Stormcast Eternals – Krondys, Son of Dracothion
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WARSCROLL

Krondys, Son of Dracothion

The elder drake Krondys is lord to a broken people, but the Son of Dracothion remains unbowed. His magical prowess, aeons-old battlecraft and reptilian might is magnificent to behold, as is his conviction to restore his empire’s glory.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blazing Tempest
Blazing Tempest18"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Apex Maw
Apex Maw2"43+-23
Drake-lord’s Talons
Drake-lord’s Talons1"33+3+-22
Calamitous Tail
Calamitous Tail3"See below3+3+-22
DAMAGE TABLE
Wounds SufferedMoveApex MawRegalia Fulmentarus
0-814"1++3
9-1112"2++2
12-1410"3++1
15+8"4++0
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 480
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single, Unique

Krondys, Son of Dracothion, is armed with a Blazing Tempest, Apex Maw, Drake-lord’s Talons and Calamitous Tail.

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

FLY: This unit can fly.

Ancient Master of War: The lords of the Draconith empire have seen countless battles over the heady span of their lives, and the reptilian fury they display can soon overpower any foe.
At the start of the combat phase, you can pick 1 enemy unit within 3" of this unit and subtract 1 from the Attacks characteristic of that unit’s melee weapons (to a minimum of 1) until the end of the phase. The same unit cannot be affected by this ability more than once per phase.

Blazing Tempest: The greatest Draconith lords can unleash vortexes of scouring flame that disintegrate any within the blast radius.
Do not use the attack sequence for an attack made with a Blazing Tempest. Instead, roll a dice. On a 1-2, the target suffers 1 mortal wound. On a 3-4, the target suffers D3 mortal wounds. On a 5-6, the target suffers D6 mortal wounds.

Calamitous Tail: With a sweep of its destructive tail, a Draconith can deliver a killing blow to all those in its path.
The Attacks characteristic of a Calamitous Tail is equal to the number of enemy models within 3" of the attacking model.

Regalia Fulmentarus: This master-smithed halo symbolises the forging of the alliance between the Draconith and the Stormcast Eternals. Its divine power enhances the arcane strength of Krondys to even greater heights.
Add the Regalia Fulmentarus value shown on this unit’s damage table to casting rolls for this unit.

Atavistic Tempest: Wielding thep of Azyr alongside the lost magics of the Draconith empire, Krondys barrages the enemy with elemental storms - one moment unleashing blinding gales or squalls that crackle with lightning, the next overwhelming the foe with hail the size of meteors or snowstorms that chill to the bone.
Atavistic Tempest is a spell that has a casting value of 9 and a range of 24". If successfully cast, pick 1 enemy unit within range and visible to the caster, then pick 1 of the effects below. That effect lasts until your next hero phase.

Blinding Gales: Subtract 1 from hit rolls for attacks made by that unit.

Meteor-hail: Worsen the Rend characteristic of weapons used by that unit by 1 (to a minimum of ‘-’).

Lightning Vortex: Subtract 1 from the Attacks characteristic of missile weapons used by that unit (to a minimum of 1).

Flash-freezing Blizzard: Subtract 1 from save rolls for attacks that target that unit.

KEYWORDS
ORDER, STORMCAST ETERNALS, DRACONITH, THUNDERSTRIKE, HERO, MONSTER, WIZARD, KRONDYS, DRACONITH SKYWING
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy 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.

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

Leader

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

Leader

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

Leader, Behemoth
Leader
None

The DRACONITH SKYWING keyword is used in the following Stormcast Eternals warscrolls:

Leader, Behemoth
Leader
None
Army List
Warscrolls collated

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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.
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.
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.
© Vyacheslav Maltsev 2013-2024