Stormcast Eternals – Neave Blacktalon
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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 WoundTo WndRendDamageDmg
Boltstorm Pistol
Boltstorm Pistol9"23+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
The Whirlwind Axes
The Whirlwind Axes1"73+3+-11

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 40mm
Notes: Unique


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


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.

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

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© Vyacheslav Maltsev 2013-2021