Stormcast Eternals – Cleansing Phalanx
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Warscroll Battalion

Cleansing Phalanx

ORGANISATION
A Cleansing Phalanx consists of the following units:
 • 2 units of EVOCATORS
 • 2 units of Sequitors
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Sacrosanct Chamber

ABILITIES

Channelled Empowerment: A Sacrosanct force acting in concert is a wonder to behold, the units of Evocators boosting the abilities of their allies to even greater heights.
If a unit of EVOCATORS from this battalion successfully casts their Empower spell on a unit of SEQUITORS from the same battalion, and the spell is not unbound, you can re-roll failed hit rolls for attacks made by that SEQUITORS unit in addition to the effects of the spell.

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.

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

None
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.
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