Stormcast Eternals – Drakesworn Templar
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WARSCROLL

Drakesworn Templar

Drakesworn Templars are rare souls, Stormcasts pure enough to forge a bond with a noble Stardrake. They are the lieutenants of the Extremis chambers, each capable of turning the tide of battle through their deeds.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rain of Stars
Rain of Stars30"3+2+-32
Skybolt Bow
Skybolt Bow24"23+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Arc Hammer
Arc Hammer2"33+3+-12
Stormlance
Stormlance2"33+3+-11
Tempest Axe
Tempest Axe2"63+3+-1
Sweeping Tail
Sweeping Tail3"D63+3+-12
Great Claws
Great Claws1"43+3+-22
DAMAGE TABLE
Wounds SufferedMoveRain of StarsCavernous Jaws
0-812"43
9-1111"32
12-1410"22
15+8"11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 380
Battlefield Role: Leader, Behemoth
Base size: 170 x 105mm
Notes: Single

A Drakesworn Templar is armed with a Skybolt Bow and 1 of the following weapon options: Arc Hammer; Stormlance; or Tempest Axe.

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

FLY: This unit can fly.

MOUNT: This unit’s Stardrake is armed with a Rain of Stars, Great Claws and Sweeping Tail.

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 within 18" of this unit and subtract 1 from casting rolls for enemy WIZARDS within 18" of this unit.

Cavernous Jaws: The enormous maw of a Stardrake can bite a foe in half.
After this unit makes a pile-in move, you can say that this unit’s Stardrake will bite the enemy with its cavernous jaws. If you do so, pick a number of enemy models within 3" of this unit equal to or less than the Cavernous Jaws value shown on this unit’s damage table, and roll a dice for each. If the roll is greater than that model’s Wounds characteristic, it is slain.

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 scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

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

Tempest Axe: The hurricane force emanating from a tempest axe is enough to slow the foe’s attack.
Enemy models within 3" of a unit armed with a Tempest Axe cannot move more than 1" when making a pile-in move.

Celestial Blast: Skyboit bows can unleash a deadly blast of celestial energy when they strike a foe.
If the unmodified hit roll for an attack made with a Skybolt Bow is 6, the target suffers 1 mortal wound and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
ORDER, STORMCAST ETERNALS, HERO, MONSTER, STARDRAKE, 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.
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.
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.

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

Leader, Behemoth
© Vyacheslav Maltsev 2013-2024