Stormcast Eternals – Lord-Celestant Gardus Steel Soul
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6"
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WARSCROLL

Lord-Celestant Gardus Steel Soul

Gardus Steel Soul is the most revered Lord-Celestant of the Hallowed Knights and a living beacon of hope in the face of the most terrible adversity. In battle, he focuses his faith as a weapon with which to safeguard the innocent and smite the enemies of Order.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sigmarite Runeblade
Sigmarite Runeblade1"43+3+-11
Warhammer
Warhammer1"24+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 50mm
Notes: Unique

DESCRIPTION

Lord-Celestant Gardus Steel Soul is a named character that is a single model. He is armed with a Sigmarite Runeblade and a Warhammer.

ABILITIES

Aura of Purity: Gardus’ faith is so strong that even Nurgle’s garden was unable to corrupt him.
Roll a dice each time you allocate a mortal wound to this model. On a 5+, that mortal wound is negated. In addition, roll a dice each time you allocate a mortal wound to a model from another friendly HALLOWED KNIGHTS unit wholly within 12" of this model. On a 6, that mortal wound is negated.

Martyr’s Strength: The Hallowed Knights will not fall until their foe is slain.
Roll a dice if this model is slain in the combat phase. On a 2+, this model can make a pile-in move and then attack with all of the melee weapons it is armed with, before it is removed from play.

Saintly Assault: Calling upon the celestial power of Sigmar, the lords of the Steel Souls engage the foe with righteous wrath.
Once per battle, at the start of your charge phase, you can declare that this model and other friendly HALLOWED KNIGHTS HEROES within 12" of this model will launch a saintly assault. You can re-roll charge rolls for those models in that phase. In addition, add 1 to the Attacks characteristic of melee weapons used by those models until the end of the turn.

Sigmarite Warcloak: Lord-Celestants can unleash the lethal storm magic stored in the sigmarite adornments of their cloaks.
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. The same unit cannot be affected by this command ability more than once per phase.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HALLOWED KNIGHTS, STEEL SOULS, HERO, LORD-CELESTANT, GARDUS STEEL SOUL
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.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
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.
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.
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 LORD-CELESTANT keyword is used in following Stormcast Eternals warscrolls:

Leader
Leader, Behemoth
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021