battle. A unit cannot be picked to benefit from this ability more than once per battle.


Warscroll Battalion

Extremis Chamber

Sigendil glimmers bright as the Extremis Chamber plunges into the fray. Mounted upon the noble scions of Dracothion, they are all but unstoppable. First to hit home is the Lightning Echelon; protected by a shimmering field of energy, its line-breaker assault crashes home with battering-ram force. In their wake is the Thunderwave Echelon, despatching the survivors with devastating efficiency as the Lord-Celestant and those of the Drakesworn Temple tear apart the most monstrous foes with sigmarite blade, Stardrake claw, and blasts of celestial force.
ORGANISATION
An Extremis Chamber consists of the following units and warscroll battalions:
 • 1 Lord-Celestant on Stardrake or Lord-Celestant on Dracoth
 • 1 Lightning Echelon
 • 1 Thunderwave Echelon
 • 1 Drakesworn Temple
PITCHED BATTLE PROFILE

Unit Size: -      Points: 100
Battlefield Role: Warscroll Battalion

ABILITIES

Borne by the High Star: The forces of the Extremis Chamber share a close kinship with Dracothion and other celestial beings.
At the start of your first hero phase, you can transport all reserve units from this battalion that are in the Celestial Realm to the battlefield. If you do so, pick a point on the battlefield and set up the units wholly within 24" of that point and more than 9" from any enemy units. Those units cannot move in the following movement phase. After setting up those units, roll a dice for each enemy unit within 18" of the point you picked. On a 4+ that unit suffers D3 mortal wounds.


Warscroll Battalion

Grand Convocation

ORGANISATION
A Grand Convocation consists of the following units:
 • 1 LORD-ARCANUM
 • 1 Lord-Exorcist
 • 2+ Knights-Incantor
PITCHED BATTLE PROFILE

Unit Size: -      Points: 130
Battlefield Role: Warscroll Battalion

ABILITIES

Powers Combined: When warrior-mages combine their might, Sigmar’s storm boils ever more violent, and their powers grow in kind.
Add 1 to casting rolls for WIZARDS from this battalion while they are wholly within 9" of two or more other WIZARDS from the same battalion.


Warscroll Battalion

Hailstorm Battery

ORGANISATION
A Hailstorm Battery consists of the following units:
 • 1 Lord-Ordinator
 • 1 unit of Castigators
 • 1 Celestar Ballista
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

ABILITIES

Hailstorm Strike: To ensure the destruction of a particularly stubborn foe, the crew of a Celestar Ballista will focus their fire on the explosions of celestial energy released when a thunderhead greatbow strikes its target.
You can re-roll failed hit rolls for attacks made by the CELESTAR BALLISTA from this battalion if the unit of CASTIGATORS from the same battalion inflicted one or more wounds on the target unit in the same turn.


Warscroll Battalion

Hammerstrike Force

ORGANISATION
A Hammerstrike Force consists of the following units:
 • 2 units of PALADINS
 • 1 unit of Prosecutors
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

ABILITIES

Celestial Supercharge: Prosecutors can channel the power of the storm down to their allies below.
In your hero phase, you can pick one unit of PALADINS from this battalion that is wholly within 9" of the unit of PROSECUTORS from the same battalion. If you do so, add 1 to wound rolls for attacks made by the unit you pick until the end of the turn.


Warscroll Battalion

Harbinger Chamber

A Harbinger Chamber is the shining speartip of Sigmar’s crusade. The majority of its troops are borne high on wings of light, and soar in a nimbus of corposant from one skirmish to another, leaving scorched and ruined corpses in their wake. Imbued with a measure of foresight by the Heavens, they are terrifying enemies indeed.
ORGANISATION
A Harbinger Chamber consists of the following warscroll battalions:
 • 1 Lords of the Storm
 • 3 Vanguard Wings
PITCHED BATTLE PROFILE

Unit Size: -      Points: 100
Battlefield Role: Warscroll Battalion

ABILITIES

Celestial Nimbus: The warriors that form a Harbinger Chamber are charged with a nimbus of celestial energy that lets them anticipate their opponents’ actions with preternatural speed.
Add 1 to hit rolls for attacks made by models from this battalion.


Warscroll Battalion

Lightning Echelon

ORGANISATION
A Lightning Echelon consists of the following units:
 • 2 units of Fulminators
 • 2 units of Tempestors
PITCHED BATTLE PROFILE

Unit Size: -      Points: 130
Battlefield Role: Warscroll Battalion

ABILITIES

Line-breaker Assault: Dracoths can unleash bursts of lightning energy, riding straight through the enemy lines.
Once per battle, at the end of your charge phase, you can make a line-breaker assault with each unit from this battalion that made a charge move in that charge phase. Pick one enemy unit within 1" of each unit making a line-breaker assault. That enemy unit suffers D3 mortal wounds.


Warscroll Battalion

Lords of the Storm

ORGANISATION
A Lords of the Storm battalion consists of the following units:
 • 1 LORD-CELESTANT
 • 1 Lord-Relictor
 • 0-1 unit of Gryph-hounds
 • 1-4 Lord-Castellants or Lord-Veritants in any combination
 • 3-15 Knights-Heraldor, Knights-Vexillor, Knights-Azyros or Knights-Venator in any combination.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Storm-born Commanders: Stormcast Eternals commanders direct their forces with the ease that comes from years of experience.
At the start of your hero phase, if any HEROES from this battalion are on the battlefield, roll a dice. On a 4+ you receive 1 additional command point.


Warscroll Battalion

Sacrosanct Chamber

A Sacrosanct Chamber is a gathering of warrior wizards who specialise in wielding the energies of the tempest. The Evocators of the Cleansing Phalanxes invigorate their Sequitor allies with arcane lightning, while Hailstorm Batteries rain volleys of magically infused stormbolts into the thick of the foe. The Grand Convocation that leads the formation is empowered to new levels of potency by the intensity of the gathering celestial energies.
ORGANISATION
A Sacrosanct Chamber consists of the following warscroll battalions:
 • 1 Grand Convocation
 • 3 Hailstorm Batteries
 • 3 Cleansing Phalanxes
PITCHED BATTLE PROFILE

Unit Size: -      Points: 70
Battlefield Role: Warscroll Battalion

ABILITIES

Celestial Fulcrum: At the head of a great host, a Lord-Arcanum finds the aetheric powers easy to command.
At the start of your hero phase, pick a LORD-ARCANUM from this battalion. That model can attempt to cast 1 additional spell in that hero phase.


Warscroll Battalion

Skyborne Slayers

Crashing from the sky in a meteoric blaze of force, the Skyborne Slayers were hurled by Sigmar’s hand to halt the rampage of the Redclaw Horde. By slaying that tribe’s infamous warlord, Volatai Splitfist, they stopped the enemy army in its tracks and left its leaderless masses ripe for destruction.
ORGANISATION
The Skyborne Slayers consist of the following units:
 • 1 Lord-Celestant
 • 2 units of Liberators
 • 2 units of Judicators
 • 1 unit of Decimators
 • 1 unit of Protectors
PITCHED BATTLE PROFILE

Unit Size: -      Points: 190
Battlefield Role: Warscroll Battalion

ABILITIES

Hurled by Sigmar’s Hand: Instead of setting up a unit from the Skyborne Slayers 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 all of the units from the Skyborne Slayers that you have placed to one side onto the battlefield. When you do so, pick a point anywhere on the battlefield, then set up all of the units within 12" of that point and more than 5" from any enemy models. This is their move for that movement phase.

Honour of the God-King: Such is their dedication to the duty that Sigmar himself has given them, units from the Skyborne Slayers never need to take battleshock tests.


Warscroll Battalion

Soulstrike Brotherhood

The Sacrosanct Chambers are unparalleled in the destruction of arcane foes, while the Vanguard Chambers are the finest hunters at Sigmar’s command. When they work in concert, the Rangers lend surety and swiftness to their mystic kindred – and sudden retribution is brought to those foes whom simple blades cannot slay.
ORGANISATION
A Soulstrike Brotherhood consists of the following units:
 • 2 units of Vanguard-Hunters*
 • 2 units of Castigators
 • 1 Celestar Ballista
* Both units of Vanguard-Hunters must include a model carrying an Astral Compass.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

ABILITIES

Interception Force: When Stormcast Rangers come across a threat that requires overwhelming force to defeat, they can call upon the forces of a Sacrosanct Chamber to destroy that foe with celestially charged firepower.
If any units of VANGUARD-HUNTERS from this battalion were on the battlefield at the start of a turn in which a reserve SACROSANCT unit from the same battalion is set up on the battlefield for the first time, add 1 to the Attacks characteristic of missile weapons used by that SACROSANCT unit in that turn.


Warscroll Battalion

Thunderhead Brotherhood

ORGANISATION
A Thunderhead Brotherhood consists of the following units:
 • 3 units of Liberators
 • 2 units of Judicators
PITCHED BATTLE PROFILE

Unit Size: -      Points: 160
Battlefield Role: Warscroll Battalion

ABILITIES

Sigmarite Shieldwall: Liberators and Judicators acting in concert provide a solid defensive bulwark.
You can re-roll save rolls of 1 for attacks that target a unit of JUDICATORS from this battalion if that unit is wholly within 3" of a unit of LIBERATORS from the same battalion that has any models carrying a Sigmarite Shield.


Warscroll Battalion

Thunderwave Echelon

ORGANISATION
A Thunderwave Echelon consists of the following units:
 • 2 units of Concussors
 • 2 units of Desolators
PITCHED BATTLE PROFILE

Unit Size: -      Points: 100
Battlefield Role: Warscroll Battalion

ABILITIES

Ride of the Annihilators: The warriors of a Thunderwave Echelon delight in chasing the enemy with hammer and axe, running down any in reach and breaking the spirit of those who survive.
Subtract 1 from the Bravery characteristic of enemy units while they are within 3" of one or more units from the same battalion.


Warscroll Battalion

Vanguard Angelos Conclave

ORGANISATION
A Vanguard Angelos Conclave consists of the following units:
 • 1-3 units of Vanguard-Palladors
 • 3-9 units of Vanguard-Hunters
PITCHED BATTLE PROFILE

Unit Size: -      Points: 160
Battlefield Role: Warscroll Battalion

ABILITIES

Aetheric Wake: The warriors of this conclave have trained to make the most of their mounts’ supernatural abilities.
When units from this battalion use the Ride the Winds Aetheric ability, roll 9 dice instead of 6 dice when determining the distance moved.


Warscroll Battalion

Vanguard Auxiliary Chamber

A Vanguard Auxiliary Chamber moves like the wind, and strikes with the force of a raging tornado. These consummate hunters are well trained in the art of the running battle, riding the winds aetheric to chase down even the most elusive prey. They are also beastmasters supreme, having formed bonds of respect and brotherhood with the lithe Gryph-chargers and the eagle-eyed Aetherwings that accompany them to battle.
ORGANISATION
A Vanguard Auxiliary Chamber consists of the following units and warscroll battalions:
 • 1 Lord-Aquilor
 • 3-9 Knights-Azyros, Knights-Venator, or KNIGHTS-ZEPHYROS in any combination
 • 1 Vanguard Angelos Conclave
 • 1 Vanguard Justicar Conclave
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Azyrite Hurricane: When a Vanguard Auxiliary Chamber gathers in its full strength, their enemies are caught in a deadly crossfire that fills the skies with lightning.
Add 1 to the Attacks characteristic of missile weapons used by models from this battalion that are not HEROES.


Warscroll Battalion

Vanguard Justicar Conclave

ORGANISATION
A Vanguard Justicar Conclave consists of the following units:
 • 3 units of Vanguard-Raptors
 • 3 units of Aetherwings
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

ABILITIES

Fight in Concert: The Aetherwings and Stormcast Eternals from this conclave have formed close bonds and are united in their efforts to destroy the enemies of Order.
You can re-roll hit rolls of 1 for attacks made with missile weapons by units of VANGUARD-RAPTORS from this battalion, if the target of that attack is an enemy unit within 18" of any AETHERWING units from the same battalion.


Warscroll Battalion

Vanguard Wing

ORGANISATION
A Vanguard Wing consists of the following units:
 • 3 units of Prosecutors
 • 1 unit of Liberators
 • 1 unit of Judicators
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Bearers of the Storm: Prosecutors imbue their allies with a sense of urgency, bringing swift death to Sigmar’s foes.
If the unmodified hit roll for an attack made by a unit of LIBERATORS or JUDICATORS from this battalion that is wholly within 16" of a unit of PROSECUTORS from the same battalion is 6, add 1 to the Damage characteristic of that attack.


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.


Warscroll Battalion

Warrior Chamber

A Warrior Chamber is the beating heart of its parent Stormhost. Led by the officer cadre known as the Lords of the Storm, these warriors are trained extensively in the Gladitorium. The shield-walls of its Thunderhead Brotherhoods and the crushing assaults of its Hammerstrike Forces work in concert to batter apart the enemy.
ORGANISATION
A Warrior Chamber consists of the following warscroll battalions:
 • 1 Lords of the Storm
 • 3 Thunderhead Brotherhoods
 • 3 Hammerstrike Forces
PITCHED BATTLE PROFILE

Unit Size: -      Points: 80
Battlefield Role: Warscroll Battalion

ABILITIES

Wrath of the Storm: A Warrior Chamber overwhelms the foe with rank upon rank of Sigmar’s finest fighters, each acting in concert with their fellows to bring the wrath of the God-King down upon the unworthy.
You can re-roll failed wound rolls for attacks made by models from this battalion while there are 50 or more models from the same battalion on the battlefield.


Warscroll Battalion

Sempiternal Sacrosanct Chamber

Austere souls all, the Sempiternals Sancrosanct Chamber have pledged to atone for a great failure in their past by any means necessary. Led by the reserved yet formidable Lord-Arcanum Lynus Ghalmorian, these masters of purifying magic channel the power of the Heavens to shatter hostile curses and to cleanse the taint of undeath and corruption from the realms.
ORGANISATION
A Sempiternals Sacrosanct Chamber consists of the following warscroll battalions:
 • 1 Sempiternals Grand Convocation
 • 3 Sempiternals Hailstorm Batteries
 • 3 Sempiternals Cleansing Phalanxes
PITCHED BATTLE PROFILE

Unit Size: -      Points: 90
Battlefield Role: Warscroll Battalion

ABILITIES

Attuned to the Arcane: The combined magical prowess of the Sempiternals usher new levels of power to every spell channelled through them.
At the start of your hero phase, you can pick 1 LORD-ARCANUM from this battalion. If you do so, add 9" to the range of any spells successfully cast by that model in that phase.


Warscroll Battalion

Sempiternals Cleansing Phalanx

ORGANISATION
A Sempiternals Cleansing Phalanx consists of the following units:
 • 2 ANVILS OF THE HELDENHAMMER Evocators units
 • 2 ANVILS OF THE HELDENHAMMER Sequitors units
PITCHED BATTLE PROFILE

Unit Size: -      Points: 170
Battlefield Role: Warscroll Battalion

ABILITIES

Weapons Ablaze: Working in concert, Sacrosanct warriors channel aetheric forces into their blades and mauls to sunder the toughest armour.
If a unit of EVOCATORS from this battalion successfully casts their Empower spell on a unit of SEQUITORS from the same battalion, and the spell is not unbound, improve the Rend characteristic of weapons used by that SEQUITORS unit by 1 until the start of your next hero phase, in addition to the effects of the spell.


Warscroll Battalion

Sempiternals Grand Convocation

ORGANISATION
A Sempiternals Grand Convocation consists of the following units:
 • 1 Lynus Ghalmorian
 • 1 ANVILS OF THE HELDENHAMMER Lord-Exorcist
 • 3 ANVILS OF THE HELDENHAMMER Knights-Incantor
PITCHED BATTLE PROFILE

Unit Size: -      Points: 170
Battlefield Role: Warscroll Battalion

ABILITIES

Thwart the Arcane: When gathered together, the warriormages of the Sempiternals are able to use their eldritch mastery to ward off even the most powerful sorcerers.
Add 2 to unbinding rolls for WIZARDS from this battation while they are wholly within 9" of two or more other WIZARDS from the same battalion.


Warscroll Battalion

Sempiternals Hailstorm Battery

ORGANISATION
A Sempiternals Hailstorm Battery consists of the following units:
 • 1 ANVILS OF THE HELDENHAMMER Lord-Ordinator
 • 1 ANVILS OF THE HELDENHAMMER Castigators unit
 • 1 ANVILS OF THE HELDENHAMMER Celestar Ballista
PITCHED BATTLE PROFILE

Unit Size: -      Points: 150
Battlefield Role: Warscroll Battalion

ABILITIES

Deadly Hail: The many trials endured by the Sempiternals have led their Lord-Ordinator to ensure that every missile is imbued with potent Azyrite magic.
You can re-roll wound rolls of 1 for attacks made with missile weapons by units from this battalion if they are wholly within 12" of the LORD-ORDINATOR from the same battalion.


Endless Spell


Endless Spell

Celestian Vortex

A Celestian Vortex is a whirling tornado of Azyrite magic. Borne aloft within it are magical hammers cast in the image of Ghal Maraz, the Great Shatterer. Anyone in the vortex’s path are hurled, smashed and broken, into the dirt.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 40
Battlefield Role: Endless Spell

DESCRIPTION

A Celestian Vortex is a single model.

PREDATORY: A Celestian Vortex is a predatory endless spell. A Celestian Vortex can move up to 8" and can fly.

MAGIC

Summon Celestian Vortex: The wizard casts a pair of ensorcelled hammers into the air, which begin to spin. As the vortex gets more intense, the hammers multiply to form a maelstrom of skull-crushing force.
Summon Celestian Vortex has a casting value of 6. Only STORMCAST ETERNAL WIZARDS can attempt to cast this spell. If successfully cast, set up a Celestian Vortex model wholly within 12" of the caster.

ABILITIES

Swirling Doom: When a Celestian Vortex is summoned, it immediately swirls across the battlefield leaving devastation in its wake.
When this model is set up, the player who set it up can immediately make a move with it.

Storm of Vengeance: Those caught in this deadly maelstrom find themselves battered by magical hammers and crushed by furious Azyrite energy.
After moving this model, you can pick 1 enemy unit within 1" of this model and roll 12 dice. For each roll of 6+, that unit suffers 1 mortal wound. If the unit being rolled for is a CHAOS unit, it suffers 1 mortal wound for each roll of 5+ instead.

Tornado of Magic: A Celestian Vortex whips the air around it into a tornado that disrupts attacks made with missile weapons.
Subtract 1 from hit rolls for attacks made with missile weapons by units while they are within 6" of this model.

KEYWORDS
ENDLESS SPELL, AZYR, CELESTIAN VORTEX


Endless Spell

Dais Arcanum

A Dais Arcanum can be harnessed by a Stormcast wizard to carry them across the battlefield. It can bear a rider upon the winds of Azyr and bolster their mastery of the aetheric arts.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 30
Battlefield Role: Endless Spell

DESCRIPTION

A Dais Arcanum is a single model.

MAGIC

Summon Dais Arcanum: The wizard calls down a single bolt of lightning which strikes the ground at their feet, leaving behind a perfect sigmarite disc. Alighting upon it, the wizard is carried into the air.
Summon Dais Arcanum has a casting value of 6. Only STORMCAST ETERNAL WIZARDS that do not have a Wounds characteristic of 6 or more, are not part of a unit with 2 or more models, and are not already on a Dais Arcanum, can attempt to cast this spell. If successfully cast, set up a Dais Arcanum model within 1" of the caster and more than 3" from any enemy models and then place the caster on top of it.

As long as the Dais Arcanum remains on the battlefield, the Dais Arcanum and the caster are treated as a single model from the caster’s army that uses the caster’s warscroll as well as the endless spell rules. It is treated as an enemy model by the opposing player’s army.

A model on a Dais Arcanum has a Move characteristic of 12" and can fly.

If a model on a Dais Arcanum is slain, that Dais Arcanum is immediately dispelled and removed from play along with the slain model.

If a Dais Arcanum is dispelled and the model on it has not been slain, set up that model wholly within 6" of the Dais Arcanum and more than 3" from any enemy models, and then remove the Dais Arcanum from play. If it is impossible to set up that model, it is slain.

ABILITIES

Arcane Enhancement: The magical energies of a Dais Arcanum are attuned with those of the wizard that rides upon it.
While a model is on a Dais Arcanum, it can attempt to unbind one extra spell in each enemy hero phase.

In addition, if a model on a Dais Arcanum attempts to dispel that Dais Arcanum, the attempt is automatically successful (do not roll any dice).

Winds of Azyr: The Dais Arcanum glides on arcane currents to evade incoming attacks.
While a model is on a Dais Arcanum, add 1 to save rolls for attacks that target that model.

KEYWORDS
ENDLESS SPELL, AZYR, DAIS ARCANUM


Endless Spell

Everblaze Comet

To summon an Everblaze Comet is to pick a shooting star from the firmament and draw it down to crash into the enemy lines with devastating impact. Such astral projectiles burn on, pulsing with celestial force even after landing.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Endless Spell

DESCRIPTION

An Everblaze Comet is a single model.

MAGIC

Summon Everblaze Comet: Reaching an arm to the heavens, the wizard calls down a pure comet of Azyrite energy. Radiating the pure light of Sigmar’s realm, it crashes into the foe’s ranks with devastating effect.
Summon Everblaze Comet has a casting value of 6. Only STORMCAST ETERNAL WIZARDS can attempt to cast this spell. If successfully cast, set up an Everblaze Comet model wholly within 36" of the caster.

ABILITIES

Burning Vengeance: An Everblaze Comet smashes into the battlefield with tremendous force, whereupon it embeds itself into the ground, radiating a corona of deadly Azyrite energies.
After this model is set up, roll a dice for each unit within 10" of this model. On a 1-2, that unit suffers 1 mortal wound. On a 3-4, that unit suffers D3 mortal wounds. On a 5-6, that unit suffers 3 mortal wounds.

In addition, at the start of each battle round, roll a dice for each unit within 5" of this model. On a 1-3, that unit suffers 1 mortal wound. On a 4-6, that unit suffers D3 mortal wounds.

Arcane Disruption: The emanations from an Everblaze Comet disrupt the arcane abilities of nearby wizards.
Subtract 1 from casting rolls for WIZARDS while they are within 5" of this model.

KEYWORDS
ENDLESS SPELL, AZYR, EVERBLAZE COMET
Flying
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 VANGUARD-RAPTORS 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.

The JUSTICAR keyword is used in following Stormcast Eternals warscrolls:

None
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.
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.

The DRACOTH keyword is used in following Stormcast Eternals warscrolls:

None
Leader

The DRACOTHIAN GUARD keyword is used in following Stormcast Eternals warscrolls:

None

The DECIMATORS keyword is used in following Stormcast Eternals warscrolls:

None
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.

The PALADIN keyword is used in following Stormcast Eternals warscrolls:

None
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.

The EVOCATORS keyword is used in following Stormcast Eternals warscrolls:

None

The REDEEMER keyword is used in following Stormcast Eternals warscrolls:

None
Battleline

The CORPUSCANT keyword is used in following Stormcast Eternals warscrolls:

None

The EVOCATORS keyword is used in following Stormcast Eternals warscrolls:

None

The DRACOLINE keyword is used in following Stormcast Eternals warscrolls:

None
Leader

The DRACOLINE keyword is used in following Stormcast Eternals warscrolls:

None
Leader

The LORD-CASTELLANT keyword is used in following Stormcast Eternals warscrolls:

Leader

The LORD-VERITANT keyword is used in following Stormcast Eternals warscrolls:

Leader
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.

The ANGELOS keyword is used in following Stormcast Eternals warscrolls:

None
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

The TEMPESTORS keyword is used in following Stormcast Eternals warscrolls:

None
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.

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

None

The LORD-AQUILOR keyword is used in following Stormcast Eternals warscrolls:

Leader
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.

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

None
Leader

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

None
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.

The LIBERATORS keyword is used in following Stormcast Eternals warscrolls:

None
Battleline
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

The HAMMERS OF SIGMAR and EVOCATORS keywords are used in following Stormcast Eternals warscrolls:

None

The HAMMERS OF SIGMAR and CASTIGATORS keywords are used in following Stormcast Eternals warscrolls:

None

The HAMMERS OF SIGMAR and SEQUITORS keywords are used in following Stormcast Eternals warscrolls:

None

The TAURALON keyword is used in following Stormcast Eternals warscrolls:

Leader

The MONSTER keyword is used in following Stormcast Eternals warscrolls:

Leader
Leader, Behemoth
Behemoth

The LORD-CELESTANT keyword is used in following Stormcast Eternals warscrolls:

Leader
Leader, Behemoth

The KNIGHT-INCANTOR keyword is used in following Stormcast Eternals warscrolls:

Leader

The KNIGHT-ZEPHYROS keyword is used in following Stormcast Eternals warscrolls:

Leader
Moving Over Terrain
Unless stated otherwise, a model can be moved over a terrain feature but not through it (so models can’t move through a wall, or pass through a tree, but can climb up or over them).

A model can be moved vertically in order to climb or cross a terrain feature, counting the vertical distance up and/or down as part of its move.

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

None

The AETHERWINGS keyword is used in following Stormcast Eternals warscrolls:

None

The CASTIGATORS keyword is used in following Stormcast Eternals warscrolls:

None

The SEQUITORS keyword is used in following Stormcast Eternals warscrolls:

None

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

None

The profiles using ORDER and WAR MACHINE keywords can be found in following Factions:

Order: Cities of Sigmar, Kharadron Overlords, Stormcast Eternals.

The ORDER and WAR MACHINE keywords are used in following warscrolls:

None
Artillery
Leader, Behemoth
Behemoth

The LORD-ORDINATOR keyword is used in following Stormcast Eternals warscrolls:

Leader

The PRIEST keyword is used in following Stormcast Eternals warscrolls:

Leader

The DRACOTHIAN GUARD keyword is used in following Stormcast Eternals warscrolls:

None

The STARDRAKE keyword is used in following Stormcast Eternals warscrolls:

Leader, Behemoth

The STARDRAKE keyword is used in following Stormcast Eternals warscrolls:

Leader, Behemoth

The DRACOTH keyword is used in following Stormcast Eternals warscrolls:

None
Leader

The PALADIN keyword is used in following Stormcast Eternals warscrolls:

None

The CELESTAR BALLISTA keyword is used in following Stormcast Eternals warscrolls:

Artillery

The PROSECUTORS keyword is used in following Stormcast Eternals warscrolls:

None

The LORD-CELESTANT keyword is used in following Stormcast Eternals warscrolls:

Leader
Leader, Behemoth

The JUDICATORS keyword is used in following Stormcast Eternals warscrolls:

None

The LIBERATORS keyword is used in following Stormcast Eternals warscrolls:

None
Battleline

The KNIGHT-ZEPHYROS keyword is used in following Stormcast Eternals warscrolls:

Leader

The ENDLESS SPELL keyword is used in following Stormcast Eternals warscrolls:

Endless Spell

The AZYR keyword is used in following Stormcast Eternals warscrolls:

Endless Spell
Army List
Artillery
Battleline
Behemoth
© Vyacheslav Maltsev 2013-2020