Stormcast Eternals – Lord-Arcanum on Gryph-charger
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12"
7
3+
9
WARSCROLL

Lord-Arcanum on Gryph-charger

Masters of aetheric lightning who can manipulate the cerulean energy of Azyr, Lord- Arcanums can see the souls of living creatures, the better to heal their kindred. When allied with wind-swift Gryph-chargers, they are all but inescapable.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aetherstave
Aetherstave2"43+3+-1D3
Razor Beak and Claws
Razor Beak and Claws1"33+3+-21
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 215
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single

DESCRIPTION

A Lord-Arcanum on Gryph-charger is a single model armed with an Aetherstave.

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).

Cycle of the Storm: A Lord-Arcanum is capable of capturing the soul-stuff of a fallen Stormcast Eternal, returning it back to the battlefield to continue the fight.
Once per turn, when a friendly STORMCAST ETERNAL model is slain within 18" of this model, instead of removing the slain model, you can heal 1 wound allocated to it. This model cannot use this ability on itself.

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.

Spirit Flask: As a desperate last resort, Lord- Arcanums can smash open one or more of the filled spirit flasks that they carry, causing a deadly explosion of soul energy that engulfs the wizard and anybody that is nearby.
Once per battle, at the start of the combat phase, you can say that this model will shatter 1, 2 or 3 spirit flasks. If you do so, each unit within 3" of this model suffers 1 mortal wound for each spirit flask that was shattered. Units within 3" with 10 or more models suffer D3 mortal wounds for each spirit flask that was shattered instead. Allocate the mortal wounds to this model last of all, after allocating them to any other units that are affected.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Healing Light spells. In addition, the Arcane Bolts that this model unleashes are fuelled by Prime Electrids.

Healing Light: The Lord-Arcanum gathers aetheric energy and uses it to revitalise the depleted life energies of Stormcast warriors that are nearby.
Healing Light has a casting value of 5. If successfully cast, pick a friendly STORMCAST ETERNAL model within 18" of the caster. Heal D3 wounds that have been allocated to that model. If the casting roll was 8+, heal D6 wounds that have been allocated to that model instead.

Prime Electrids: With the power of Azyr crackling through them, Lord-Arcanums can summon lightning as easily as another mortal draws breath.
If this model successfully casts Arcane Bolt and it is not unbound, then the spell inflicts D3 mortal wounds instead of 1, or D6 mortal wounds instead of D3 if the casting roll was 10+.

COMMAND ABILITIES

Soul Energy: A Lord-Arcanum can enhance the soul energy of nearby units from the Sacrosanct Chamber, allowing them to perform extraordinary deeds.
You can use this command ability in your hero phase, your shooting phase, or the combat phase.

Hero Phase: If you use this command ability in your hero phase, pick a friendly unit of EVOCATORS wholly within 9" of a friendly model with this command ability. That unit can automatically cast Empower in that hero phase (no casting roll is required, and the spell cannot be unbound).

Shooting Phase: If you use this command ability in your shooting phase, pick a friendly unit of CASTIGATORS wholly within 9" of a friendly model with this command ability. You can use Aetheric Channelling to increase the accuracy and power of that unit’s Thunderhead Greatbows in that shooting phase instead of choosing only one of those options.

Combat Phase: If you use this command ability in the combat phase, pick a friendly unit of SEQUITORS wholly within 9" of a friendly model with this command ability. You can use Aetheric Channelling to increase the power of the unit’s weapons and shields in that combat phase instead of choosing only one of those options.

KEYWORDS
ORDER, CELESTIAL, HUMAN, GRYPH-CHARGER, STORMCAST ETERNAL, SACROSANCT, HERO, WIZARD, LORD-ARCANUM
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).

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

14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
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.
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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
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 EVOCATORS keyword is used in the following Stormcast Eternals warscrolls:

None

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

None

The SEQUITORS 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