Stormcast Eternals – Domitan’s Stormcoven

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5"
4
3+
8
WARSCROLL

Domitan’s Stormcoven

Domitan’s Stormcoven, war-mages of the mysterious Valedictor Temple, are surrounded by a strange aura of aetheric lightning-energy. Though the nature of this power evades even their study, the trio nevertheless excel in harnessing it through waves of crackling magic.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Azyrite Bolts
Azyrite Bolts18"23+4+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Valedictor Weapons
Valedictor Weapons2"33+4+-1D3
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 275
Battlefield Role: None
Base size: 40mm
Notes: Single, Unique

The models in Domitan’s Stormcoven are Domitan, Eye of the Storm, Leona Stratosi and Sarpon, the Cyclone. Each is armed with Azyrite Bolts and Valedictor Weapons.

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

WIZARD: While this unit has 2 or more models, it can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. While this unit has 1 model, it can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Gather the Aether: Domitan’s Stormcoven harness the aether and store its power, ready to be unleashed at a moment’s notice.
At the start of each battle round, if this unit is on the battlefield, after determining who has the first turn but before the first turn begins, you can pick 1 large battlefield quarter. That battlefield quarter becomes aethercharged until the end of the battle round.

Scouring Arcs: Domitan’s Stormcoven draw upon the harnessed aether to imbue their weapons with the deadly power of the storm.
Add 1 to hit rolls for attacks made by this unit while is wholly within an aethercharged battlefield quarter.

Aethershock: Domitan’s Stormcoven unleash aether-charged energy across the battlefield, bolstering their allies or blasting enemies to the ground.
This unit cannot attempt to cast this spell unless it is wholly within an aethercharged battlefield quarter. Aethershock is a spell that has a casting value of 8. If successfully cast, pick 1 unit within an aethercharged battlefield quarter that is visible to the caster. If you picked a friendly unit, the strikefirst effect applies to that unit until the start of your next hero phase. If you picked an enemy unit, the strike-last effect applies to that unit until the start of your next hero phase.

KEYWORDS
ORDER, STORMCAST ETERNALS, THUNDERSTRIKE, HAMMERS OF SIGMAR, WIZARD, KNIGHT, DOMITAN’S STORMCOVEN

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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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.
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
© Vyacheslav Maltsev 2013-2024