Stormcast Eternals – Gavriel Sureheart
This warscroll does not meet the selection criteria (see Settings tab).
5"
6
3+
10
WARSCROLL

Gavriel Sureheart

Gavriel Sureheart is an unstoppable force of righteousness and liberation. The Lord-Celestant is only satisfied when on the attack, relentlessly leading from the front and cutting down his foes in a whirlwind of blows.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Starbound Blade
Starbound Blade1"53+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 40mm
Notes: Single, Unique

Gavriel Sureheart is armed with a Starbound Blade and Sigmarite Thundershield.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Lords of the Exemplar Chamber
 • Lords of the Harbinger Chamber
 • Lords of the Warrior Chamber

Inescapable Vengeance: A Lord-Celestant is a fearsome fighter, smashing into the enemy with a flurry of blows.
If the unmodified hit roll for an attack made with a melee weapon by this unit is 6, the target suffers 2 mortal wounds and the attack sequence ends (do not make a wound or save roll).

Once More, For Sigmar, Charge!: Gavriel raises his blade to the sky, exhorting his forces into the foe’s battlelines.
You can re-roll charge rolls for this unit. In addition, once per turn, this unit can issue the Forward to Victory command to a friendly HAMMERS OF SIGMAR unit without a command point being spent.

Sigmarite Thundershield: When struck with sufficient force, thundershields unleash stored storm energy to blast those attempting to attack.
If the unmodified save roll for an attack made with a melee weapon that targets this unit is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

KEYWORDS
ORDER, STORMCAST ETERNALS, HAMMERS OF SIGMAR, HERO, LORD, LORD-CELESTANT, GAVRIEL SUREHEART
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:

None
Artillery

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

None
Artillery
Army List
Warscrolls collated
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.

The HAMMERS OF SIGMAR keyword is used in the following Stormcast Eternals warscrolls:

None
Artillery
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).
Forward to Victory
Nothing will stop these ferocious warriors from reaching combat.
You can use this command ability after you make a charge roll for a friendly unit. That unit must receive the command. You can re-roll the charge roll for that unit.

The LORD-CELESTANT keyword is used in the following Stormcast Eternals warscrolls:

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2022