Stormcast Eternals – Lord-Arcanum
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5"
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WARSCROLL

Lord-Arcanum

Lord-Arcanums are masters of the Sacrosanct chambers. In battle, they unleash storms of celestial force or employ strange spirit-sorceries to rebind the souls of fallen comrades to their bodies, allowing them to fight on.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aetherstave
Aetherstave2"43+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 155
Battlefield Role: Leader
Base size: 40mm
Notes: Single

A Lord-Arcanum is armed with an Aetherstave.

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

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

Aetheric Manipulation: This wizard can manipulate the aetheric energies of the realms, channelling them into powerful spells to speed them towards the enemy.
When moving a predatory endless spell controlled by this unit, add 6" to the distance that the endless spell can be moved in that phase.

Cycle of the Storm: A Lord-Arcanum is capable of capturing the soul-stuff of a fallen Stormcast Eternal, returning it to the battlefield to continue the fight.
Once per turn, before you allocate a wound or mortal wound to another friendly STORMCAST ETERNALS unit within 18" of this unit, and that wound or mortal wound would cause a model in that unit to be slain, you can say that this unit will capture and return that warrior’s soul. If you do so, that wound or mortal wound is negated.

Thunderclap: The Lord-Arcanum gathers power from Azyr and unleashes a mighty thunderclap, stunning and deafening nearby enemies.
Thunderclap is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. Subtract 1 from hit rolls for attacks made by that unit until your next hero phase.

KEYWORDS
ORDER, STORMCAST ETERNALS, SACROSANCT, HERO, WIZARD, LORD, LORD-ARCANUM
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:

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.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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 2013-2022