Stormcast Eternals – Knight-Heraldor
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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 WoundTo WndRendDamageDmg
Sigmarite Broadsword
Sigmarite Broadsword1"43+4+-11

Unit Size: 1      Points: 100
Battlefield Role: Leader


This warscroll can be used in following warscroll battalions:
 • Lords of the Storm
 • Warrior Brotherhood


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


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.

Enemy Units and Retreats
When you make a normal move for a model, no part of the move can be within 3" of an enemy unit.

Units starting a normal move within 3" of an enemy unit can either remain stationary or retreat. If a unit retreats, it can move within 3" of an enemy, but must end the move more than 3" from all enemy units. Models in a unit that retreats can’t shoot or charge later in the same turn.
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.
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.
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.
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© Vyacheslav Maltsev 2013-2021