Stormcast Eternals – Lord-Celestant on Dracoth
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10"
7
3+
9
WARSCROLL

Lord-Celestant on Dracoth

Fuelled by the powers celestial, the Lord-Celestant that leads a Stormcast Eternal chamber is an exceptional warrior. From atop a lightning-spitting Dracoth, the commander bolsters his brethren’s resolve while delivering swift vengeance to his foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stormstrike Glaive
Stormstrike Glaive2"43+4+-11
Lightning Hammer
Lightning Hammer1"33+3+-12
Thunderaxe
Thunderaxe2"33+3+-12
Tempestos Hammer
Tempestos Hammer2"33+2+-1D3
Claws and Fangs
Claws and Fangs1"33+3+-11
PITCHED BATTLE PROFILE

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

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Extremis Chamber
 • Warrior Brotherhood

DESCRIPTION

A Lord-Celestant on Dracoth is a single model armed with either a Tempestos Hammer, a Thunderaxe, a Lightning Hammer, or a Stormstrike Glaive. They can also carry a Sigmarite Thundershield.

MOUNT: This model’s Dracoth attacks with its Claws and Fangs.

ABILITIES

Lightning Hammer: The shockwave effect of a lightning hammer connecting with the foe stuns those in close proximity.
If the unmodified hit roll for an attack made with a Lightning Hammer is 6, that attack inflicts 2 mortal wounds on the target in addition to its normal damage. If a unit suffers any mortal wounds in this way, it cannot pile in later that phase.

Intolerable Damage: When a Dracoth catches its prey, there is often little left of the victim.
If the unmodified wound roll for an attack made with a Dracoth’s Claws and Fangs is 6, that attack has a Damage characteristic of D6 instead of 1.

Sigmarite Thundershield: Thundershields store storm energy, unleashing it when struck with sufficient force to blast those attempting to attack.
If the unmodified save roll for an attack made with a melee weapon that targets this unit is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

Stormstrike Glaive: By lowering a stormstrike glaive and wielding it as a lance, a Lord-Celestant can bring down the mightiest foes.
Add 2 to the Damage characteristic of this model’s Stormstrike Glaive if this model made a charge move in the same turn.

Storm Breath: Dracoths can unleash the power of Sigmar’s storm from within their maws.
In your shooting phase, you can pick a point on the battlefield within 12" of this model that is visible to them. Roll a dice for each enemy unit within 2" of that point. On a 4+ that unit suffers D3 mortal wounds.

Tempestos Hammer: With the momentum of the charge behind it, the impact of a tempestos hammer can fell a rampaging Ghorgon.
Add D3 to the Attacks characteristic of this model’s Tempestos Hammer if this model made a charge move in the same turn.

Thunderaxe: In the capable hands of a Lord-Celestant, a thunderaxe draws on celestial energies until it crackles with barely contained power.
Add 1 to the Attacks characteristic of this model’s Thunderaxe for each other friendly Stormcast Eternal unit wholly within 9" of this model when the attack is made.

COMMAND ABILITIES

Lord of the Host: A Lord-Celestant is a trusted and respected leader. Their presence steels the souls of those who fight nearby.
You can use this command ability at the start of the battleshock phase. If you do so, pick a friendly model with this command ability. Until the end of that phase, you do not have to take battleshock tests for friendly STORMCAST ETERNAL units that are wholly within 24" of that model.

KEYWORDS
ORDER, CELESTIAL, HUMAN, DRACOTH, STORMCAST ETERNAL, HERO, LORD-CELESTANT
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.
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.
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).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
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).

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

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

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

None
Leader

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

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

Leader
Leader, Behemoth
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021