Stormcast Eternals – Lord-Aquilor
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12"
7
3+
9
WARSCROLL

Lord-Aquilor

Lord-Aquilors are masters of the hunt, tracking their foes across the Mortal Realms as they ride the winds aetheric. When the foe is cornered, the Lord-Aquilor will strike with blade and handaxe as their Gryph-charger savages the opponent.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Heavy Boltstorm Pistol
Heavy Boltstorm Pistol9"43+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Starbound Blade
Starbound Blade1"33+3+-12
Shock Handaxe
Shock Handaxe1"23+3+-1
Razor Beak and Claws
Razor Beak and Claws1"33+3+-21
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 185
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Vanguard Auxiliary Chamber

DESCRIPTION

A Lord-Aquilor is a single model armed with a Starbound Blade, a Shock Handaxe and a Heavy Boltstorm Pistol. It can also carry an Astral Compass.

MOUNT: This model’s Gryph-charger attacks with its Razor Beak and Claws.

ABILITIES

Aethereal Strike: A Gryph-charger’s claws are supernaturally sharp, tearing through armour with ease.
If the unmodified hit roll for an attack made with a Gryph-charger’s Razor Beak and Claws is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

Astral Compass: The astral compass shows the best route to strike at the foe.
If you set up this model in the Celestial Realm using the Scions of the Storm battle trait, when you set it up on the battlefield for the first time, instead of setting it up more than 9" from the enemy, you can set it up wholly within 6" of any edge of the battlefield, more than 7" from the enemy.

Ride the Winds Aetheric: Gryph-chargers can move faster than the eye can follow along the winds aetheric, though the shifting of these winds makes such movement perilous at times.
In your movement phase, this model can Ride the Winds Aetheric instead of moving normally. If it does so, choose the direction in which it will move, and roll 6D6. This model can move up to a number of inches equal to the result in the direction chosen, moving over terrain and other models as if it could fly. It must end the move more than 3" from enemy models – if this is impossible, it cannot move at all. This model cannot charge in a turn in which it Rides the Winds Aetheric.

COMMAND ABILITIES

Lord of the Azyrite Hurricane: The Lord- Aquilor directs their warriors to fade and strike from an unexpected direction, whirling around the enemy like a cyclone.
You can use this command ability at the end of your movement phase. If you do so, pick a friendly model with this command ability. Remove that model, and/or one friendly unit of VANGUARD-HUNTERS, VANGUARD-PALLADORS, VANGUARD-RAPTORS or AETHERWINGS wholly within 24" of that model, from the battlefield and set them up wholly within 6" of any edge of the battlefield, more than 7" from any enemy units.

KEYWORDS
ORDER, CELESTIAL, HUMAN, GRYPH-CHARGER, STORMCAST ETERNAL, HERO, LORD-AQUILOR
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.
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.
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).
8.1 Normal Move
When you pick a unit to make a normal move, 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. Units cannot move within 3" of enemy units when making a normal move.
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.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

The VANGUARD-HUNTERS keyword is used in the following Stormcast Eternals warscrolls:

None

The VANGUARD-RAPTORS keyword is used in the following Stormcast Eternals warscrolls:

None

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

None

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

The GRYPH-CHARGER keyword is used in the following Stormcast Eternals warscrolls:

None
Leader

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

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© Vyacheslav Maltsev 2013-2021