Stormcast Eternals – Lord-Celestant on Stardrake
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Lord-Celestant on Stardrake

Even amongst the noble Stormcasts, only the worthiest can hope to earn the respect of a Stardrake. The souls of man and beast are infused with celestial energies, able to harness the power of the cosmos themselves.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rain of Stars
Rain of Stars30"3+2+-32
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestine Hammer
Celestine Hammer2"33+2+-22
Stormbound Blade
Stormbound Blade2"63+2+-11
Sweeping Tail
Sweeping Tail3"D63+3+-12
Great Claws
Great Claws1"43+3+-22
Wounds SufferedMoveRain of StarsCavernous Jaws

Unit Size: 1      Points: 500
Battlefield Role: Leader, Behemoth
Base size: 170 x 109mm
Notes: Single

A Lord-Celestant on Stardrake is armed with a Sigmarite Thundershield and 1 of the following weapon options: Celestine Hammer; or Stormbound Blade.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Lords of the Exemplar Chamber
 • Lords of the Harbinger Chamber
 • Lords of the Warrior Chamber

FLY: This unit can fly.

MOUNT: This unit’s Stardrake is armed with a Rain of Stars, Great Claws and Sweeping Tail.

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 WIZARD within 18" of this unit and subtract 1 from casting rolls for enemy WIZARDS within 18" of this unit.

Cavernous Jaws: The enormous maw of a Stardrake can bite a foe in half.
After this unit makes a pile-in move, you can say that this unit’s Stardrake will bite the enemy with its cavernous jaws. If you do so, pick a number of enemy models within 3" of this unit equal to or less than the Cavernous Jaws value shown on this unit’s damage table, and roll a dice for each. If the roll is greater than that model’s Wounds characteristic, it is slain.

Sigmarite Thundershield: When struck with sufficient force, thundershields unleash stored storm energy 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.

Lord of the Host: A Lord-Celestant is a trusted and respected leader. Their presence steels the souls of those who fight nearby.
Once per battle, this unit can issue a command to a friendly STORMCAST ETERNALS unit wholly within 12" of this unit without a command point being spent.

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.

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
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).
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.
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.

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

Leader, Behemoth
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.

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

Leader, Behemoth
© Vyacheslav Maltsev 2013-2022