Stormcast Eternals – Lord-Celestant Gardus Steel Soul
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Lord-Celestant Gardus Steel Soul

Gardus Steel Soul is the most revered Lord-Celestant of the Hallowed Knights and a living beacon of hope in the face of the most terrible adversity. In battle, he focuses his faith as a weapon with which to safeguard the innocent and smite the enemies of Order.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sigmarite Runeblade
Sigmarite Runeblade1"43+3+-11
Warhammer
Warhammer1"24+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 50mm
Notes: Single, Unique

DESCRIPTION

Lord-Celestant Gardus Steel Soul is a named character that is a single model. He is armed with a Sigmarite Runeblade and a Warhammer.

ABILITIES

Aura of Purity: Gardus’ faith is so strong that even Nurgle’s garden was unable to corrupt him.
Roll a dice each time you allocate a mortal wound to this model. On a 5+, that mortal wound is negated. In addition, roll a dice each time you allocate a mortal wound to a model from another friendly HALLOWED KNIGHTS unit wholly within 12" of this model. On a 6, that mortal wound is negated.

Martyr’s Strength: The Hallowed Knights will not fall until their foe is slain.
Roll a dice if this model is slain in the combat phase. On a 2+, this model can make a pile-in move and then attack with all of the melee weapons it is armed with, before it is removed from play.

Saintly Assault: Calling upon the celestial power of Sigmar, the lords of the Steel Souls engage the foe with righteous wrath.
Once per battle, at the start of your charge phase, you can declare that this model and other friendly HALLOWED KNIGHTS HEROES within 12" of this model will launch a saintly assault. You can re-roll charge rolls for those models in that phase. In addition, add 1 to the Attacks characteristic of melee weapons used by those models until the end of the turn.

Sigmarite Warcloak: Lord-Celestants can unleash the lethal storm magic stored in the sigmarite adornments of their cloaks.
In your shooting phase, this model can make D6 storm magic strikes. For each strike, pick 1 enemy unit within 16" of this model that is visible to them and roll a dice. On a 4+, that unit suffers 1 mortal wound.

COMMAND ABILITIES

Furious Retribution: Lord-Celestants lead their brethren in assaults upon the enemy lines, breaking the foe beneath their immortal fury.
You can use this command ability at the start of the combat phase. If you do so, pick a friendly model with this command ability that is within 3" of an enemy unit. Add 1 to hit rolls for friendly STORMCAST ETERNAL units wholly within 12" of that model when they attack in that combat phase. The same unit cannot be affected by this command ability more than once per phase.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HALLOWED KNIGHTS, STEEL SOULS, HERO, LORD-CELESTANT, GARDUS STEEL SOUL
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.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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).
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 STORMCAST ETERNAL keyword is used in the following Stormcast Eternals warscrolls:

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

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

The LORD-CELESTANT keyword is used in the following Stormcast Eternals warscrolls:

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© Vyacheslav Maltsev 2013-2021