Stormcast Eternals – Astreia Solbright
This warscroll does not meet the selection criteria (see Settings tab).
12"
8
3+
10
WARSCROLL

Astreia Solbright

Lord-Arcanum Solbright of the Shimmersouls chamber wields the magics of the storm with remarkable proficiency. Mounted atop the Dracoline Kazra, she crackles with static charge, blasting enemies to cinders while leaving her allies unscathed.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aetherstave
Aetherstave2"43+3+-12
Monstrous Claws
Monstrous Claws1"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 195
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single, Unique

Asteria Solbright is armed with an Aetherstave.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Grand Convocation
 • Lords of the Exemplar Chamber
 • Lords of the Harbinger Chamber
 • Lords of the Warrior Chamber

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

MOUNT: This unit’s Celestial Dracoline is armed with Monstrous Claws.

Cycle of the Storm: A Lord-Arcanum is capable of capturing the soul-stuff of a fallen Stormcast Eternal, returning it to the battlefield to continue the fight.
Once per turn, before you allocate a wound or mortal wound to another friendly STORMCAST ETERNALS unit within 18" of this unit, and that wound or mortal wound would cause a model in that unit to be slain, you can say that this unit will capture and return that warrior’s soul. If you do so, that wound or mortal wound is negated.

Thunderous Pounce: A Dracoline builds energy as it charges towards the foe; as it pounces, it discharges that force through its daws in a blast of Azyrite power.
You can re-roll charge rolls for this unit.

Soul Energy of the First Host: Astreia Solbright can enhance the soul energy of nearby units from Hammers of Sigmar Sacrosanct chambers, allowing them to perform extraordinary deeds.
At the start of the combat phase, you can pick 1 friendly HAMMERS OF SIGMAR SACROSANCT unit wholly within 12" of this unit. Add 1 to save rolls for attacks made with melee weapons that target that unit until the end of that phase.

Lightning Pulse: With electricity pulsing from her eyes, Astreia gathers the power of Azyr into herself and then releases it as a blinding, expanding dome of lightning.
Lightning Pulse is a spell that has a casting value of 6 and a range of 6". If successfully cast, subtract 1 from hit rolls for attacks made by enemy units within range until your next hero phase.

KEYWORDS
ORDER, STORMCAST ETERNALS, HAMMERS OF SIGMAR, SACROSANCT, HERO, WIZARD, DRACOLINE, LORD, LORD-ARCANUM, ASTREIA SOLBRIGHT
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.
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 ORDER keyword is used in the following Stormcast Eternals warscrolls:

Leader

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

Leader
Army List
Warscrolls collated
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.
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.
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.
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 HAMMERS OF SIGMAR keyword is used in the following Stormcast Eternals warscrolls:

Leader

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

Leader
None
© Vyacheslav Maltsev 2013-2022