Stormcast Eternals – Evocators on Celestial Dracolines

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Evocators on Celestial Dracolines

Dracolines are fearsome beasts of Azyr whose roars can unman even the staunchest foes. When their savagery is allied with the magical prowess of an Evocator, the result is a force to be reckoned with.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tempest Blade and Stormstave
Tempest Blade and Stormstave1"43+3+-11
Monstrous Claws
Monstrous Claws1"33+3+-1D3

Unit Size: 3      Points: 240
Battlefield Role: None
Base size: 90 x 52mm

Each model in an Evocators on Celestial Dracolines unit is armed with a Tempest Blade and Stormstave. 2 in every 3 models can replace the unit’s weapon option with a Grandstave.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Cleansing Phalanx

WIZARD: This unit is a WIZARD while it has 2 or more models. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It only knows the Empower spell and cannot attempt to cast any other spells. Any number of EVOCATORS units can attempt to cast Empower in the same hero phase.

MOUNT: This unit’s Celestial Dracolines are each armed with Monstrous Claws.

CHAMPION: 1 model in this unit can be an Evocator-Prime. Add 1 to the Attacks characteristic of that model’s Tempest Blade and Stormstave or Grandstave.

Celestial Lightning Arc: Evocators summon bands of celestial lightning that arc around their weapons.
After this unit has fought for the first time in a phase and all of its attacks have been resolved, you can pick 1 enemy unit within 3" of this unit. Roll 3 dice for each model in this unit. For each 4+, that enemy unit suffers 1 mortal wound.

Thunderous Pounce: A Dracoline builds energy as it charges towards the foe; as it pounces, it discharges that force through its claws in a blast of Azyrite power.
You can re-roll charge rolls for this unit.

Empower: When gathered in enough numbers, Evocators can empower themselves or their comrades.
Empower is a spell that has a casting value of 6 and a range of 12". If successfully cast, pick 1 friendly REDEEMER or SACROSANCT unit wholly within range. Add 1 to wound rolls for attacks made by that unit until your next hero phase.

11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
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:


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

Army List
Warscrolls collated

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


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

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.

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

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).

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


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

© Vyacheslav Maltsev 2013-2024