Stormcast Eternals – Lord-Arcanum on Celestial Dracoline

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Lord-Arcanum on Celestial Dracoline

Lord-Arcanums who ride Dracolines favour bombastic, aggressive magics above all. They are often found hurling spears of scouring elemental force into the foe’s ranks while their bestial companion lopes forward to pounce.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Monstrous Claws
Monstrous Claws1"33+3+-1D3

Unit Size: 1      Points: 180
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single

A Lord-Arcanum on Celestial Dracoline 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.

MOUNT: This unit’s Celestial Dracoline is armed with Monstrous Claws.

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.

Thunderous Pounce: A Dracoline builds energy as it charges towards the foe; as it pounces, it discharges that force through its claws in a blast of Azyrite power.
You can re-roll charge rolls for this unit.

Pack Alpha: A Lord-Arcanum on Dracoline can urge their mount to issue a great roar to its loyal pack-mates, stoking their rage and ferocity to untold heights.
Add 1 to the Attacks characteristic of Monstrous Claws used by friendly DRACOLINE units wholly within 18" of any friendly units with this ability.

Storm Lance: Thrusting their aetherstave forwards, the Lord-Arcanum summons a bolt of condensed Azyrite energy to spear through the ranks of the foe.
Storm Lance is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 point on the battlefield within range and visible to the caster and draw a straight line between that point and the closest part of the caster’s base. Roll a dice for each enemy unit passed across by that line. On a 4+, that unit suffers D3 mortal wounds.

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.
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 ETERNALS keyword is used in the following Stormcast Eternals warscrolls:

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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.

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

© Vyacheslav Maltsev 2013-2024