Stormcast Eternals – Knight-Arcanum
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5"
6
3+
8
WARSCROLL

Knight-Arcanum

Members of the mysterious Valedictor temple, Knights- Arcanum are unknowable but potent mages charged with protecting recovered ancient lore. Many of their number are skilled in deadly arcano-meteorological sorceries, capable of turning the storm itself into a weapon.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Valedictor’s Stave
Valedictor’s Stave2"33+4+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 40mm
Notes: Single

DESCRIPTION

A Knight-Arcanum is armed with a Valedictor’s Stave.

ABILITIES

Indomitable Loreseekers: The thick tomes carried by Knights-Arcanum are filled with the magical secrets they have learnt, including how to resist the raging sorcerous energies of the realms.
Predatory endless spells cannot pass across this unit or finish a move within 3" of this unit.

MAGIC

This unit is a WIZARD and can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Blaze of the Heavens: With one outstretched hand, the Knight-Arcanum draws upon the strength of their fellow warriors, conjuring a sleeting downpour that culminates in a scouring bolt from the heavens.
Blaze of the Heavens is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3 mortal wounds. Add 2" to the range of this spell for each other friendly STORMCAST ETERNALS THUNDERSTRIKE unit wholly within 12" of the caster.

KEYWORDS
ORDER, STORMCAST ETERNAL, THUNDERSTRIKE, HERO, WIZARD, KNIGHT-ARCANUM
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.
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 STORMCAST ETERNAL and THUNDERSTRIKE keywords are used in the following Stormcast Eternals warscrolls:

None
Battleline
Leader

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

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

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

None
Battleline
Leader
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021