Stormcast Eternals – Lord-Arcanum on Gryph-charger
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12"
8
3+
9
WARSCROLL

Lord-Arcanum on Gryph-charger

It is not easy for a Lord-Arcanum to earn a Gryph-charger’s respect. Those who succeed gain an impossibly fleet mount, ensuring their sorceries can be unleashed wherever they are most needed.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aetherstave
Aetherstave2"43+3+-12
Razor Beak and Claws
Razor Beak and Claws1"33+3+-21
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 195
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single

A Lord-Arcanum on Gryph-charger 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
 • Godsmaw’s Vanguard
 • Lord Vorst’s Retinue

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 Gryph-charger is armed with a Razor Beak and 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.

Ride the Winds Aetheric: Gryph-chargers can move faster than the eye can follow along the winds aetheric.
Instead of picking this unit to make a normal move or retreat, you can say that it will ride the winds aetheric. If you do so, remove this unit from the battlefield and set it up again on the battlefield more than 1" from all terrain features and objectives and more than 9" from all enemy units.

Healing Light: The Lord-Arcanum gathers aetheric energy and uses it to revitalise the depleted life energies of nearby Stormcast warriors.
Healing Light is a spell that has a casting value of 5 and a range of 18". If successfully cast, pick 1 friendly STORMCAST ETERNALS unit within range. Heal up to D3 wounds allocated to that unit. If the unmodified casting roll was 8+, heal up to D6 wounds allocated to that unit instead.

KEYWORDS
ORDER, STORMCAST ETERNALS, SACROSANCT, HERO, WIZARD, GRYPH-CHARGER, 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:

Leader

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

Leader
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.
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.
8.2 Retreat
When you pick a unit to retreat, 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. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.

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

Leader
© Vyacheslav Maltsev 2013-2022