Stormcast Eternals – Knight-Incantor
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5"
5
3+
8
WARSCROLL

Knight-Incantor

The Knights-Incantor are veteran mages of the Sacrosanct chambers. With their powerful voices, they summon furious tempests and howling gales to unleash against the foe, wielding potent artefacts to nullify enemy sorceries.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Incantor’s Staff
Incantor’s Staff1"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 125
Battlefield Role: Leader
Base size: 40mm
Notes: Single

A Knight-Incantor is armed with an Incantor's Staff.

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

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

Voidstorm Scroll: Each Knight-Incantor bears a scroll infused with potent void magic.
Once per battle, in the enemy hero phase, when this unit attempts to unbind a spell, you can say that it is using its voidstorm scroll. If you do so, that spell is automatically unbound (do not make an unbinding roll).

Spirit Storm: The Knight-Incantor conjures a whirl of gusting winds and eldritch lightning.
Spirit Storm is a spell that has a casting value of 7 and a range of 18". If successfully cast, subtract 1 from run and charge rolls for enemy units within range until your next hero phase.

KEYWORDS
ORDER, STORMCAST ETERNALS, SACROSANCT, HERO, WIZARD, KNIGHT, KNIGHT-INCANTOR
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.

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
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.
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.

The KNIGHT-INCANTOR keyword is used in the following Stormcast Eternals warscrolls:

Leader
© Vyacheslav Maltsev 2013-2022