Stormcast Eternals – Lord-Ordinator
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5"
5
4+
9
WARSCROLL

Lord-Ordinator

Striding to battle in sigmarite armour, the Lord-Ordinator wields hammers that strike with thunderclap force. It is this warrior’s duty to read the stars above, using the truths they find there to engineer the fates of the Free Peoples upon the battlefield.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Astral Hammers
Astral Hammers1"64+3+-1
Astral Grandhammer
Astral Grandhammer1"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 40mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Hailstorm Battery
 • Sempiternals Hailstorm Battery

DESCRIPTION

A Lord-Ordinator is a single model armed with a pair of Astral Hammers or an Astral Grandhammer.

ABILITIES

Arcane Engineer: A Lord-Ordinator is a scryer of possibilities. Those under their command gain insights into the movements of the enemy.
Add 1 to hit rolls for attacks made by ORDER WAR MACHINES while they are wholly within 9" of one or more friendly LORD-ORDINATORS.

Comet Strike: A blow from an astral grandhammer can shatter most types of armour.
If the unmodified hit roll for an attack made with an Astral Grandhammer is 6, that attack inflicts 2 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Meteoric Slam: When astral hammers strike together, they unleash a deadly explosion of energy.
If the unmodified hit roll for two or more attacks made against the same enemy unit in the same phase with this model’s Astral Hammers is 6, that enemy unit suffers D3 mortal wounds after all of this model’s attacks have been resolved.

COMMAND ABILITIES

Solemn Duty: A Lord-Ordinator leads their warriors to battle without a hint of trepidation.
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 18" of that model.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, SACROSANCT, HERO, LORD-ORDINATOR
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 warscrolls using ORDER and WAR MACHINE keywords can be found in the following Factions:

Order: Cities of Sigmar, Kharadron Overlords, Stormcast Eternals.

The ORDER and WAR MACHINE keywords are used in the following warscrolls:

None
Artillery
Leader, Behemoth
Behemoth

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

Leader
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.
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).
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 STORMCAST ETERNAL keyword is used in the following Stormcast Eternals warscrolls:

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© Vyacheslav Maltsev 2013-2021