Stormcast Eternals – Celestant-Prime, Hammer of Sigmar
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12"
8
3+
10
WARSCROLL

Celestant-Prime, Hammer of Sigmar

First of the Stormcasts, the Celestant-Prime embodies Sigmar’s storm. He descends with the force of the thunderbolt, wielding Ghal Maraz to strike down all in his path while summoning punishing meteor showers.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ghal Maraz
Ghal Maraz2"33+2+-33
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 330
Battlefield Role: Leader
Base size: 100mm
Notes: Single, Unique

The Celestant-Prime, Hammer of Sigmar, is armed with Ghal Maraz.

FLY: This model can fly.

Cometstrike Sceptre: Blazing with celestial might, the Celestant-Prime raises his sceptre high before letting it fall, causing comets to rain from above.
In your shooting phase, you can pick 1 point on the battlefield within 24" of this unit and visible to it. Each enemy unit within 3" of that point suffers D3 mortal wounds.

Retribution from On High: The Celestant-Prime descends from Azyr into the thickest fighting, Ghal Maraz glowing with power as it smites the foe.
Instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up in the heavens as a reserve unit. If you do so, at the end of your movement phase, you must say if this unit will remain in reserve or if it will strike from the heavens.

At the end of your movement phase, if this unit remains in reserve, add 2 to the Attacks characteristic of this unit’s Ghal Maraz for the rest of the battle. If this unit strikes from the heavens, set this unit up on the battlefield more than 9" from all enemy units.

Orrery of Celestial Fates: A storm of celestial energy swirls around the Celestant-Prime's feet, granting him mystic insights that aid him in battle.
Once per turn, before you make a hit or wound roll for an attack made by this unit, a save roll for an attack that targets this unit, or a run or charge roll for this unit, you can say that you will foresee the result of the roll. If you do so, instead of making the roll, you must choose the result of the roll. The result chosen for a D6 roll must be a whole number from 1 to 6, and the result chosen for a 2D6 roll must be a whole number from 2 to 12. The result cannot be re-rolled, but any modifiers are applied to it as normal.

Eye of the Celestial Storm: The celestial storm brought by the Celestant-Prime makes it almost impossible for his foes to land a clean strike.
This unit has a ward of 4+.

KEYWORDS
ORDER, STORMCAST ETERNALS, HERO, CELESTANT-PRIME
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.
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.
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

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

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
© Vyacheslav Maltsev 2013-2024