The Stormcast Eternals are mortal heroes that have been transformed into supernatural warriors in the forges of Azyr, each the embodiment of Sigmar’s storm. They are the God-King’s wrath made manifest, and they were created for one single purpose: outright war!

This page contains all of the rules you need to field your Stormcast Eternals miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.


Books

BookKindEditionVersionLast update
  Stormcast Eternals
  Stormcast EternalsBattletome31.1December 2021
  Battlescroll: Gods & Heroes
  Battlescroll: Gods & HeroesRulebook3December 2021
  Warhammer Underworlds: Harrowdeep
  Warhammer Underworlds: HarrowdeepWarscroll3October 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021
  The Sempiternals
  The SempiternalsWhite Dwarf2August 2019
  Warhammer World Open Day 2018’
  Warhammer World Open Day 2018’Warscroll1March 2018

Designers’ Commentary

Battletome: Stormcast Eternals

Q:Can you explain how Yndrasta’s ‘The Prime Huntress’ ability works with a contradictory effect like the Alarith Spirit of the Mountain’s ‘Stonemage Symbiosis’ ability?
A:
The Prime Huntress triggers when the damage table of a MONSTER is used to determine a characteristic or ability. As both of these effects trigger at the same time, they are classed as Simultaneous Effects (1.6.2). This means that the player whose turn is taking place applies the effects of their ability first, then their opponent does the same.
Q:Does the Drakescale Armour enhancement allow the bearer to re-roll save rolls against attacks that have a random Damage characteristic?
A:
No.

Allies


ALLEGIANCE ABILITIES


Battle Traits

Stormhosts

The Stormhosts of Azyr are numerous, and each one has its own methods of waging war.

You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All STORMCAST ETERNALS units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.

HAMMERS OF SIGMAR
HALLOWED KNIGHTS
CELESTIAL VINDICATORS
ANVILS OF THE HELDENHAMMER
KNIGHTS EXCELSIOR
CELESTIAL WARBRINGERS
TEMPEST LORDS
ASTRAL TEMPLARS

Guardians of the Heavens and Shield of the Mortal Realms

The Stormcast Eternals are famed for the ferocity of their assaults. They unleash their might either by slamming to earth upon coruscating trails of lightning into the midst of their foes or by repelling would-be invaders from Sigmar’s sacred domain.

You must decide if your army will be a Scions of the Storm army or a Stormkeep army. Record your choice on your army roster. All STORMCAST ETERNALS units in a Scions of the Storm army gain the SCIONS OF THE STORM keyword. All Stormcast Eternals units in a Stormkeep army gain the STORMKEEP keyword.

Blaze of Glory

Should a Stormcast Eternal be defeated in combat, the soul-charged energy released upon their ascension scorches any who dare stand over them.

If a friendly STORMCAST ETERNALS model is slain within 1" of an enemy unit, before removing that model from play, pick 1 enemy unit within 1" of that model and roll a number of dice equal to the Wounds characteristic of that slain model. Add 1 to the number of dice you roll if the slain model has the THUNDERSTRIKE keyword. For each 6+, the target suffers 1 mortal wound at the end of that phase.

Legends of the Living Tempest

Scions of the Storm army only.

Scions of the Storm

Upon blessed bolts of lightning do the Stormcast Eternals ride to war, the furious rumble of thunder heralding their arrival.

During deployment, instead of setting up a SCIONS OF THE STORM STORMCAST ETERNALS unit on the battlefield, you can place it to one side and say that it is set up in the Celestial Realm as a reserve unit. You can set up 1 unit in the Celestial Realm for each SCIONS OF THE STORM STORMCAST ETERNALS unit you have set up on the battlefield. At the end of your movement phase, you can set up 1 or more of the reserve units in the Celestial Realm on the battlefield, more than 9" from all enemy units.


Watchful Guardians

Stormkeep army only.

Mortal Auxiliaries

A Stormkeep’s garrison can draw upon the aid of the city it helps to protect.

A Stormkeep army can include coalition units. 1 in every 4 units can be coalition units from the Cities of Sigmar faction. Your general cannot be a model from a coalition unit. Any CITIES OF SIGMAR units you include in your army gain the STORMKEEP keyword. In addition, add 1 to the Bravery characteristic of friendly STORMKEEP units wholly within 12" of any friendly STORMKEEP REDEEMER units.

Designer’s Note: Coalition units are units from another faction that can be included in your army without preventing you from using your army’s allegiance abilities. Coalition units differ from allies in that they are more closely tied to your army’s faction. Coalition units do not count towards the number of Battleline units in your army; however, they do count towards the maximum number of Leader, Behemoth and Artillery units in your army. In addition, coalition units are ignored when determining if the units in your army are from a single faction.

Shield of Civilisation

Once territory is seized, Stormkeep warriors fight harder to banish the foe, unleashing thunderbolts upon any who defy them.

In the first and second battle rounds, if any friendly STORMKEEP REDEEMER units contest an objective that is partially or wholly within your territory, each model in that unit counts as 3 models for the purposes of contesting that objective. Starting from the third battle round, if any friendly STORMKEEP REDEEMER units contest an objective that is anywhere on the battlefield, each model in that unit counts as 3 models for the purposes of contesting that objective. In addition, if an enemy unit finishes a charge move within 1" of a friendly STORMKEEP REDEEMER unit that is within 6" of an objective you control, roll a dice. On a 3+, that unit suffers D3 mortal wounds.


Command Traits

Aspects of Azyr

STORMCAST ETERNALS HEROES only.

Shock and Awe

The appearance of the Stormcasts who follow this general strikes terror into their foes.

If your army is a Scions of the Storm army and this general is on the battlefield at the end of your movement phase, subtract 1 from hit rolls for attacks that target friendly SCIONS OF THE STORM units that were set up in that phase until the end of that turn.

Staunch Defender

To contest the sacred grounds of Sigmar is to invoke the almighty power of Azyr.

You can re-roll the dice that determines the number of mortal wounds caused to an enemy unit by a friendly STORMKEEP REDEEMER unit using the Shield of Civilisation battle trait if that friendly unit is wholly within 12" of this general.

Envoy of the Heavens

When laid low in this general’s presence, the light that carries the warrior’s soul back to Azyr invigorates those who fight on.

If a friendly STORMCAST ETERNALS model is slain wholly within 12" of this general, you can add 1 to save rolls for attacks that target the slain model’s unit until the end of that phase. The same unit cannot benefit from this ability more than once per turn.

Master of the Celestial Menagerie

This general is surrounded by the most fearsome beasts of Azyr

If this general has the Behemoth battlefield role and is on the battlefield, subtract 1 from wound rolls for attacks made with melee weapons that target friendly STORMCAST ETERNALS units that have the Behemoth battlefield role.


Artefacts of Power

Storm-forged Weapons

STORMCAST ETERNALS HEROES only.

Blade of Heroes

No task seems insurmountable to the warrior who wields this shining blade.

Pick 1 of the bearer’s melee weapons. You can re-roll hit rolls for attacks made with that weapon that target a HERO or MONSTER.

Hammer of Might

This weapon unleashes a thunderclap that can shatter every bone in the victim’s body.

Pick 1 of the bearer’s melee weapons. If the unmodified wound roll for an attack made with that weapon is 6, double the Damage characteristic of that weapon for that attack.

Fang of Dracothion

Blessed by the Great Drake, this void-cold blade burns those it touches.

Pick 1 of the bearer’s melee weapons. If any wounds caused by attacks made with that weapon are allocated to an enemy model, that enemy model suffers 1 mortal wound at the end of each turn.


Heaven-wrought Armour

STORMCAST ETERNALS HEROES only.

Drakescale Armour

A guardian spirit lives on in this armour’s iron-hard scales, protecting the bearer against the mightiest strikes.

You can re-roll save rolls for attacks made with weapons that have a Damage characteristic of 2 or more that target the bearer.

Mirrorshield

This shield reflects the sun’s rays in questing beams that seek out the eyes of enemy marksmen.

The bearer cannot be picked as the target of a shooting attack unless the attacking unit is within 9" of the bearer.

Amulet of Silvered Sigmarite

Shining with a sacred aura, this armour gleams so bright it can dazzle the enemy.

Your opponent cannot re-roll hit rolls for attacks made with melee weapons that target the bearer.


Artefacts of the Tempest

STORMCAST ETERNALS HEROES only.

Quicksilver Draught

This potion lends uncanny speed to those who imbibe it.

Once per battle, at the end of the charge phase, you can say that the bearer will drink their quicksilver draught. If you do so, the bearer fights at the start of the following combat phase, but the bearer cannot fight again in that phase unless an ability or spell allows them to fight more than once.

Luckstone

Some say the Luckstone is so redolent with good fortune it survived the death of the World-that-Was.

Once per battle, before you make a hit or wound roll for an attack made by the bearer, a save roll for an attack that targets the bearer, or a run or charge roll for the bearer, you can say that the bearer will draw upon the power of the luckstone. If you do so, instead of making the roll, you must choose the result of the roll. The result chosen for a D6 roll must be a whole number from 1 to 6, and the result chosen for a 2D6 roll must be a whole number from 2 to 12. The result cannot be re-rolled, but any modifiers are applied to it as normal.

Obsidian Amulet

This amulet absorbs magical energy like a surgeon’s sponge soaks up blood.

Once per battle, at the start of the hero phase, you can say the bearer will raise their obsidian amulet. If you do so, ignore the effects of spells or the abilities of endless spells on the bearer until your next hero phase.


Spell Lores

Lore of the Storm

STORMCAST ETERNALS HERO WIZARDS (including Unique units) only.

Lightning Blast

The wizard unleashes pent-up storm energy into the foes of Sigmar.

Lightning Blast is a spell that has a casting value of 5. If successfully cast, the closest enemy unit that is visible to the caster suffers D3 mortal wounds. If more than 1 enemy unit visible to the caster is equally close, you can pick which unit is affected by this spell.

Azyrite Halo

This corona of Azyrite power lashes out at the enemies of the faithful.

Azyrite Halo is a spell that has a casting value of 5 and a range of 12" if the caster is a KNIGHT or 18" if the caster is a LORD or DRACONITH. If successfully cast, pick 1 friendly STORMCAST ETERNALS unit wholly within range and visible to the caster. Until your next hero phase, if the unmodified save roll for an attack that targets that unit is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

Celestial Blades

The wizard imbues the blades of their allies with celestial power.

Celestial Blades is a spell that has a casting value of 5 and a range of 12" if the caster is a KNIGHT or 18 if the caster is a LORD or DRACONITH. If successfully cast, pick 1 friendly STORMCAST ETERNALS unit wholly within range and visible to the caster. Add 1 to wound rolls for attacks made with melee weapons by that unit until your next hero phase.

Chain Lightning

The wizard channels a torrent of lightning that leaps from foe to foe.

Chain Lightning is a spell that has a casting value of 6 and a range of 12" if the caster is a KNIGHT or 18" if the caster is a LORD or DRACONITH. If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3 mortal wounds. Then, roll a dice for each other enemy unit within 6" of that unit. On a 3+, that other unit suffers 1 mortal wound.

Thundershock

The wizard unleashes the power of Sigmar’s storm as a roiling wave of pure force.

Thundershock is a spell that has a casting value of 6 and a range of 12" if the caster is a KNIGHT or 18" if the caster is a LORD or DRACONITH. If successfully cast, roll a dice for each enemy unit within range and visible to the caster. On a 3+, subtract 1 from wound rolls for attacks made by that unit until your next hero phase.

Starfall

Gazing towards the heavens, the wizard drags down celestial power to rain upon the enemy.

Starfall is a spell that has a casting value of 5 and a range of 12" if the caster is a KNIGHT or 18" if the caster is a LORD or DRACONITH. If successfully cast, pick 1 point on the battlefield within range and visible to the caster. Roll a dice for each enemy unit within 3" of that point. On a 3+, that unit cannot make pile-in moves until the end of that turn.


Prayer Scriptures

Prayers of the Stormhosts

STORMCAST ETERNALS HERO PRIESTS (including Unique units) only.

Divine Light

The priest parts the storm clouds and a ray of Sigmar’s divine light illuminates the battlefield.

Divine Light is a prayer that has an answer value of 3 and a range of 12" if the chanter is a KNIGHT or 18" if the chanter is a LORD. If answered, pick 1 enemy unit within range and visible to the chanter. You can re-roll hit rolls of 1 for attacks that target that unit until your next hero phase.

Translocation

The priest summons bolts of lightning to transport nearby warriors across the battlefield.

Translocation is a prayer that has an answer value of 3 and a range of 9" if the chanter is a KNIGHT or 12" if the chanter is a LORD. If answered, pick 1 friendly STORMCAST ETERNALS unit wholly within range and visible to the chanter. You can remove that unit from the battlefield and set it up again anywhere on the battlefield more than 9" from all enemy units. That unit cannot move in the following movement phase.

Bless Weapons

The priest imbues the weapons of those nearby with the pure essence of the storm.

Bless Weapons is a prayer that has an answer value of 3 and a range of 12" if the chanter is a KNIGHT or 18" if the chanter is a LORD. If answered, pick 1 friendly STORMCAST ETERNALS unit wholly within range and visible to the chanter. Until your next hero phase, if the unmodified hit roll for an attack made by that unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.


Mount Traits

You can pick 1 HERO with the STARDRAKE, DRACONITH, DRACOTH, DRACOLINE, TAURALON or GRYPH-CHARGER keyword in your army to have 1 of the following mount traits.

Traits of the Noble Beast

Aetheric Swiftness

This creature moves with the vigour of Azyr’s racing magical winds.

GRYPH-CHARGER, DRACOTH or DRACOLINE only. This unit is eligible to fight in the combat phase if it is within 6" of an enemy unit instead of 3", and it can move an extra 3" when it piles in.

Light of the Young Stars

The impure cannot help but quake in the presence of this truly ancient entity.

STARDRAKE only. You can choose this ability instead of carrying out a monstrous rampage (core rules, 21.1) with this unit. Pick 1 enemy unit within 1" of this unit and roll a dice. On a 3+, subtract 1 from hit rolls for attacks made by that unit in the following combat phase.

Celestial Instincts

Trusting to their mount’s wise judgement has saved many of Sigmar’s champions.

This unit can retreat and still either shoot or charge in the same turn.

Envoy of Lightning

Divine lightning sparks around this noble beast and blasts the enemy to ashes.

If this unit is set up on the battlefield using the Scions of the Storm battle trait, you can roll a dice for each enemy unit within 10" of this unit after it is set up. On a 4+, that unit suffers D3 mortal wounds.

Scintillating Trail

The magic of Azyr is attracted to this creature, stifling the power of opposing sorceries.

Subtract 1 from unbinding rolls for enemy WIZARDS for spells cast by friendly STORMCAST ETERNALS WIZARDS wholly within 12" of this unit.

Thunderous Presence

The cry of this beast strikes fear into the unholy.

DRACONITH only. You can choose this ability instead of carrying out a monstrous rampage (core rules, 21.1) with this unit. Pick 1 enemy unit within 1" of this unit and roll a dice. On a 3+, that unit cannot receive commands in the following battleshock phase.


Unique Enhancements

COMMAND ABILITIES
A Holy Command is a command ability that is a unique enhancement. You can always take 1 Holy Command enhancement for a Stormcast Eternals army. Each time you take a Holy Command enhancement, you can pick 1 of the Holy Commands from the table below and use it in the battle. If a rule allows you to take an extra enhancement, you can take a Holy Command enhancement as that extra enhancement, but if you do so, you cannot pick the same Holy Command from the table below more than once.

Holy Commands

Call for Aid

The holy power of Azyr heeds the call of Sigmar’s warriors and bolsters their strength.

You can use this command ability once per battle when a friendly REDEEMER unit with 5 or fewer models is destroyed. If you do so, pick 1 STORMCAST ETERNALS HERO on the battlefield. A new replacement unit identical to the unit that was destroyed is added to your army. Set up that unit wholly within 12" of that STORMCAST ETERNALS HERO and more than 9" from all enemy units.

Steadfast March

These warriors are driven forward by their faith, always eager to bring Sigmar’s holy retribution to the enemies of the God-King.

You can use this command ability once per battle at the start of your movement phase. The command can only be issued by a friendly KNIGHT to a unit wholly within 12" of them or by a friendly LORD or DRACONITH to a unit wholly within 18" of them. The unit that receives the command must be a friendly STORMCAST ETERNALS unit. Until your next hero phase, that unit can run and still charge later in the turn.

Thunderbolt Volley

Sigmar’s marksmen loose their deadliest missiles the instant this sacred command is given, taking their enemy completely by surprise.

You can use this command ability once per battle in your hero phase. The command can only be issued by a friendly KNIGHT to a unit wholly within 12" of them or by a friendly LORD or DRACONITH to a unit wholly within 18" of them. The unit that receives the command must be a friendly JUSTICAR or ANGELOS unit. That unit can shoot in that phase.

Unleash Thy Hatred

Paladins are relentless in their desire to slay the enemies of Sigmar and revel in any opportunity to unleash their righteous fury.

You can use this command ability once per battle at the start of the combat phase. The command can only be issued by a friendly KNIGHT to a unit wholly within 12" of them or by a friendly LORD or DRACONITH to a unit wholly within 18" of them. The unit that receives the command must be a friendly PALADIN unit. Add 1 to the Attacks characteristic of that unit’s melee weapons until the end of that phase.

Final Thunderstrike

The eyes of Azyr are upon these warriors as they seek vengeance before heeding the call of the heavens.

You can use this command ability once per battle at the start of the combat phase. The command can only be issued by a friendly KNIGHT to a unit wholly within 12" of them or by a friendly LORD or DRACONITH to a unit wholly within 18" of them. The unit that receives the command must be a friendly STORMCAST ETERNALS unit. Until the end of that phase, add 1 to rolls for the Blaze of Glory battle trait when a model in that unit is slain.


Stormhosts

These rules can be used by units in a Stormcast Eternals army that have been given the appropriate keyword (see the Stormhosts Battle Trait).

Hammers of Sigmar

The Hammers of Sigmar are the exemplars of Sigmar’s hosts, the tip of the divine stormbolt. When the God-King wages his wars, these golden warriors lead the way, committing everything they have in the name of victory - for they cannot be seen to fail.

We Cannot Fail: The Hammers of Sigmar have stared down the greatest of horrors without yielding, refusing to fall until their task is completed.
Friendly HAMMERS OF SIGMAR units wholly within 12" of an objective have a ward of 6+.

Hallowed Knights

The Hallowed Knights are driven by a fierce inner fire, all doubts made distant memories by the power of their faith. They are devoted believers, never ceasing in their crusade - even when it takes them to the most forsaken places in all the realms. Who can triumph over the darkness? Only the faithful!

Only the Faithful: The Hallowed Knights are martyrs all, sworn to uphold the first tenet of their order till death and beyond.
If a friendly HALLOWED KNIGHTS REDEEMER model is slain within 3" of any enemy units, roll a dice. On a 4+, that model can fight before it is removed from play.

Celestial Vindicators

The Celestial Vindicators live to slaughter those who worship Chaos. Be their foes human, skaven, beastman or daemon, they must be met with ire and hacked to pieces so the realms might be free of their curse. In battle, this Stormhost is a hurricane of blades that never relents, and at times, it can even rage too hard for mortal tolerance.

Driven by Vengeance: The Vindicators strike down their foes in a flurry of blows.
At the start of the combat phase, you can pick 1 friendly CELESTIAL VINDICATORS unit that made a charge move that turn. Until your next hero phase, if the unmodified hit roll for an attack made with a melee weapon by that unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

Anvils of the Heldenhammer

The Anvils of the Heldenhammer are heroes from ages long past, summoned from their tombs by the God-King and remade as warriors eternal. Though they fight as an ordered military machine and though they do Sigmar’s holy work, to a casual observer, these ageless warriors seem like grim revenants as terrifying as any wight.

Deathly Aura: The Anvils use their fearful aura to unnerve their foe.
At the end of the charge phase, you can roll 2D6 for each enemy unit within 1" of any friendly ANVILS OF THE HELDENHAMMER units. If the roll is greater than that enemy unit’s Bravery characteristic, the first 2 wounds caused by attacks made by that enemy unit in the following combat phase are negated.

Knights Excelsior

The Knights Excelsior are Sigmar’s divine annihilators. They see all beings as either good or evil - and it is their duty to eliminate evil. Unfettered by doubt or indecision, they deliver the God-King’s justice to any who betray even the slightest impurity, be it through words, deeds or merely a stray thought.

Storm of Annihilation: None are as totalitarian in delivering judgement as the Knights Excelsior.
Once per turn, at the start of the combat phase, you can pick 1 friendly KNIGHTS EXCELSIOR PALADIN unit on the battlefield. Until the end of that phase, when you pick that unit to fight, pick 1 enemy unit within 1" of that unit. If the number of models in that enemy unit is greater than the number of models in that PALADIN unit, add 1 to hit and wound rolls for attacks made by that Paladin unit that target that enemy unit until the end of that phase.

Celestial Warbringers

The warrior-seers of the Celestial Warbringers hail from a tribe of people who can foresee their own deaths. They are touched by mysticism and read the omens of the heavens to give them a vital edge in battle. Harnessing the energies of Azyr, they confound and destroy those who would defy Sigmar.

Fearless Foresight: The Warbringers use portents to inform their battle strategies.
Once per phase, you can re-roll 1 hit roll or 1 wound roll for an attack made by a friendly CELESTIAL WARBRINGERS unit or 1 save roll for an attack that targets a friendly CELESTIAL WARBRINGERS unit.

Tempest Lords

The Tempest Lords are not only warriors but also rulers, lords and grand strategists who were born to lead. Where a conventional army wins battles, the Tempest Lords win wars, leaving a foundation of victory upon which the spires of civilisation may be built anew.

The Host on High: The Tempest Lords swoop down in precisely plotted arcs and formations to shatter the unseemly foe.
When you attempt a charge with a friendly TEMPEST LORDS unit that can fly, you can re-roll 1 of the dice for that charge roll.

Astral Templars

Hunters and monster-killers, the Astral Templars are more at home in the wilderness than the city. They hail from tribes that once fought giant beasts to survive; clad in furs adorned with skulls and totems, they may appear barbaric but their valour in battle is proven.

Beast Stalkers: The Astral Templars are experienced hunters of the most horrific creatures the Mortal Realms have to offer.
Friendly ASTRAL TEMPLARS units cannot be picked when your opponent carries out a monstrous rampage.

PATH TO GLORY

The following section includes rules for your Path to Glory campaign if you are using a Stormcast Eternals army.

When you choose the Stormcast Eternals faction for your Path to Glory army, you must decide if your army will be a Scions of the Storm army or a Stormkeep army. Record your choice on your Path to Glory roster. Your army cannot change its type during a Path to Glory campaign.

If your Path to Glory army is a Stormkeep army, you can add any number of CITIES OF SIGMAR coalition units to your order of battle. However, when you pick an army for a Path to Glory battle, the Stormkeep army limits apply to the number of coalition units you can include in your army.

The Reforging

Even when the champions of Sigmar die, their war is far from over. In High Azyr, they are Reforged once more for service. Yet as they endure this eternal cycle, the hazards of Reforging become ever more pronounced.

When a STORMCAST ETERNALS HERO is killed in the aftermath sequence, instead of removing the unit from your order of battle, you can say that they will be Reforged instead. If you do so, that unit loses D3 renown points (to a minimum of 0) if that unit is a Rising Hero or 2D3 renown points (to a minimum of 0) if that unit is a Mighty Hero (see Heroes and Renown).

A HERO that is Reforged is not removed from your order of battle and keeps any core enhancements they have. However, a Reforged HERO that has earned the Mighty Hero rank loses their command trait and becomes a Rising Hero if their renown points are reduced below 15.

In addition, if the number of renown points lost by that HERO is 5 or more, you can say that Grungni has overseen that HERO’s Reforging himself. If you do so, you must first spend a number of glory points equal to the number of renown points lost. Then, you can pick 1 eligible heroic upgrade for that HERO in step 7 of the same aftermath sequence in which they were Reforged without spending any glory points, even if the HERO does not have the renown points required for the upgrade.

THE PRICE OF IMMORTALITY
Keep a record of how many times each STORMCAST ETERNALS HERO on your order of battle is Reforged. When a STORMCAST ETERNALS HERO is Reforged for the second time, their soul begins to fracture, and from then onwards, they cannot gain more than 3 renown points in the aftermath sequence of each Path to Glory battle. If you choose a HERO that has been Reforged more than once to be your favoured warrior in step 3 of the aftermath sequence, any extra renown points that could have been gained are lost.

Tenets of the Gladitorium

It is in the Gladitorium that all Stormcasts are trained. It is here where the conclaves drill tirelessly, honing their skills until they are proven veterans It is here where the true nature of a Stormhost is born.

If you pick a subfaction for your Path to Glory army using the Stormhosts battle trait, instead of using the allegiance ability for that Stormhost, you can pick combat tenets from the tables that follow as described below. Alternatively, you can choose to design your own Stormhost by creating a new subfaction keyword and picking its combat tenets from the tables that follow as described below. Note that the following rules can only be used in battles if both you and your opponent are using a Path to Glory army.

If you choose to design your own Stormhost, all STORMCAST ETERNALS units in your army gain the subfaction keyword you have created. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction and that unit does not benefit from any combat tenets you pick for the Stormhost you have designed.

You must pick 2 combat tenets for your subfaction from the tables that follow. You cannot pick more than 1 tenet from the same table. If you are unsure of which tenets the Stormhost would possess, simply pick those that most closely match the character of your army or your playstyle.

Tenets of the Hammer

Beast Hunters: These warriors relish the challenge found in contesting the great beasts of the wilds.
Add 1 to hit rolls for attacks made by friendly <STORMHOST> units that target a MONSTER.
Champion Warriors: Be they drawn from headhunter tribes or the ranks of noble duellists, these Stormcasts seek out and destroy the most powerful of enemies.
Add 1 to hit rolls for attacks made by friendly <STORMHOST> units that target a HERO.
The Obliterating Storm: A direct lightning strike is scarcely less cataclysmic than the charge of these warriors.
Add 1 to hit rolls for attacks made by friendly <STORMHOST> units that made a charge move in the same turn.

Tenets of the Shield

Relentless Fighters: Like true demigods, these resolute Stormcasts shrug off all but the most terrible of enemy blows.
If any wounds caused by attacks made with weapons that have a Damage characteristic of 1 are allocated to a friendly <STORMHOST> unit, add 1 to save rolls for that <STORMHOST> unit until the end of that phase, unless that <STORMHOST> unit made a normal move, retreated, ran or made a charge move in the same turn.
Celestial Radiance: The power of the heavens cloaks these warriors, turning aside even the most lethal of blows.
Friendly <STORMHOST> units have a ward of 6+.
Unstoppable Determination: Sigmar’s faithful fight on despite suffering grievous wounds.
Subtract 10 from the number of wounds suffered by friendly <STORMHOST> MONSTERS (to a minimum of 0) when determining which row on their damage table to use.
Here we Stand: These intractable warriors will not concede an inch of ground, even in the face of annihilation.
You can re-roll battleshock tests for friendly <STORMHOST> units.

Tenets of the Tempest

Swift Strikers: These warriors waste no time in dispatching the enemies of the God-King.
Add 1 to run and charge rolls for friendly <STORMHOST> units.
One Step Ahead: Just as lightning never strikes twice, so too do these Stormcasts fight in unpredictable fashion.
Friendly <STORMHOST> units can retreat and still charge in the same turn.
The Eye of the Storm: These warriors are experts at enveloping their foe, leaving them nowhere to run.
Enemy units within 3" of any friendly <STORMHOST> units cannot retreat.
Masters of Heavenly Lore: These warriors have mastered the arcane and clandestine arts of High Azyr.
Each time a friendly <STORMHOST> PRIEST or friendly <STORMHOST> WIZARD attempts to chant a prayer or cast a spell, if any of the dice in the chanting roll or casting roll are a 1, you can re-roll those dice.

Quests

When you pick a quest, you can pick from the following quests in addition to those in the Core Book.

QUEST

Star-fated Beasts

The noble creatures of Azyr are as distinct as their Stormcast allies, each possessing quirks and powers unobtainable even from the teachings of the Gladitorium.
Pick 1 HERO with the STARDRAKE, DRACONITH, DRACOTH, DRACOLINE or GRYPH-CHARGER keyword from your army that does not already have a mount trait enhancement, and pick 1 mount trait. Write down that mount trait in your quest log. At the end of a Path to Glory battle, you complete this quest if that unit destroyed any enemy units during the battle.

When you complete this quest, you can add the mount trait you picked to your vault but it can only be given to the unit you picked when you embarked on this quest (note down the name of the unit next to the mount trait). If that unit is removed from your order of battle, then remove the mount trait from your vault too.

QUEST

Guardians of the Dawn

Few duties are as critical as protecting the newly founded settlements of Sigmar’s crusades, and when the call for aid is heard, there is no respite from the Stormcasts’ vengeful assault.
Write down that you are undertaking this quest in the Quest Reward section of your quest log.

At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log if you won a minor victory and add 3 quest points if you won a major victory.

Once you have gained 3 or more quest points, you complete this quest, and you can now fight Path to Glory battles using the ‘Into the Fire’ or ‘The Storm That Scours’ battleplans. These battleplans contain further quest rewards.

QUEST

The Rewards of Victory

The commanders of the Stormcasts are always sure to acknowledge courageous acts and the valiant victories of their warriors at the end of each campaign.
Write down that you are undertaking this quest in the Quest Reward section of your quest log.

At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log if you won a minor victory and add 3 quest points if you won a major victory.

Once you have gained 3 or more quest points, you complete this quest. When you complete this quest, you can pick 3 units that took part in the most recent battle to be your favoured warriors instead of 1.

QUEST

The Nemesis Eternal

The Stormcast Eternals were first created to defy the armies of Chaos. Only through constant war can this ancient evil be held at bay and the growth of civilisation be guaranteed.
At the end of a Path to Glory battle, you complete this quest if you won a major victory and your opponent’s army was a Blades of Khorne, Disciples of Tzeentch, Hedonites of Slaanesh, Maggotkin of Nurgle, Slaves to Darkness or Skaven army.

When you complete this quest, each unit in your army that was not destroyed earns 1 bonus renown point. In addition, if the enemy general was slain by an attack made by your general, your general earns 5 bonus renown points instead of 1.

Veteran Abilities

Each time a STORMCAST ETERNALS unit on your Path to Glory roster gains a veteran ability, you can pick from the following veteran abilities in addition to those in the Core Book.

STORMCAST ETERNALS VETERAN ABILITIES
A Step Ahead: These veteran warriors scout ahead to harass the enemy and thin their ranks.
This unit can use this veteran ability once per battle at the start of the first hero phase in the first battle round. This unit can make a normal move of up to 6".
Foundation of Victory: These Redeemers embody the tenets of their conclave: stalwart, resolute and relentless.
You can only choose REDEEMER units to gain this ability. Once per battle, the unit champion of this unit can issue a command without a command point being spent.
Refusal to Fail: These warriors will face down even the most harrowing odds to defend the empire of Sigmar.
This unit can use this veteran ability once per battle at the start of the combat phase. Until the end of that phase, if a model from this unit is slain, that model can fight before it is removed from play.
Lightning-charged Bolts: The crackling celestial arsenal of these marksmen can overwhelm almost any foe.
This unit can use this veteran ability once per battle when it is picked to shoot. Until the end of that phase, if the unmodified wound roll for an attack made by this unit is 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts.
Total Commitment: The strikes of these Stormcasts resound like the first terrible peal of thunder.
This unit can use this veteran ability once per battle at the start of the combat phase. This unit counts as having made a charge move in that turn.
Those Who Burn Brightest: Such is the soulfire that charges these warriors that the impure cannot help but be scorched to ash in their presence.
This unit can use this veteran ability once per battle at the start of the combat phase. Until the end of that phase, add 2 to rolls for the Blaze of Glory battle trait when a model in this unit is slain.

Territories

When making an exploration roll, if the roll is 61-66, that roll will correspond to a territory on the table below. Alternatively, you can pick 1 result from the Territories table in the Core Book that corresponds to a roll of 21-42.

Some of these territories allow you to send a unit to them. A unit cannot be sent to more than 1 territory in each aftermath sequence, and any such units cannot be picked for the ‘Borderlands’ territory in the Core Book.

STORMCAST ETERNALS FACTION TERRITORIES (D66)
61 ABANDONED SIGMARITE STRONGPOINT
A Vanguard Auxiliary chamber has discovered the remains of a fallen strongpoint. In time, this reclaimed position will once again solidify your presence in this region.
This territory has no effect until it is upgraded.
[Upgrade 5GP] Restored Strongpoint: Each time you upgrade a territory or your stronghold, reduce the cost in glory points by D6 (to a minimum of 0).

62 TRAINING GROUNDS
Whether an open field or an isolated outpost of the Stormhost, these training grounds give your warriors the chance to hone their skills even when battle is done.
In step 3 of the aftermath sequence, you can pick 1 unit on your order of battle to be sent to this territory to train. If you do so, roll a dice. On a 5+, that unit gains D3 renown points.
[Upgrade 15GP] Increased Capacity: You can send 2 units to this territory instead of 1.

63 WILD METALITH
The discovery of one of these hovering islands is always a welcome surprise. This natural vantage point will give your armies forewarning of enemy movements and allow you to keep a keen eye on your objectives.
This territory has no effect until it is upgraded.
[Upgrade 15GP] Highscryer Island: In step 4 of the aftermath sequence, roll a dice if you won the battle. On a 4+, add 1 to the number of quest points you gain towards your quest (if applicable).

64 RECAPTURED REALMGATE
A Freeguild outrider expedition has returned with word of a secluded realmgate close to your stronghold. The sooner you fortify its position, the sooner you can take advantage of its mystical paths and prepare for any would-be invaders.
You can never have more than 1 territory of this type. In step 3 of the aftermath sequence, you can pick 1 unit on your order of battle to be sent to this territory on patrol. If you do so, roll a dice. On a 4+, that unit gains 1 renown point and you gain 1 glory point. However, on a 1, that unit must either make an injury roll or have its casualty score increased by 1 (whichever is applicable).
[Upgrade 15GP] Tightened Patrols: You can send 2 units to this territory instead of 1.

65 ANCIENT SHRINE
At the conclusion of a hard-fought battle, your forces uncover a concealed shrine marked with runes and icons devoted to Grungni. No doubt the Great Maker would look favourably upon any who restore this sundered temple and would grant them his boons.
You can never have more than 1 territory of this type. This territory has no effect until it is upgraded.
[Upgrade 15GP] Favoured by Grungni: When you say that Grungni has overseen a STORMCAST ETERNALS HERO’s Reforging, you can spend 1 glory point to pick an eligible heroic upgrade for that HERO instead of a number of glory points equal to the number of renown points lost.

66 GEOMANTIC NODE
Thaumaturgical compasses have shown fluctuations in arcane energy from a nearby mountain range. If you claim the source, you will be able to found a strong outpost where your warriors may find succour.
You can never have more than 1 territory of this type. This territory has no effect until it is upgraded.
[Upgrade 20GP] Secondary Reserves: In each aftermath sequence, you can re-roll 1 injury roll or casualty roll without spending a glory point.

Heroic Upgrades

During your Path to Glory campaign, you may be able to pick a heroic upgrades for your HEROES. A heroic upgrade replaces the warscroll of a HERO with another, more powerful one and represents them becoming a mighty champion in your army.

You can pick a heroic upgrade in step 7 of the aftermath sequence. To do so, consult the table below and pick 1 of the eligible options. Each heroic upgrade lists the warscroll the HERO will be upgraded to, which warscroll is required, the amount of renown points that HERO must have, and the amount of glory points you must spend. Once you have picked a heroic upgrade, replace your HERO’s warscroll on your order of battle with the new one chosen. You can only pick 1 heroic upgrade in each aftermath sequence.

If the new warscroll is a type that is limited on your order of battle - for example, if it is a MONSTER - you will need to have increased your order of battle limits to accommodate it before it can be upgraded.

CORE ENHANCEMENTS
When you pick a heroic upgrade for a HERO, they keep their renown points and any core enhancements that they are still eligible for. If your HERO had any core enhancements that they are no longer eligible for, they lose those core enhancements. If this enables you to pick a new core enhancement for your order of battle, you can do so.


Battleplan

Into the Fire

You receive word that a fledgling strongpoint is under threat from an invading force set on razing the settlement and corrupting the arcane nexus upon which it stands. Your warriors have been charged with annihilating these enemies and solidifying Sigmar’s hold on the region.

Upon arrival, however, you discover that the enemy has stolen a march - and you are surrounded and significantly outnumbered. Still, all the more glory for the God-King...

QUEST BATTLEPLAN
You can use this battleplan if one player is using a Stormcast Eternals army and has completed the ‘Guardians of the Dawn’ quest. Use the Path to Glory battlepack.

THE ARMIES
Each player picks an army as described below. The player who completed the ‘Guardians of the Dawn’ quest is the Stormcast Eternals player. Their opponent is the invader. The Stormcast Eternals player must use a Stormcast Eternals army.

The invader picks their army first. The Stormcast Eternals player picks their army second. The total number of units in the Stormcast Eternals player’s army must be exactly half (rounding up) the total number of units in the invader’s army.

DEPLOYMENT
The invader sets up their army first, wholly within their territory and more than 9" from enemy territory. Then, the Stormcast Eternals player sets up their army, wholly within their territory.

BATTLE LENGTH
The battle lasts for 5 battle rounds or until the invader wins a major victory.

FIRST TURN
The invader takes the first turn in the first battle round.

THE UNBROKEN STORM
Once per turn, in the enemy movement phase, the Stormcast Eternals player can pick 1 friendly STORMCAST ETERNALS unit on the battlefield to form a blockade. If they do so, until the end of that phase, enemy units cannot pass across or finish a move within 6" of that unit.

NO TIME TO WASTE
The invader can re-roll charge rolls for units in their army.

DARING ESCAPE
At the start of the invader’s hero phase, any units in the invader’s army that are wholly within 6 of the southern edge of the battlefield and more than 3" from all enemy units can escape the battle. Remove the models in those units from play, but do not count them as being slain.

GLORIOUS VICTORY
The invader immediately wins a major victory if all of the units in the Stormcast Eternals player’s army have been destroyed.

The Stormcast Eternals player wins a major victory if there are no units from the invader’s army on the battlefield when the battle ends and no units in the invader’s army escaped the battle.

The Stormcast Eternals player wins a minor victory if there are no units from the invader’s army on the battlefield when the battle ends but 3 or fewer units in the invader’s army escaped the battle.

The invader wins a minor victory in all other instances.

PATH TO GLORY REWARDS
If the Stormcast Eternals player wins this battle, they can re-roll any exploration rolls made in step 6 of the aftermath sequence following the battle.

BONUS RENOWN
At the end of the battle, each unit on the battlefield gains 1 renown point.


Battleplan

The Storm That Scours

When Sigmar forged his Stormcast Eternals, he knew that the war awaiting them would be beyond harrowing in nature. There is no room for mercy in these times; as the lightning blasts asunder all it strikes, so must those who defy Azyr be crushed utterly. Your warriors have endured weeks of desperate assaults on a nascent strongpoint, fighting on with the utmost tenacity. Now reinforcements have arrived, and the enemy seeks to flee. None can escape the God-King’s vengeance - chase them down and shatter them beyond recovery.

QUEST BATTLEPLAN
You can use this battleplan if one player is using a Stormcast Eternals army and has completed the ‘Guardians of the Dawn’ quest. Use the Path to Glory battlepack.

THE ARMIES
The player who completed the ‘Guardians of the Dawn’ quest is the Stormcast Eternals player. Their opponent is the fiend. The Stormcast Eternals player must use a Stormcast Eternals army. Before picking their armies, the players must agree on a points limit for the battle. The points limit can be any number and it determines the number of points each player has available to spend on their army.

DEPLOYMENT
The fiend sets up their army first, wholly within their territory. Then, the Stormcast Eternals player sets up their army, wholly within their territory and more than 9" from all enemy units.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

FIRST TURN
The Stormcast Eternals player takes the first turn in the first battle round.

DIVINE PUNISHMENT
Once per turn, at the start of the fiend’s battleshock phase, the Stormcast Eternals player can pick 1 friendly Stormcast Eternals unit on the battlefield. Enemy units within 3" of that unit cannot receive commands in that phase. In addition, add D3 to the number of models that flee from those units if they fail a battleshock test in that phase.

DOUBLE TIME
Once per turn, at the start of the fiend’s movement phase, the fiend can pick 1 friendly unit in their army that is on the battlefield. Add D6" to that unit’s Move characteristic until the end of that phase.

DOWN BUT NOT OUT
The fiend can roll a dice each time a model in their army is slain by wounds caused by an attack made with a melee weapon. On a 6, that model can fight before it is removed from play.

THE BETTER PART OF VALOUR
At the start of the fiend’s hero phase, any units in the fiend’s army that are wholly within 6 of the edge of the battlefield and more than 3" from all enemy units can escape the battle. Remove the models in those units from play, but do not count them as being slain.

GLORIOUS VICTORY
When the battle ends:
  • If no units from the Stormcast Eternals player’s army are on the battlefield, the fiend wins a major victory.
  • If no units from the fiend’s army are on the battlefield and 3 or fewer units in the fiend’s army escaped during the battle, the Stormcast Eternals player wins a major victory.
  • If no models from the fiend’s army are on the battlefield and between 4 and 6 units in the fiend’s army escaped during the battle, the Stormcast Eternals player wins a minor victory.
  • The fiend wins a minor victory in all other instances.

PATH TO GLORY REWARDS
If the Stormcast Eternals player wins this battle, in step 6 of the aftermath sequence after the battle, they can bring any new territories under their control for 5 glory points instead of 10.

BONUS RENOWN
At the end of the battle, each unit on the battlefield gains 1 renown point.


MATCHED PLAY

If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.

Grand Strategies

After you have picked your army, you can pick 1 of the grand strategies from the list below and record it on your army roster.

METHODS OF CONQUEST
Stormcast Eternals army only.

Draconith Defiance: When the battle ends, you complete this grand strategy if the only HEROES on the battlefield are friendly DRACONITH, STARDRAKE or DRACOTH units.
Pillars of Victory: When the battle ends, you complete this grand strategy if the only Battleline units on the battlefield are friendly REDEEMER units.
Sacred Charge: When the battle ends, you complete this grand strategy if there are 2 or more friendly CITIES OF SIGMAR units on the battlefield.

Battle Tactics

At the start of your hero phase, you can pick 1 battle tactic from the list below. You must reveal your choice to your opponent, and if your battle tactic instructs you to pick something, you must tell your opponent what you pick. You have until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once per battle.

PLOYS OF WAR
Stormcast Eternals army only.

Pioneers of the Realms: You complete this tactic if all of the objectives wholly within your opponent’s territory are contested by friendly CITIES OF SIGMAR units at the end of this turn.
No Challenge Too Great: You complete this tactic if an enemy HERO is slain by wounds caused by an attack made with a melee weapon by a friendly REDEEMER unit during this turn.
Hammerstrike Assault: Pick 1 HERO in your opponent’s starting army that is on the battlefield, that has a Wounds characteristic of 10 or more and that has 0 wounds allocated to it. You complete this tactic if that HERO is slain during this turn.
Lightning-shattered Morale: Pick 1 unit in your opponent’s starting army that is on the battlefield and that has a Bravery characteristic of 10 or more. You complete this tactic if any models in that unit flee during this turn.
Draconith Destruction: Pick 1 unit in your opponent’s starting army that is on the battlefield and that has 10 or more models. You complete this tactic if that unit is destroyed by wounds caused by attacks made by friendly DRACONITH, STARDRAKE or DRACOTH units during this turn.
A Matter of Honour: Pick 1 MONSTER in your opponent’s starting army that is on the battlefield. You complete this tactic if that unit is destroyed by wounds caused by attacks made by friendly DRACONITH or STARDRAKE units during this turn.

Core Battalions

You can include any of the following core battalions in a Stormcast Eternals army if the battlepack you are using says that you can use core battalions.

REDEMPTION BROTHERHOOD
BROTHERHOOD COMMAND
SOULSTRIKE BROTHERHOOD


UNIT ICONS
(Mandatory/Optional)
Commander: Leader
Troops: Unit that is not Leader, Artillery or Behemoth
Artillery: Artillery
BATTALION ABILITY ICONS
Unified: One-drop Deployment (see 26.2.1).
Expert: Once per battle, 1 unit from this battalion can receive the All-out Attack or All-out Defence command without the command being issued and without a command point being spent.
Magnificent: When you pick enhancements for your army (see 27.3), you can pick 1 extra enhancement.
Slayers: Once per battle, 1 unit from this battalion can receive the All-out Attack or Unleash Hell command without the command being issued and without a command point being spent.
Strategists: Once per battle, when you receive command points at the start of your hero phase, you can receive 1 extra command point.
Swift: Once per battle, 1 unit from this battalion can receive the At the Double or Forward to Victory command without the command being issued and without a command point being spent.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

The STORMCAST ETERNALS keyword is used in the following Stormcast Eternals warscrolls:

None
Artillery
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.

The REDEEMER keyword is used in the following Stormcast Eternals warscrolls:

None
Battleline
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.

The DRACONITH keyword is used in the following Stormcast Eternals warscrolls:

None
Leader
Leader, Behemoth
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.

The STORMCAST ETERNALS, HERO and PRIEST keywords are used in the following Stormcast Eternals warscrolls:

Leader
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.

The STARDRAKE and HERO keywords are used in the following Stormcast Eternals warscrolls:

Leader, Behemoth

The DRACONITH and HERO keywords are used in the following Stormcast Eternals warscrolls:

Leader
Leader, Behemoth

The DRACOTH and HERO keywords are used in the following Stormcast Eternals warscrolls:

Leader

The DRACOLINE and HERO keywords are used in the following Stormcast Eternals warscrolls:

Leader

The TAURALON and HERO keywords are used in the following Stormcast Eternals warscrolls:

Leader

The GRYPH-CHARGER and HERO keywords are used in the following Stormcast Eternals warscrolls:

Leader

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

Leader

The DRACOLINE keyword is used in the following Stormcast Eternals warscrolls:

None
Leader

The STARDRAKE keyword is used in the following Stormcast Eternals warscrolls:

Leader, Behemoth
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

The JUSTICAR keyword is used in the following Stormcast Eternals warscrolls:

None
Battleline

The ANGELOS keyword is used in the following Stormcast Eternals warscrolls:

None

The PALADIN keyword is used in the following Stormcast Eternals warscrolls:

None

The HAMMERS OF SIGMAR keyword is used in the following Stormcast Eternals warscrolls:

None
Artillery
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.

The HALLOWED KNIGHTS and REDEEMER keywords are used in the following Stormcast Eternals warscrolls:

Battleline

The CELESTIAL VINDICATORS keyword is used in the following Stormcast Eternals warscrolls:

Artillery

The ANVILS OF THE HELDENHAMMER keyword is used in the following Stormcast Eternals warscrolls:

Artillery

The KNIGHTS EXCELSIOR and PALADIN keywords are used in the following Stormcast Eternals warscrolls:

None

The CELESTIAL WARBRINGERS keyword is used in the following Stormcast Eternals warscrolls:

Artillery

The TEMPEST LORDS keyword is used in the following Stormcast Eternals warscrolls:

Artillery
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.

The ASTRAL TEMPLARS keyword is used in the following Stormcast Eternals warscrolls:

Artillery
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.

The PRIEST keyword is used in the following Stormcast Eternals warscrolls:

Leader
Starting Armies
Several grand strategies and battle tactics refer to a player’s starting army. A player’s starting army is made up of the units in the army that were set up before the first battle round, including any reserve units. Units that are added to a player’s army after the battle has begun are not included, and neither are units that have been destroyed and subsequently returned to play.
All-out Attack
With a singular purpose, these warriors attack with all of their might.
You can use this command ability when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase. That unit must receive the command. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
All-out Defence
With consummate skill, these cunning warriors protect themselves from attack.
You can use this command ability when a friendly unit is picked as the target of an attack in the shooting or combat phase. That unit must receive the command. Add 1 to save rolls for attacks that target that unit until the end of that phase.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.
At the Double
Eager for battle, the warriors pick up their pace and surge towards the enemy.
You can use this command ability after you declare that a friendly unit will run. That unit must receive the command. The run roll is not made for that unit. Instead, 6" is added to that unit’s Move characteristic in that phase. The unit is still considered to have run.
Forward to Victory
Nothing will stop these ferocious warriors from reaching combat.
You can use this command ability after you make a charge roll for a friendly unit. That unit must receive the command. You can re-roll the charge roll for that unit.
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2022