Stormcast Eternals – Drakesworn Templar
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WARSCROLL

Drakesworn Templar

Drakesworn Templars are the Heavens’ might made manifest. They ride Stardrakes that can roar forth lightning-charged clouds, summon starfire from the skies, or slay the enemy with sharp claws, piercing fangs and a tail that strikes like a thunderbolt.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Skybolt Bow
Skybolt Bow24"13+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tempest Axe
Tempest Axe2"63+3+-1
Arc Hammer
Arc Hammer1"23+3+-13
Stormlance
Stormlance3"33+3+-12
Great Claws
Great Claws1"43+-1D3
DAMAGE
Wounds SufferedMoveGreat ClawsCavernous Jaw Bites
0-412"3+3
5-811"3+2
9-1210"4+2
13-16+8"4+1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 450
Battlefield Role: Leader, Behemoth
Base size: 170 x 109mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Drakesworn Temple

DESCRIPTION

A Drakesworn Templar is a single model armed with either a Tempest Axe, an Arc Hammer or a Stormlance. It can also be armed with a Skybolt Bow.

MOUNT: This model’s Stardrake attacks with its Great Claws.

FLY: This model can fly.

ABILITIES

Arcane Lineage: Stardrakes are the children of Dracothion, and they possess innate power over the magic of the realms.
Add 1 to casting rolls for friendly WIZARDS while they are within 18" of this model. In addition, subtract 1 from casting rolls for enemy WIZARDS while they are within 18" of this model.

Arc Hammer: The static hum of an arc hammer rises to an almighty concussive crescendo as it strikes.
If the unmodified hit roll for an attack made with an Arc Hammer is 6, that attack inflicts 2 hits on the target instead of 1. Make a wound and save roll for each hit.

Cavernous Jaws: The enormous maw of a Stardrake can bite a foe in half.
After this model makes a pile-in move, this model’s Stardrake can bite one or more enemy models with its cavernous jaws. The number of bites it can make is shown on the damage table above. For each bite, pick one enemy model within 3" of this model and roll a dice. If the roll is greater than that model’s Wounds characteristic, it is slain.

Lord of the Heavens: Stardrakes are imbued with pure Azyrite energy and the powers of the celestial realm are theirs to command.
At the start of your shooting phase, if this model is on the battlefield, it can either breathe a Roiling Thunderhead or call down a Rain of Stars.

If it breathes a Roiling Thunderhead, pick 1 enemy unit within 18" of this model that is visible to it. Roll a dice for each model in that unit that is within 18" of this model. For each 6+ that unit suffers 1 mortal wound.

If it calls down a Rain of Stars, pick up to D6 enemy units on the battlefield. Roll a dice for each unit you pick. On a 4+ that unit suffers D3 mortal wounds.

Skybolt Bow: Drakesworn Templars often direct attacks with well-placed skybolts.
If you score one or more hits on an enemy unit with this model’s Skybolt Bow, add 1 to hit rolls for attacks made by friendly DRACOTHIAN GUARD units that target that enemy unit until the end of that turn.

Stormlance: A well-placed blow from a stormlance channels the power of Sigmar into the unfortunate victim.
If the unmodified hit roll for an attack made with a Stormlance that targets a MONSTER is 6, that attack inflicts D6 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Sweeping Tail: Those who seek to avoid the jaws of a Stardrake are often smashed aside by its mighty tail.
Each time this model attacks, roll a dice for each enemy unit within 3" of this model after all of this model’s attacks have been resolved. If the roll is less than the number of models in that enemy unit, that enemy unit suffers D3 mortal wounds.

Tempest Axe: The hurricane force emanating from a tempest axe is enough to slow the foe’s attack.
Subtract 2" from the distance enemy units can pile in when they start that pile-in move within 3" of this model.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STARDRAKE, STORMCAST ETERNAL, MONSTER, HERO, DRAKESWORN TEMPLAR
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.
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.
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).
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
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 DRACOTHIAN GUARD keyword is used in the following Stormcast Eternals warscrolls:

None

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

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

Leader, Behemoth

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

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

Leader
Leader, Behemoth
Behemoth
• Merwyrm
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021