Stormcast Eternals – Lord-Celestant on Stardrake
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WARSCROLL

Lord-Celestant on Stardrake

Only the mightiest and noblest souls are chosen to lead an Extremis Chamber. The Lord-Celestant and his steed are so infused with celestial power that they radiate azure energies. The power of the stars themselves is theirs to command.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestine Hammer
Celestine Hammer2"33+2+-1D3
Stormbound Blade
Stormbound Blade2"33+4+-12
Great Claws
Great Claws1"43+-1D3
DAMAGE
Wounds SufferedMoveGreat ClawsCavernous Jaw Bites
0-412"3+3
5-811"3+2
9-1210"4+2
13-16+8"4+1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 540
Battlefield Role: Leader, Behemoth
Base size: 170 x 109mm
Notes: Single

BATTALIONS

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

DESCRIPTION

A Lord-Celestant on Stardrake is a single model armed with a Celestine Hammer or a Stormbound Blade.

MOUNT: This model’s Stardrake attacks with its Great Claws.

FLY: This model can fly.

ABILITIES

Arcane Lineage: Stardrakes are the children of Dracothion, and they possess innate power over the magic of the realms.
Add 1 to casting rolls for friendly WIZARDS while they are within 18" of this model. In addition, subtract 1 from casting rolls for enemy WIZARDS while they are within 18" of this model.

Cavernous Jaws: The enormous maw of a Stardrake can bite a foe in half.
After this model makes a pile-in move, this model’s Stardrake can bite one or more enemy models with its cavernous jaws. The number of bites it can make is shown on the damage table above. For each bite, pick one enemy model within 3" of this model and roll a dice. If the roll is greater than that model’s Wounds characteristic, it is slain.

Inescapable Vengeance: A Lord-Celestant on the charge is a formidable sight, sundering the foe with sweeps of his star-blessed weapon.
Add D3 to the Attacks characteristic of this model’s Celestine Hammer or Stormbound Blade if this model made a charge move in the same turn.

Lord of the Heavens: Stardrakes are imbued with pure Azyrite energy and the powers of the celestial realm are theirs to command.
At the start of your shooting phase, if this model is on the battlefield, it can either breathe a Roiling Thunderhead or call down a Rain of Stars.

If it breathes a Roiling Thunderhead, pick 1 enemy unit within 18" of this model that is visible to it. Roll a dice for each model in that unit that is within 18" of this model. For each 6+ that unit suffers 1 mortal wound.

If it calls down a Rain of Stars, pick up to D6 enemy units on the battlefield. Roll a dice for each unit you pick. On a 4+ that unit suffers D3 mortal wounds.

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.

Stormbound Blade: Stormbound blades are wreathed in lightning that can arc viciously into the flesh of those they strike.
If the unmodified hit roll for an attack made with a Stormbound Blade is 6, that attack inflicts 3 hits on the target instead of 1. Make a wound and save roll for each hit.

Sweeping Tail: Those who seek to avoid the jaws of a Stardrake are often smashed by its mighty tail.
Each time this model attacks, roll a dice for each enemy unit within 3" of this model after all of this model’s attacks have been resolved. If the roll is less than the number of models in that enemy unit, that enemy unit suffers D3 mortal wounds.

COMMAND ABILITIES

Lord of the Celestial Host: The Stardrake ridden by a Lord-Celestant is more than a mere mount; it is an intelligent and cunning hunter in its own right.
You can use this command ability at the start of the combat phase if a friendly model with this command ability is on the battlefield. If you do so, you can re-roll failed wound rolls for attacks made by friendly STARDRAKE and DRACOTH mounts until the end of that phase.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STARDRAKE, STORMCAST ETERNAL, HERO, MONSTER, LORD-CELESTANT
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.
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.
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.
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.
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.
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.
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.
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).
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.
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).
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 STARDRAKE keyword is used in the following Stormcast Eternals warscrolls:

Leader, Behemoth

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

None
Leader
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.

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

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

Leader, Behemoth

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

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

Leader
Leader, Behemoth
Behemoth
• Merwyrm

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

Leader
Leader, Behemoth
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© Vyacheslav Maltsev 2013-2021