Stormcast Eternals – Lord-Arcanum on Tauralon
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Lord-Arcanum on Tauralon

Lord-Arcanums who ride Tauralons are masters of the heavens. From their lofty vantage point, they unleash a hurricane of Azyrite magics, while those who fight in their wake are invigorated by the magical wake left by the great winged beast.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Horns and Stamping Hooves
Horns and Stamping Hooves1"43+3+-1D3

Unit Size: 1      Points: 285
Battlefield Role: Leader
Base size: 100mm
Notes: Single

A Lord-Arcanum on Tauralon 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.

FLY: This unit can fly.

MOUNT: This unit’s Tauralon is armed with Horns and Stamping Hooves.

Comet Trail: The flight of a Tauralon is accompanied by sparkling Azyrite energies that serve as a beacon to keen-eyed Sigmarite warriors.
After this unit has made a normal move, add 1 to hit rolls for attacks made by friendly STORMCAST ETERNALS and CITIES OF SIGMAR units within 3" of this unit until your next hero 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.

Lightning Orb: Gathering the storm into a sphere of pure Azyrite force, the Lord-Arcanum hurls it into the enemy ranks.
Lightning Orb is a spell that has a casting value of 6 and a range of 12". If successfully cast, pick 1 point on the battlefield within range and visible to the caster. Roll a dice for each enemy unit within 3" of that point. On a 4+, that unit suffers D3 mortal wounds.

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.
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.
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.

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


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

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.

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

© Vyacheslav Maltsev 2013-2022