Stormcast Eternals – Knight-Heraldor
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5"
5
4+
8
WARSCROLL

Knight-Heraldor

With blasts sounding from their battle-horn, a Knight-Heraldor inspires nearby Stormcast Eternals. So powerful are the thunderous calls of the herald that the celestial shock waves can topple buildings, fell trees or cast down dark idols.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sigmarite Broadsword
Sigmarite Broadsword1"43+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 40mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Lords of the Storm
 • Warrior Brotherhood

DESCRIPTION

A Knight-Heraldor is a single model armed with a Sigmarite Broadsword.

ABILITIES

Onwards to Glory: The sound of battle-horns directs and marshalls the Stormhosts as easily as a shouted command.
At the start of your movement phase, you can pick a friendly STORMCAST ETERNAL unit wholly within 12" of this model. That unit can retreat and/or run in that movement phase and still charge later in the same turn.

Thunderblast: The unearthly sound of a battlehorn can shake even the sturdiest strongholds to their foundations.
In your shooting phase, pick a terrain feature wholly within 18" of this model. Each enemy unit within 3" of that terrain feature suffers D3 mortal wounds.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HERO, KNIGHT-HERALDOR

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

8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
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 ETERNAL keyword is used in the following Stormcast Eternals warscrolls:

Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021