Stormcast Eternals – Aetherwings

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Native to Azyr, Aetherwings hunt with terrific swiftness. Their bonds with the Storm casts are close, and in battle, they soar high above the fray before diving to savage their foes with flashing claws and beaks.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Beak and Claws
Beak and Claws1"24+3+-1

Unit Size: 3      Points: 70
Battlefield Role: None
Base size: 32mm

Each model in an Aetherwings unit is armed with a Beak and Claws.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Vanguard Justicar Conclave
 • Godsmaw’s Vanguard

FLY: This unit can fly.

Swooping Hunters: Aetherwings dart back and forth, striking the foe before swooping away.
This unit can retreat and still charge later in the turn.

Marked for Destruction: Those who oppose the masters of these loyal beasts hear doom approaching in the beating of celestial wings.
Add 1 to hit rolls for attacks made with missile weapons by friendly VANGUARD-RAPTORS units if the target is within 12" of any friendly units with this ability.

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

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

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


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

Army List
Warscrolls collated

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

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.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2024