Stormcast Eternals – Dracothian Guard Concussors
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10"
6
3+
7
WARSCROLL

Dracothian Guard Concussors

Foremost warriors of the Thunderwave echelon, Concussors and their Dracoth mounts are chosen for their raw brawn. Theirs is the task of humbling the foe ready for the ultimate strike, and their hammers are feared by all.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stormblast
Stormblast12"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Lightning Hammer
Lightning Hammer1"33+3+-22
Claws and Fangs
Claws and Fangs1"33+3+-22
PITCHED BATTLE PROFILE

Unit Size: 2      Points: 220
Battlefield Role: None
Base size: 90 x 52mm
Notes: Battleline in a Hammers of Sigmar army

Each model in a Dracothian Guard Concussors unit is armed with a Lightning Hammer.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Thunderwave Echelon

ELITE: Models in this unit can issue commands to their own unit.

MOUNT: This unit’s Dracoths are each armed with a Stormblast and Claws and Fangs.

Stormblast: Dracoths can unleash the power of Sigmar’s storm from within their maws.
Do not use the attack sequence for an attack made with a Stormblast. Instead, roll a dice. On a 4+, the target suffers D3 mortal wounds.

Blast to Ashes: A well-swung lightning hammer unleashes its pent-up energies in a great blast, destroying everything it strikes.
If the unmodified hit roll for an attack made with a Lightning Hammer is 6, the target suffers 2 mortal wounds and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
ORDER, STORMCAST ETERNALS, DRACOTHIAN GUARD, DRACOTH, CONCUSSORS
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:

None
Artillery

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

None
Artillery
Army List
Warscrolls collated
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

The DRACOTHIAN GUARD keyword is used in the following Stormcast Eternals warscrolls:

None
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).
© Vyacheslav Maltsev 2013-2022