Stormcast Eternals – Lord-Veritant
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5"
6
3+
9
WARSCROLL

Lord-Veritant

Lord-Veritants are the eyes of Sigmar, the inescapable vengeance of the Heavens. By the searing light of their lanterns of abjuration they burn away the shadows, cutting a merciless path through cultists and daemons until nothing remains of the foe.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Judgement Blade
Judgement Blade1"43+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 40mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Lords of the Storm
 • Stormkeep Patrol
 • Ven Brecht’s Black Watch

DESCRIPTION

A Lord-Veritant is a single model armed with a Judgement Blade.

ABILITIES

Faithful Gryph-hound: A Lord-Veritant is often accompanied into battle by a loyal beast of Azyr.
The first time this model is set up on the battlefield, you can call a GRYPH-HOUND unit consisting of a single model to the battlefield and add it to your army. Set up the GRYPH-HOUND wholly within 3" of this model and more than 9" from any enemy units.

Lantern of Abjuration: The blessed light that shines from this lantern can banish even the most potent sorcery.
This model can unbind one spell in each enemy hero phase in the same manner as a WIZARD.

Sanction: A Lord-Veritant can beseech Sigmar to smite the wielders of fell magic, the raw energies of Azyr casting them down.
In your hero phase, you can pick 1 enemy WIZARD within 7" of this model and roll a dice. On a 4+ that enemy unit suffers D3 mortal wounds.

Bound in Service: Lord-Veritants often train Gryph-hounds to help them track down spellcasters across the realms.
Add 3 to the unbinding roll for this model’s Lantern of Abjuration if there is a friendly GRYPH-HOUND model within 6" of the enemy WIZARD attempting to cast the spell.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HERO, PRIEST, LORD-VERITANT

The GRYPH-HOUNDS keyword is used in the following Stormcast Eternals warscrolls:

None
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
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.
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 ORDER keyword is used in the following Stormcast Eternals warscrolls:

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

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

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© Vyacheslav Maltsev 2013-2021