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 EternalsBattletome21.3August 2021
  General’s Handbook ’2021
  General’s Handbook ’2021Expansion31.0September 2021
  Broken Realms: Morathi
  Broken Realms: MorathiExpansion21.2August 2021
  Broken Realms: Be’lakor
  Broken Realms: Be’lakorExpansion21.1August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021
  Warhammer Age of Sigmar: Dominion
  Warhammer Age of Sigmar: DominionBoxset3July 2021
  Warhammer Underworlds: Nightvault
  Warhammer Underworlds: NightvaultWarscroll2October 2019
  The Sempiternals
  The SempiternalsWhite Dwarf2August 2019
  Warhammer World Open Day 2018’
  Warhammer World Open Day 2018’Warscroll1March 2018

Designers’ Commentary

Battletome: Stormcast Eternals

 Q: Does the Hallowed Knights Only the Faithful ability apply to spells cast by friendly WIZARDS?
A:
Yes.
 Q: Does the Celestant-Prime’s Retribution from On High Ability add 2 to the Attacks characteristic of Ghal Maraz for each turn that the Celestant-Prime remains in reserve?
A:
Yes.
 Q: As the proud owner of a Stardrake, I have a question. Say for example a Bloodthirster was in combat with a unit of PALADINS and they knocked it down to 4 remaining wounds and then a Stardrake piled in – does the Cavernous Jaws ability then work on a roll of 5 or more to eat the Bloodthirster, or is it rolled against the warscroll’s Wounds characteristic?
A:
It is rolled against the model’s Wounds characteristic. The wounds allocated to a model do not reduce its Wounds characteristic.
 Q: If I use the Lord-Arcanum’s Cycle of the Storm to heal a wound on a model instead of slaying it, what happens to any wounds that remain to be allocated?
A:
Continue to allocate them as normal. Cycle of the Storm will not always stop a model from being slain, but will require an extra wound to be inflicted in order to do so.
 Q: Does the Thundershock spell automatically subtract 1 from hit rolls for attacks made by enemy units that are in range, or only if I roll a 4+?
A:
Only if you roll a 4+.
 Q: If I use the Anvils of the Heldenhammer Heroes of Another Age command ability on a friendly Vanguard-Raptors with Longstrike Crossbows unit in my hero phase, are they treated as not having moved for the purposes of their Longshot ability?
A:
No.
 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.

Allies


Battle Traits

Shock and Awe

When the Stormcast Eternals arrive to reinforce their allies, their sudden appearance strikes terror into the hearts of the enemies of Sigmar.

Subtract 1 from hit rolls for attacks that target friendly STORMCAST ETERNAL units that were set up on the battlefield during the same turn.

Stormhosts

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

If your army is a Stormcast Eternals army, you can give it a Stormhost keyword. All STORMCAST ETERNAL units in your army gain that keyword. If a model already has a Stormhost keyword, it cannot gain another one, but this does not prevent other units in your army from having a different Stormhost keyword. You can either choose one of the Stormhosts listed below, or choose another Stormhost you’ve read about or created yourself. If you choose one from the list below, all units with that keyword benefit from the extra abilities listed for that Stormhost on the page indicated. If you choose a different Stormhost, simply pick the Stormhost that most closely matches the nature of your own Stormhost.

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

Blaze of Glory

Should a Stormcast Eternal be slain in combat, the celestial energy released upon their soul’s return to Azyr scorches any foe who dares too close.

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 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.

Scions of the Storm

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

Instead of setting up a 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 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.


Stormkeep Battle Traits

The Stormcast Eternals are famed for the ferocity of their assaults, slamming to earth upon coruscating trails of lightning into the midst of their foes. Yet as the God-King’s empire grows and new conquests must be protected, the Stormcasts have adapted to a different kind of conflict, one in which an impenetrable sigmarite shieldwall is more valuable than the shock and awe of a lightning strike. Each of the great Stormkeeps stands guard over one of Sigmar’s strongholds, and boasts a small but formidable garrison of Stormcasts – the majority consisting of Liberators – that stand ready at all times to defend their ward city.

When you pick the Stormcast Eternals allegiance for your army, you can say it will be a Stormkeep army. If you do so, you must use Stormkeep battle traits below instead of the battle traits from Battletome: Stormcast Eternals (it is still considered to be a Stormcast Eternals army for the purposes of the other allegiance abilities).

Stormhosts

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

If your army is a Stormkeep army, you can give it a Stormhost keyword. All STORMCAST ETERNALS units in your army gain that keyword. If a model already has a Stormhost keyword, it cannot gain another one, but this does not prevent other units in your army from having a different Stormhost keyword. You can either choose one of the Stormhosts listed below or choose a Stormhost you’ve read about or created yourself. If you choose one from the list below, all units with that keyword benefit from the extra abilities listed for that Stormhost in Battletome: Stormcast Eternals. If you choose a different Stormhost, simply pick the Stormhost that most closely matches the nature of your own Stormhost.

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

Shield of Civilisation

When the Stormcast Eternals of a Stormkeep take to the field of battle, Liberators are the main strength of the army and the foundation upon which victory is built.

Add 1 to the Bravery characteristic of friendly STORMCAST ETERNALS units while they are wholly within 12" of any friendly LIBERATORS units.

In addition, at the end of your movement phase, you can pick any friendly LIBERATORS units that did not move and were not set up in that phase and say they will stand fast. If you do so, until your next movement phase, you can add 1 to hit rolls for attacks made by those units, and you can add 1 to save rolls for attacks that target those units.

Mortal Auxiliaries

When a Stormkeep’s garrison goes to war, it can draw upon the aid of the population of the city it helps to protect.

1 in every 4 units in a Stormkeep army can be a coalition unit (see below) from the Cities of Sigmar faction. Units from the Cities of Sigmar faction cannot be taken as allies in a Stormkeep army (they can only be taken as coalition units). Add 1 to the Bravery characteristic of friendly CITIES OF SIGMAR units while they are wholly within 12" of a friendly LIBERATORS unit. In addition, when you use a command ability from Battletome: Stormcast Eternals and you pick a unit to receive a command, you can treat friendly CITIES OF SIGMAR units as if they were friendly STORMCAST ETERNALS units.

COALITION UNITS
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. Coalition units cannot be generals. In addition, Coalition units are ignored when determining if the units in your army are from a single faction.

Designer’s Note: Coalition units are not allied units, so the limitations that apply to allied units do not apply to them. This means that coalition units can be given one of your army’s enhancements, as long as they have the correct keywords or are of the correct unit type needed to receive it.


Command Traits

Aspects of Azyr

D6COMMAND TRAIT
1

Shielded by Faith

This warrior’s faith allows them to shrug off the most grievous injuries.

Roll a dice each time you allocate a mortal wound to this general. On a 5+ that mortal wound is negated.

2

Consummate Commander

This general directs their forces with supernatural flair.

If this general is on the battlefield at the start of your hero phase, roll a dice. On a 4+ you receive 1 extra command point.

3

Cunning Strategist

This general primes their forces to strike at just the right moment.

After set-up is complete, but before the battle begins, D3 friendly STORMCAST ETERNAL units can move up to 5".

4

Zealous Crusader

There is very little that can stand between this general and their hated foe.

You can re-roll charge rolls for this general.

5

Staunch Defender

The general holds their ground, never taking a backward step.

Add 1 to save rolls for attacks that target friendly STORMCAST ETERNAL units wholly within 9" of this general if that STORMCAST ETERNAL unit has not made a charge move in the same turn.

6

Champion of the Realms

This general is deadly with their favoured weapon.

Pick one of this general’s melee weapons. Add 1 to the Attacks characteristic of that weapon.



Artefacts of Power

Storm-forged Weapons

D6ARTEFACT OF POWER
1

Strife-ender

This sigmarite weapon has been designed to liberate the oppressed from evil.

Pick one of the bearer’s melee weapons. Add 1 to the Attacks characteristic of that weapon. Add 2 instead while all of that weapon’s attacks target a CHAOS unit.

2

Blade of Heroes

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

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

3

Hammer of Might

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

Pick one 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.

4

Fang of Dracothion

This weapon is blessed by the godbeast Dracothion.

Its void-cold blade burns those it touches. Pick one of the bearer’s melee weapons. You can re-roll wound rolls of 1 for attacks made with that weapon.

5

Obsidian Blade

The edge of this dark blade is so sharp it can cut bone like butter.

Pick one of the bearer’s melee weapons. Improve the Rend characteristic of that weapon by 1.

6

Gift of the Six Smiths

Some Stormcast Eternals, when reforged after a truly valorous death, find their weapons remade even deadlier than before.

Pick one of the bearer’s melee weapons. Once per turn, you can re-roll one failed hit roll or one failed wound roll for attacks made with that weapon.


Heaven-wrought Armour

D6ARTEFACT OF POWER
1

Armour of Destiny

This plate mail is blessed by fate.

Roll a dice each time you allocate a wound or mortal wound to the bearer. On a 6+, that wound or mortal wound is negated.

2

Armour of Silvered Sigmarite

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

Subtract 1 from hit rolls for attacks made with melee weapons that target the bearer.

3

Drakescale Armour

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

Add 1 to save rolls for attacks that target the bearer that have a Damage characteristic greater than 1 (e.g. 2, D3, etc.).

4

Mirrorshield

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

Subtract 1 from hit rolls for attacks made with missile weapons that target the bearer.

5

Spellshield

The bearer of this shield can use it to smash aside eldritch energies as if they were physical blows.

The bearer can attempt to unbind 1 spell in each enemy hero phase in the same manner as a WIZARD. If the bearer is already a WIZARD, they can attempt to unbind 1 extra spell in each enemy hero phase.

6

Featherfoe Torc

This torc strikes primal fear into winged enemies.

Re-roll successful hit rolls for attacks that target the bearer made by models that can fly.


Artefacts of the Tempest

D6ARTEFACT OF POWER
1

Talisman of Endurance

The bearer of this powerful item never tires in their execution of the God-King’s will.

Add 1 to the bearer’s Wounds characteristic.

2

Obsidian Amulet

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

Each time the bearer is affected by a spell or endless spell, roll a dice. On a 4+ ignore the effects of that spell on the bearer.

3

Luckstone

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

Once per battle, you can change one hit, wound or save roll, or one roll that randomly determines a Damage characteristic, to the roll of your choice. The roll must be for an attack made by the bearer, or a save roll for an attack that targets the bearer.

4

Seed of Rebirth

This seed-shaped gem was a gift from the goddess Alarielle.

In your hero phase, roll a dice for the bearer. On a 4+ heal 1 wound allocated to the bearer.

5

Sigmarite Pendant

This pendant is imbued with potent spells of vengeance.

If the bearer is slain by wounds or mortal wounds inflicted by an enemy unit, roll a dice. On a 4+ that enemy unit suffers D6 mortal wounds.

6

Quicksilver Draught

This potion lends uncanny speed to those who imbibe it.

Once per battle, at the start of the combat phase, the bearer can drink this potion. If they do so, the bearer fights at the start of that combat phase, before the players start picking any other units to fight in that combat phase.


Treasured Standards

STORMCAST ETERNAL HERO WITH A TOTEM only.

D3ARTEFACT OF POWER
1

Hurricane Standard

The bearer of this potent item always has the wind at their back. They and their kin are driven towards victory by the fury of the tempest.

You can re-roll run and charge rolls for friendly STORMCAST ETERNAL units wholly within 12" of the bearer at the start of the phase in which the roll is made.

2

Lichebone Standard

Incorporating a femur blessed by the Great Necromancer, this banner can instil vigour in even a mortally wounded warrior.

At the start of your hero phase, you can heal 1 wound allocated to each friendly STORMCAST ETERNAL unit wholly within 9" of the bearer.

3

Pennant of Sigmaron

The steel in the soul of those near this standard is all but unbending, even in dire peril.

If a friendly STORMCAST ETERNAL unit wholly within 24" of the bearer fails a battleshock test, roll a dice. On a 2+ only one model flees from that unit.


Mystic Lights

LORD-CASTELLANT, LORD-VERITANT or KNIGHT-AZYROS only.

D3ARTEFACT OF POWER
1

Shriving Light

The redemptive light of Sigendil beams outwards, sapping the will of evil men.

Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of the bearer. Subtract 2 from the unit’s Bravery characteristic instead if it has the CHAOS keyword.

2

Fury Brand

The fiery light that spills from this item can ignite a deep and righteous rage in those nearby.

In your hero phase, you can pick 1 melee weapon used by a STORMCAST ETERNAL HERO within 6" of the bearer. Add 1 to the Attacks characteristic of that melee weapon until your next hero phase.

3

Lantern of the Tempest

This lantern emits the crackling, blinding glare of a caged lightning storm.

Re-roll unmodified hit rolls of 6 for attacks made with missile weapons that target friendly STORMCAST ETERNAL units wholly within 12" of the bearer.


Celestial Staves

LORD-ARCANUM or KNIGHT-INCANTOR only.

D3ARTEFACT OF POWER
1

Staff of Focus

Imbued with the energies of Azyr, this staff assists its bearer in channelling the destructive power of the storm.

Once per battle, in your hero phase, the bearer can use this artefact. If they do so, add 1 to casting rolls for the bearer until the end of that phase. In addition, if the bearer casts a spell that inflicts any mortal wounds during that phase, add 1 to the number of mortal wounds inflicted on each unit that the spell affects.

2

Mindlock Staff

The head of this stave can mesmerise enemy spellcasters, leaving them unable to formulate coherent thoughts.

Once per battle, at the start of the enemy hero phase, you can pick an enemy WIZARD with 12" of the bearer. That WIZARD cannot cast any spells that phase.

3

Staff of Azyr

This staff glows brightly whenever celestial energy is channelled through it, blinding the enemies of Sigmar.

In your hero phase, if the bearer successfully casts any spells that are not unbound, subtract 1 from hit rolls for attacks that target the bearer until your next hero phase.


Scrolls of Power

LORD-ARCANUM or KNIGHT-INCANTOR only.

D3ARTEFACT OF POWER
1

Scroll of Unravelling

As the wizard reads from this scroll, enemy spellcasters find their spells unravelling.

Once per battle, at the start of the enemy hero phase, the bearer can use this artefact. If they do so, in that hero phase, enemy casting rolls that are equal to the spell’s casting value are unsuccessful and the caster suffers D3 mortal wounds.

2

Scroll of Condemnation

This scroll lists the names of those who have been judged unworthy.

Once per battle, in your hero phase, the bearer can use this artefact. If they do so, pick an enemy HERO within 12" of the bearer. Until the end of that turn, add 1 to wound rolls for attacks made by friendly STORMCAST ETERNALS that target that model.

3

Storm Scroll

Reading aloud from the scroll, the wizard causes Sigmar’s storm to roil and lash out at the battlefield the ground with anger.

Once per battle, in your hero phase, the bearer can use this artefact. If they do so, pick up to 6 different enemy units on the battlefield, and give each of them a different number from 1 to 6. Then roll a dice. If there is a unit whose number is the same as the roll, that unit suffers D6 mortal wounds.



Spell Lores

Lore of the Storm

STORMCAST ETERNALS WIZARDS (including Unique units and excluding EVOCATORS units) only

D6SPELL
1

Lightning Blast

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

Lightning Blast 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 one enemy unit visible to the caster is equally close, you can pick which unit is affected.

2

Starfall

Gazing to the Heavens, the wizard drags fragments of its power down to rain upon the enemy.

Starfall has a casting value of 5. 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 that point. On a 4+ that unit suffers 1 mortal wound.

3

Thundershock

Gathering the power of Sigmar’s storm into themselves, the wizard unleashes this energy as a roiling wave of pure force.

Thundershock has a casting value of 6. If successfully cast, roll a dice for each enemy unit within 6" of the caster that is visible to them. On a 4+ that unit suffers 1 mortal wound. In addition, subtract 1 from hit rolls for attacks made by that unit until your next hero phase.

4

Azyrite Halo

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

Azyrite Halo has a casting value of 5. If successfully cast, pick a friendly STORMCAST ETERNAL unit wholly within 12" of the caster that is visible to them. Until your next hero phase, each time you make an unmodified save roll of 6 for that unit, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

5

Chain Lightning

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

Chain Lightning has a casting value of 7. If successfully cast, pick an enemy unit within 24" of the caster that is visible to them. That unit suffers D3 mortal wounds. Then, roll a dice for each enemy unit within 3" of the first. On a 4+, that unit suffers 1 mortal wound.

6

Stormcaller

The storm overhead thickens, bolts of lightning crashing down into the enemy ranks.

Stormcaller has a casting value of 7. If successfully cast, roll a dice for each enemy unit on the battlefield. On a 6+ that unit suffers D3 mortal wounds.


Lore of Invigoration

EVOCATORS units only. Each EVOCATORS unit in your army can know and attempt to cast 1 spell from the Lore of Invigoration. This is an exception to the rule that they cannot attempt to cast spells other than Empower. If a unit of EVOCATORS attempts to cast a spell from the Lore of Invigoration, it cannot attempt to cast any other spells in that hero phase.

D3SPELL
1

Terrifying Aspect

The enemy’s courage falters.

Terrifying Aspect has a casting value of 5. If successfully cast, pick a friendly STORMCAST ETERNAL unit wholly within 18" of the caster that is visible to them. Until your next hero phase, subtract 1 from the Bravery characteristic of enemy units while they are within 3" of that unit.

2

Celestial Blades

The wizard imbues the blades of their allies with power.

Celestial Blades has a casting value of 5. If successfully cast, pick a friendly STORMCAST ETERNAL unit wholly within 18" of the caster that is visible to them. Add 1 to wound rolls for attacks made with that unit’s melee weapons until your next hero phase.

3

Speed of Lightning

The Wizard’s allies are filled with Azyrite power.

Speed of Lightning has a casting value of 5. If successfully cast, pick a friendly STORMCAST ETERNAL unit wholly within 9" of the caster that is visible to them. You can re-roll charge rolls for that unit until your next hero phase.



Prayer Scriptures

Prayers of the Stormhosts

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.

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.

Translocation

Calling to Sigmar’s storm above, the priest summons bolts of lightning to transport nearby warriors across the field of battle.

Translocation is a prayer that has an answer value of 3 and a range of 9". 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.


Mount Traits

If a Stormcast Eternals army includes any HEROES mounted on DRACOTHS, STARDRAKES, GRYPH-CHARGERS, DRACOLINES or TAURALONS, one of those HEROES can have a mount trait.

Traits of the Noble Beast

D3MOUNT TRAIT
1

Lithe-limbed

This steed is renowned for its swiftness, and is capable of putting on an incredible burst of speed.

Add 1 to the Move characteristic of this model.

2

Keen-clawed

Sharp of claw and fang, this steed is undaunted even by the thickest armour.

If the unmodified wound roll for an attack made with this mount’s melee weapons is 6, that attack has a Rend characteristic of -3.

3

Savage Loyalty

This mount feels a keen hatred for the enemies of Order, and fights through the most horrendous injuries to wreak its vengeance before death claims it.

If this model is slain by wounds or mortal wounds inflicted by an attack made with an enemy unit’s melee weapons, roll a dice. On a 4+, that enemy unit suffers D3 mortal wounds.


Celestial Lineages

HERO MOUNTED ON DRACOTH only.

D3MOUNT TRAIT
1

Drake-kin

This mount is hardy enough to withstand the worst their enemy can throw at them without faltering.

Before determining damage for an attack that targets this model that has a Damage characteristic of any value other than 1, roll a dice. On a 5+ change the Damage characteristic of that attack to 1.

2

Thunder Caller

Lightning crackles in the maw of this beast, even when it is at rest.

This model’s Storm Breath ability has a range of 16" rather than 12".

3

Pack Leader

This Dracoth is stronger when leading packs of its closest kin into battle.

Add 2 to the Attacks characteristic of this model’s Claws and Fangs while this model is within 6" of any friendly DRACOTHIAN GUARD models.


Ancient Powers

HERO MOUNTED ON STARDRAKE only.

D3MOUNT TRAIT
1

Storm-winged

When this Stardrake unfurls its wings, it buffets the enemy with a powerful gale.

After this model has moved, you can pick 1 enemy unit that has any models that this model passed across, and roll a dice. On a 2+ that unit suffers D3 mortal wounds.

2

Thunderlord

The storms that accompany this Stardrake are particularly destructive.

The Roiling Thunderhead from this model’s Lord of the Heavens ability has a range of 24" instead of 18".

3

Star-branded

This Stardrake is marked for some great destiny.

Subtract 1 from the number of wounds allocated to this model (to a minimum of 0) when determining which row on its damage table to use.


Aetheric Aspects

HERO MOUNTED ON GRYPH-CHARGER only.

D3MOUNT TRAIT
1

Wind Runner

When this Gryph-charger takes to the winds aetheric, it leaves all others in its starry wake.

When this model Rides the Winds Aetheric, roll an extra dice when determining the distance it can move.

2

Aethereal Stalker

This Gryph-charger has a hatred for the enemies of Order that burns as hot as that of their rider.

When this model is set up, choose an enemy unit. You can re-roll failed hit and wound rolls for attacks made with this model’s Gryph-charger’s Razor Beak and Claws that target that enemy unit.

3

Indefatigable

The beast and its rider have hunted together over countless leagues.

You can re-roll run rolls for this model.


Starchaser Forms

HERO MOUNTED ON TAURALON only.

D3MOUNT TRAIT
1

Swiftwing

This majestic creature swoops across the battlefield at great speed.

You can re-roll run rolls for this model.

2

Lashing Tail

This creature uses its tail defensively, smashing back nearby enemies.

At the end of the combat phase, you can pick an enemy unit within 3" of this model and roll a dice. On a 4+ that unit suffers 1 mortal wound.

3

Steel Pinions

The pinions of this creature are deceptively strong, able to shield their rider from enemy attacks.

Roll a dice each time a wound or mortal wound is allocated to this model. On a 6+ that wound or mortal wound is negated.


Savage Temperaments

HERO MOUNTED ON DRACOLINE only.

D3MOUNT TRAIT
1

Bounding Leap

This mighty beast pounces into the midst of the foe in great leaps.

This model 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.

2

Pride Leader

This Dracoline holds its head high, directing its kin with growls and roars.

Add 1 to hit rolls for attacks made by friendly DRACOLINE units while they are wholly within 9" of this model.

3

Ear-bursting Roar

This great beast’s bellow can stagger even a mighty orruk.

At the start of the combat phase you can pick an enemy unit within 3" of this model and roll a dice. On a 4+ subtract 1 from hit rolls for attacks made by that unit until the end of that phase.



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).

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 just as terrifying as any wight.

ABILITIES
No True Death: The Anvils of the Heldenhammer know that if slain, they will return to fight again.
You can re-roll failed battleshock tests for friendly ANVILS OF THE HELDENHAMMER units.

COMMAND ABILITY
Heroes of Another Age: The Anvils of the Heldenhammer use ancient and revered codes of battle.
You can use this command ability in your hero phase. If you do so, pick a friendly ANVILS OF THE HELDENHAMMER unit wholly within 9" of a friendly ANVILS OF THE HELDENHAMMER HERO, or wholly within 18" of a friendly ANVILS OF THE HELDENHAMMER HERO that is a general. That unit can attack with all of the missile weapons it is armed with, or make a pile-in move and attack with all of the melee weapons it is armed with. You cannot pick the same unit to benefit from this command ability more than once per hero phase.

COMMAND TRAIT
An ANVILS OF THE HELDENHAMMER general must have this command trait instead of one listed in Command Traits section.

Deathly Aura: The leaders of the Anvils of the Heldenhammer embody their Stormhost’s sinister reputation.
Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of this general.

ARTEFACT OF POWER
The first ANVILS OF THE HELDENHAMMER HERO to receive an artefact of power must be given the Soulthief.

Soulthief: The Soulthief is a powerful artefact, each blow striking the victim’s very spirit.
Pick one of the bearer’s melee weapons. At the end of the combat phase, roll a dice for each enemy model that was allocated any wounds caused by this weapon in that combat phase. On a 3+ that model suffers 1 mortal wound.

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 – though now their skills are put to even better use. Clad in furs adorned with skulls and totems, they have a barbaric appearance, but their valour is proven in battle every day.

ABILITIES
Beast Stalkers: The Astral Templars are experienced hunters of the most horrific creatures the Mortal Realms have to offer.
Add 1 to hit rolls for attacks made by ASTRAL TEMPLARS units that target a MONSTER.

COMMAND ABILITY
Cut off the Head: The Astral Templars are renowned for seeking glory in the midst of battle, often neglecting lesser foes in favour of a greater challenge.
You can use this command ability at the start of the combat phase. If you do so, pick an ASTRAL TEMPLARS unit that is wholly within 9" of a friendly ASTRAL TEMPLARS HERO, or wholly within 18" of a friendly ASTRAL TEMPLARS HERO that is a general. Until the end of that phase, add 1 to wound rolls for attacks made by that unit that target a HERO.

COMMAND TRAIT
An ASTRAL TEMPLARS general must have this command trait instead of one listed in Command Traits section.

Dauntless Hunters: The Astral Templars do not often seek permission to rush headlong at the foe, but their commanders relish giving it anyway.
After set-up is complete, but before the battle begins, friendly ASTRAL TEMPLARS units wholly within 12" of this general can move up to 6".

ARTEFACT OF POWER
The first ASTRAL TEMPLARS HERO to receive an artefact of power must be given the Godbeast Plate.

Godbeast Plate: This armour, quenched in the blood of the mightiest beasts, is proof against the raking claws of feral creatures.
Subtract 1 from wound rolls for attacks made by a MONSTER that target the bearer.

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 rage, 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 can even rage too hard for mortal tolerance.

ABILITIES
Driven by Vengeance: The Celestial Vindicators strike down their foes with a flurry of blows.
You can re-roll hit rolls of 1 for attacks made by
friendly CELESTIAL VINDICATORS units if they made
a charge move in the same turn.

COMMAND ABILITY
Righteous Hatred: The Celestial Vindicators are relentless in their desire to slay the enemies of Sigmar.
You can use this command ability the start of the combat phase. If you do so, you pick a friendly CELESTIAL VINDICATORS unit wholly within 9" of a friendly CELESTIAL VINDICATORS HERO, or wholly within 18" of a friendly CELESTIAL VINDICATORS HERO that is a general. Add 1 to the Attacks characteristic of that unit’s melee weapons until the end of that phase. You cannot pick the same unit to benefit from this command ability more than once per hero phase.

COMMAND TRAIT
A CELESTIAL VINDICATORS general must have this command trait instead of one listed in Command Traits section.

Single-minded Fury: The leaders of the Celestial Vindicators are always eager to go on the offensive.
Each time you roll an unmodified hit roll of 6 for this general, add 1 to the Damage characteristic of that attack.

ARTEFACT OF POWER
The first CELESTIAL VINDICATORS HERO to receive an artefact of power must be given the Stormrage Blade.

Stormrage Blade: This blade stokes the rage of its bearer, driving them into such a killing frenzy they give no thought to their own defence.
Pick one of the bearer’s melee weapons. At the start of the combat phase, you can add 2 to the Attacks characteristic of this weapon until the end of that phase. If you do so, subtract 1 from save rolls for attacks that target the bearer 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 and portents of the Heavens to give them a vital edge in battle. They use daring ploys and harness the energies of Azyr to confound and destroy those that would defy Sigmar.

ABILITIES
Fearless Foresight: The Celestial Warbringers use portents to inform their strategies in battle.
At the start of the first battle round, after determining who has the first turn but before the first turn begins, you can pick up to D3 friendly CELESTIAL WARBRINGERS units and set them up again (any restrictions in the set-up instructions for the battleplan being used still apply).

COMMAND ABILITY
Astral Conjunction: Celestial Warbringers read the stars to boost their already potent magical powers.
You can use this command ability in your hero phase. If you do so, pick a friendly CELESTIAL WARBRINGERS WIZARD wholly within 9" of a friendly CELESTIAL WARBRINGERS HERO, or wholly within 18" of a friendly CELESTIAL WARBRINGERS HERO that is a general. Add 1 to casting rolls for that unit until the end of that phase.

COMMAND TRAIT
A CELESTIAL WARBRINGERS general must have this command trait instead of one listed in Command Traits section.

Portents and Omens: The leaders of the Celestial Warbringers receive guidance from the stars.
Once per turn, you can re-roll 1 failed hit roll or 1 failed wound roll for an attack made by this general, or 1 failed save roll for an attack that targets this general.

ARTEFACT OF POWER
The first CELESTIAL WARBRINGERS HERO to receive an artefact of power must be given the Hammers of Augury.

Hammers of Augury: These potent tools of divination orbit their bearer, lashing out at nearby foes.
At the end of the combat phase, you can pick 1 enemy unit within 3" of the bearer and roll a dice. On a 3+, that unit suffers 1 mortal wound and you can roll another dice. On a 4+, that unit suffers 1 extra mortal wound.

Hallowed Knights

The Hallowed Knights are driven by a fierce inner fire, all doubts and negativity 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!

ABILITIES
Only the Faithful: The Hallowed Knights are so devout that they can deny even the magic of the realms.
If a friendly HALLOWED KNIGHTS unit is affected by a spell or endless spell, roll a dice. On a 6+ ignore the effects of that spell on that unit.

COMMAND ABILITY
Holy Crusaders: The Hallowed Knights 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 at the start of your hero phase. If you do so, pick a friendly HALLOWED KNIGHTS unit wholly within 9" of a friendly HALLOWED KNIGHTS HERO, or wholly within 18" of a friendly HALLOWED KNIGHTS HERO that is a general. Add 1 to run rolls and charge rolls for that unit until your next hero phase. In addition, until your next hero phase, that unit can run and still charge later in the same turn.

COMMAND TRAIT
A HALLOWED KNIGHTS general must have this command trait instead of one listed in Command Traits section.

Martyr’s Strength: The Hallowed Knights will not fall until their foe is slain.
Roll a dice if this general is slain in the combat phase. On a 2+ this general 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.

ARTEFACT OF POWER
The first HALLOWED KNIGHTS HERO to receive an artefact of power must be given the Parchment of Purity.

Parchment of Purity: The runes etched on this honour parchment glow with the restorative power of Azyr.
In your hero phase, heal 1 wound allocated to the bearer.

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.

ABILITIES
First to be Forged: The Hammers of Sigmar were at the forefront of Sigmar’s war against Chaos, and have stared down the greatest of horrors.
Add 1 to the Bravery characteristic of friendly HAMMERS OF SIGMAR units.

COMMAND ABILITY
Soul of the Stormhost: The Redeemers of the Hammers of Sigmar break the enemy force with waves of reinforcements that never seem to end.

You can use this command ability when a friendly HAMMERS OF SIGMAR REDEEMER unit is destroyed. If you do so, roll a dice. On a 5+ a new unit identical to the one that was destroyed is added to your army. Set up the new unit anywhere on the battlefield, more than 9" from any enemy models. You cannot use this command ability more than once per phase.

COMMAND TRAIT
A HAMMERS OF SIGMAR general must have this command trait instead of one listed in Command Traits section.

We Cannot Fail: The Hammers of Sigmar refuse to fall until their task is completed.
Roll a dice each time you allocate a wound or mortal wound to a friendly HAMMERS OF SIGMAR unit wholly within 9" of this general. On a 6+, that wound or mortal wound is negated.

ARTEFACT OF POWER
The first HAMMERS OF SIGMAR HERO to receive an artefact of power must be given the God-forged Blade.

God-forged Blade: Wrought by Grungni himself for the first Stormhost, this weapon strikes with explosive power.
Pick one of the bearer’s melee weapons. If the unmodified hit roll for an attack made with the God-forged Blade is 6, add 1 to the Damage characteristic of that attack.

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 that betray even the slightest impurity – be it through words, deeds or merely a stray thought.

ABILITIES
Storm of Annihilation: The Knights Excelsior take a cold pleasure in the deaths of their foes.
If a friendly KNIGHTS EXCELSIOR unit makes an attack that destroys an enemy unit, you can re-roll hit rolls of 1 for attacks made by that KNIGHTS EXCELSIOR unit for the rest of the battle.

COMMAND ABILITY
No Mercy: The Knights Excelsior are merciless in prosecuting the enemies of the God-King.
You can use this command ability in your hero phase. If you do so, pick a friendly KNIGHTS EXCELSIOR unit wholly within 9" of a friendly KNIGHTS EXCELSIOR HERO, or wholly within 18" of a friendly KNIGHTS EXCELSIOR HERO that is a general. You can re-roll wound rolls of 1 for attacks made by that unit until the end of the turn.

COMMAND TRAIT
A KNIGHTS EXCELSIOR general must have this command trait instead of one listed in Command Traits section.

Divine Executioner: Knights Excelsior commanders seek out enemy leaders with aggressive focus.
Add 1 to the Damage characteristic of this general’s melee weapons if the target is a HERO.

ARTEFACT OF POWER
The first KNIGHTS EXCELSIOR HERO to receive an artefact of power must be given the Chains of Celestial Lightning.

Chains of Celestial Lightning: These enchanted chains can trap the unworthy in unbreakable bindings.
Once per battle, in your hero phase, the bearer can attempt to bind an enemy HERO or MONSTER model within 3". If they do so, roll 3D6. Your opponent rolls 2D6 if the target is a HERO or 3D6 if it is a MONSTER or HERO MONSTER. If your roll is higher, until your next hero phase, halve the Move characteristic, run rolls and charge rolls for that enemy model, and halve the Attacks characteristic of its melee weapons. Round any fractions up.

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 can be built anew.

ABILITIES
Grand Strategists: The Tempest Lords have an innate grasp of the flow of battle, allowing them to adapt to any situation at great speed.
At the start of your hero phase, roll a dice. On a 4+ you receive 1 extra command point.

COMMAND ABILITY
Rousing Oratory: The inspiring speeches of the Tempest Lords’ commanders drives their forces to ever greater feats of arms.
You can use this command ability at the start of the combat phase. If you do so, pick a friendly TEMPEST LORDS unit wholly within 9" of a friendly TEMPEST LORDS HERO, or wholly within 18" of a friendly TEMPEST LORDS HERO that is a general. You can re-roll wound rolls of 1 for attacks made by that unit until your next hero phase.

COMMAND TRAIT
A TEMPEST LORDS general must have this command trait instead of one listed in Command Traits section.

Bonds of Noble Duty: When surrounded by their kin, the leaders of the Tempest Lords set a perfect martial example.
Add 1 to wound rolls for attacks made with this general’s melee weapons while this general is within 6" of any other friendly TEMPEST LORDS units.

ARTEFACT OF POWER
The first TEMPEST LORDS HERO to receive an artefact of power must be given the Patrician’s Helm.

Patrician’s Helm: The sacred relics of the Tempest Lords are imbued with an aura of authority and command that magnifies that of the wearer.
If the bearer is on the battlefield, each time you spend a command point, roll a dice. On a 5+ you receive 1 extra command point.


Battleplans

Battleplan

Avenging Strike

As the thunder crashes overhead, the Stormcast Eternals arrive to deliver justice to the oppressors of the Mortal Realms. Striding from the lightning bolts, the warriors of the Stormhosts surround their enemies, their objective pure and simple – the annihilation of the enemies of Sigmar. The fiends that oppose them must try to destroy the Azyrite hosts before them – or, failing that, break out of this trap and escape.

THE ARMIES
Each player picks an army as described in the core rules. One player is the Stormcast Eternals player and their opponent is the Fiend player. The Stormcast Eternals player must use a Stormcast Eternals army.

Each army has a unique command ability, as follows.

STORMCAST ETERNALS COMMAND ABILITY
No Mercy: Your general exhorts their warriors to strike unceasingly, even as the enemy turns tail.
You can use this command ability at the start of the enemy battleshock phase. If you do so, pick a friendly STORMCAST ETERNAL unit wholly within 6" of a friendly STORMCAST ETERNAL HERO, or wholly within 12" of a friendly STORMCAST ETERNAL HERO that is a general. If an enemy unit fails a battleshock test within 3" of that unit, add D3 to the number of models that flee.

FIEND COMMAND ABILITY
Flee!: Seeing the turning of the tide, your general makes all haste to escape the sudden ambush, and their warriors follow their lead.
You can use this command ability at the start of your movement phase. If you do so, pick a friendly unit wholly within 6" of a friendly HERO, or wholly within 12" of a friendly HERO that is a general. You can re-roll run rolls for that unit in that movement phase.

SET-UP
The Fiend player sets up their army first, wholly within their own territory. The Stormcast Eternals player then sets up their army wholly within their territory, more than 12" from any enemy units.

LIKE CORNERED ANIMALS
The fiends do not die easily, lashing out with spiteful blows as they are struck down.
Each time a model from the Fiend player’s army is slain by an attack made with a melee weapon, roll a dice. On a 6+ pick 1 unit from the Stormcast Eternals player’s army within 3" of the slain model. That unit suffers 1 mortal wound.

ESCAPE
Breaking through the Stormcast lines, the exultant fiends flee into the dark.
At the start of the Fiend player’s hero phase, any units from the Fiend player’s army that are wholly within 5" of the edge of the battlefield, and more than 3" from any enemy units, can escape the battle. Remove the models in those units from play, but do not count them as being slain.

SIGMAR’S SWIFT VENGEANCE
Stormcast Eternals act quickly against those who would defile Sigmar’s lands.
Add 1 to charge rolls for reserve STORMCAST ETERNAL units that were set up on the battlefield for the first time in the same turn.

GLORIOUS VICTORY
The Fiend player wins a major victory if no models from the Stormcast Eternals player’s army are on the battlefield.

The Stormcast Eternals player wins a major victory if no models from the Fiend player’s army are on the battlefield and no more than 3 Fiend units escaped the battle (see ESCAPE). If no models from the Fiend player’s army are on the battlefield and between 4 and 6 Fiend units escaped the battle, the Stormcast Eternals player wins a minor victory. Any other result is a minor victory for the Fiend player.


Battleplan

In Sigmar’s Name

An army of invading marauders is threatening to storm a fledgling city of Order with the goal of pillaging its riches and slaughtering its inhabitants. The only thing that stands between this invading horde and the city’s gates is an army of Stormcast Eternals. Girded with the power of the Heavens, they must prevent the enemies of Sigmar from defiling this haven and making off with its treasures.

THE ARMIES
Each player picks an army as described in the core rules. One player is the Stormcast Eternals player and their opponent is the Marauder player. The Stormcast Eternals player must use a Stormcast Eternals army.

Each army has a unique command ability, as follows.

STORMCAST ETERNALS COMMAND ABILITY
Let None Pass: The general orders their warriors to stand firm and bar the marauder’s path.
You can use this command ability at the start of the enemy movement phase. If you do so, pick a friendly STORMCAST ETERNAL unit wholly within 6" of a friendly STORMCAST ETERNAL HERO, or wholly within 12" of a friendly STORMCAST ETERNAL HERO that is a general. Enemy units cannot pass across or finish a move within 6" of that unit in that movement phase.

MARAUDER COMMAND ABILITY
Brook No Delay: Your general’s orders are clear – these warriors are an irrelevance, and should be swept aside so that the plundering might commence.
You can use this command ability at the start of your charge phase. If you do so, pick a friendly HERO. You can re-roll charge rolls for friendly units that start that phase wholly within 12" of that HERO.

SET-UP
The players alternate setting up units one at a time, starting with the Marauder player. Marauder units must be set up wholly within their territory. Stormcast Eternals units must be set up wholly within their territory.

Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player can set up the rest of the units in their army, one after another.

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

GETTING AWAY WITH THE PRIZE
Plunder has great value to many of the enemies of Sigmar. From enchanted trinkets to precious metals, all are worth taking.
At the start of the Marauder player’s hero phase, any Marauder units that are wholly within 5" of the western edge of the battlefield, and more than 3" from any 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 Marauder player wins a major victory if there are no STORMCAST ETERNAL models are on the battlefield.

The Stormcast Eternals player wins a major victory if there are no models from the Marauder player’s army on the battlefield and no Marauder units escaped the battle (see GETTING AWAY WITH THE PRIZE).

If there are no units from the Marauder player’s army on the battlefield but 1 to 3 Marauder units escaped the battle, the Stormcast Eternals player wins a minor victory. Any other result is a minor victory for the Marauder player.



Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.

These Path to Glory campaign rules are not compatible with the latest version of the Path to Glory rules from the Core Book. You can still use them to run a ‘classic’ Path to Glory campaign, or you can use the rules from the Core Book to run a ‘modern’ Path to Glory campaign.

Stormcast Eternals Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
ELITE SACROSANCT RETINUE FOLLOWERS TABLE (uses 3 rolls, or 1 roll and 2 Glory Points)
D6Followers
1-63 Evocators on Dracolines
RETINUE FOLLOWERS TABLE
D6Warrior Chamber FollowersVanguard Auxiliary Chamber FollowersSacrosanct Chamber Followers
13 Gryph-hounds6 Aetherwings3 Sequitors
25 Liberators6 Aetherwings3 Sequitors
35 Liberators5 Vanguard-Hunters3 Castigators
45 Liberators5 Vanguard-Hunters3 Castigators
53 Prosecutors5 Vanguard-Hunters1 Celestar Ballista
63 Prosecutors5 Vanguard-Hunters3 Evocators
ELITE RETINUE FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6Warrior Chamber FollowersVanguard Auxiliary Chamber FollowersSacrosanct Chamber Followers
110 Liberators3 VANGUARD-RAPTORS2 Tempestors or Fulminators
25 Judicators3 VANGUARD-RAPTORS2 Tempestors or Fulminators
35 Protectors3 VANGUARD-RAPTORS2 Tempestors or Fulminators
45 Protectors3 Vanguard-Palladors2 Desolators or Concussors
55 Decimators3 Vanguard-Palladors2 Desolators or Concussors
65 Retributors3 Vanguard-Palladors2 Desolators or Concussors

Followers Rewards Table

D6REWARD
1

Lifted by Lightning

This unit of warriors calls to Sigmar for aid, asking the God-King to use his arcane lightning to propel them across the battlefield.

Once per battle, if this unit is more than 3" from any enemy units in your movement phase, instead of making a normal move with it, you can remove it from the battlefield and then set it up anywhere more than 9" from any enemy models.

2

Sigmarite Resolve

Their souls girded against even the most dreadful opponent, these warriors will never run from their duty.

This unit never has to take battleshock tests.

3

Furious Avengers

Driven forth by their hatred of the foe, these warriors charge out from the Stormcast battle-line to deliver the God-King’s justice.

Once per battle, in your charge phase, this unit can make a charge move of up to 12" (you do not have to make a charge roll).

4

Defensive Formation

There is great strategic merit in digging in, bolstering your defences and waiting for the right moment to strike.

In your hero phase, you can declare that this unit is adopting a defensive formation. If you do so, then until the start of your next hero phase, this unit cannot run or charge, but you can re-roll failed save rolls for attacks that target this unit.

5

Smite

These warriors are the deliverers of Sigmar’s wrath; from their weapons arc forks of deadly lightning that smite any foes who dare to draw near.

Once per battle, in your hero phase, you can pick an enemy unit and roll a dice for each model from this unit that is within 3" of that unit; for each roll of 4+ the enemy unit suffers 1 mortal wound.

6

Hardened Veterans

These determined Stormcasts are fortified by the experience of having fought on dozens of battlefields.

Once per turn, you can re-roll 1 failed hit roll or 1 failed wound roll for an attack made by this unit, or one failed save roll for an attack that targets this unit.


Champion Rewards Table

2D6REWARD
2

Dark Destiny

Struck down by some eldritch spell or fell weapon, your champion’s soul will not return to Azyr.

If your champion is slain, you lose D3 Glory Points (to a minimum of 0), and must remove all rewards your champion has gained from this table so far from your warband roster. Generate a new champion from the Champion table on page 140.

3

Flashbacks

The memory of your champion’s mortal life returns to them in flashbacks. Sometimes the grief of those distant days is too much to overcome; other times it inspires them to greater acts of vengeance.

Roll a dice in your hero phase. On a 1, re-roll unmodified hit and wound rolls of 6 for attacks made by your champion until the start of your next hero phase. On a 4+ you can re-roll hit and wound rolls of 1 for attacks made by your champion until the start of your next hero phase.

4

Heroic Battle Cry

Your champion’s voice carries the message of Sigmar to all who follow them, leaving no doubt in their minds of their sacred duty.

Once per battle, in your hero phase, you can declare that your champion will make a heroic battle cry. If you do so, re-roll hit rolls of 1 for attacks made by units in your warband until the end of the turn.

5

Mighty Blow

A single strike from your champion’s weapon is often all that is needed to slay their opponent outright.

If the unmodified wound roll for an attack made by your champion with a melee weapon is 6, add 1 to the Damage characteristic of that attack.

6

Master-crafted Weapon

This weapon has been gifted to your champion by the Six Smiths, and it is endowed with great power.

Pick one of your champion’s weapons. Add 1 to hit rolls for attacks made with that weapon.

7

Extraordinary Endurance

Your champion is able to withstand injuries that would fell a lesser warrior.

Add 1 to your champion’s Wounds characteristic.

8

Stalwart

Your champion will not sway from their duty, and their stalwart example strengthens the resolve of those who fight in Sigmar’s name.

Add 1 to your champion’s Bravery characteristic. In addition, add 1 to the Bravery characteristic of friendly units while they are within 6" of your champion.

9

Blessed Sigmarite Armour

The enemy’s blows bounce off the plates of this formidable panoply, unable to even make a dent.

You can re-roll failed save rolls for attacks that target your champion.

10

Battle-hungry

Your champion leads their warriors from the front, charging across the battlefield with weapons ready to taste the blood of their foe.

Add 2 to run rolls and charge rolls for your champion.

11

Noble Blood

Your champion’s esteemed heritage grants them resilience in battle, allowing them to shrug off serious injuries with ease.

Roll a dice each time you allocate a wound or mortal wound to your champion. On a 6+ that wound or mortal wound is negated.

12

Lord of Lightning

Death is no permanent obstacle to your champion; renewed by the power of Sigmar’s lightning, they return to the battlefield once more.

Once per battle, at the start of your hero phase, you can roll a dice if your champion has been slain. On a 5+, set up your champion more than 9" from the enemy and roll a D3; the result is the number of wounds they have remaining. This counts as their move for the following movement phase.


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 PALADIN keyword is used in the following Stormcast Eternals warscrolls:

None
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.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
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.
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).
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.

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

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

None
Battleline
Leader
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.

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

None
Battleline
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.
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 LIBERATORS keyword is used in the following Stormcast Eternals warscrolls:

None
Battleline
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.
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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).
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).
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).
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
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.
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.
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.
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.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
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.

The STORMCAST ETERNAL, HERO and TOTEM keywords are used in the following Stormcast Eternals warscrolls:

Leader
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.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
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 LORD-CASTELLANT keyword is used in the following Stormcast Eternals warscrolls:

Leader

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

Leader

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

Leader
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.

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

Leader
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.
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.
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.
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.
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.

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

Leader
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.
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.
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).
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.

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

None
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
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.
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.
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).
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.
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.
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.

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

None
Leader

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

Leader, Behemoth

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

None
Leader

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

None
Leader

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

Leader
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

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

Leader

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

None

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

Leader, Behemoth
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.

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

Leader
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.
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.

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

Leader
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.
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.
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.

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

Leader
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.
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.
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.
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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).
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).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
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).
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.
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.
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.
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.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.

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

None
Battleline
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.
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).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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).
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).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.

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

None

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

None

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

None
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.
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.
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.
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.
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).
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.
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.
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).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
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.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021