Stormcast Eternals – Extremis Chamber
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Warscroll Battalion

Extremis Chamber

Sigendil glimmers bright as the Extremis Chamber plunges into the fray. Mounted upon the noble scions of Dracothion, they are all but unstoppable. First to hit home is the Lightning Echelon; protected by a shimmering field of energy, its line-breaker assault crashes home with battering-ram force. In their wake is the Thunderwave Echelon, despatching the survivors with devastating efficiency as the Lord-Celestant and those of the Drakesworn Temple tear apart the most monstrous foes with sigmarite blade, Stardrake claw, and blasts of celestial force.
ORGANISATION
An Extremis Chamber consists of the following units and warscroll battalions:
 • 1 Lord-Celestant on Stardrake or Lord-Celestant on Dracoth
 • 1 Lightning Echelon
 • 1 Thunderwave Echelon
 • 1 Drakesworn Temple
PITCHED BATTLE PROFILE

Unit Size: -      Points: 100
Battlefield Role: Warscroll Battalion

ABILITIES

Borne by the High Star: The forces of the Extremis Chamber share a close kinship with Dracothion and other celestial beings.
At the start of your first hero phase, you can transport all reserve units from this battalion that are in the Celestial Realm to the battlefield. If you do so, pick a point on the battlefield and set up the units wholly within 24" of that point and more than 9" from any enemy units. Those units cannot move in the following movement phase. After setting up those units, roll a dice for each enemy unit within 18" of the point you picked. On a 4+ that unit suffers D3 mortal wounds.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned 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.
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© Vyacheslav Maltsev 2013-2021