Stormcast Eternals – Prosecutors
This warscroll does not meet the selection criteria (see Settings tab).
12"
2
4+
7
WARSCROLL

Prosecutors

Hurtling across the battlefield in a blur of sigmarite, Prosecutors are ideally placed to deliver death to their chosen foes with impunity. When the shadows of these warriorheralds fall across the battlefield, there is nowhere the enemy can hide.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestial Hammer(s)
Celestial Hammer(s)18"24+4+-1
Stormcall Javelin
Stormcall Javelin18"13+3+-1
Stormsurge Trident
Stormsurge Trident18"13+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestial Hammer(s)
Celestial Hammer(s)1"23+3+-1
Grandaxe
Grandaxe1"See below3+3+-11
Grandblade
Grandblade1"23+4+-12
Grandhammer
Grandhammer1"24+3+-12
Stormcall Javelin
Stormcall Javelin2"14+4+-1
Stormsurge Trident
Stormsurge Trident2"14+4+-12
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 95
Battlefield Role: None
Base size: 40mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Devastation Brotherhood
 • Hammerstrike Force
 • Vanguard Wing
 • Warrior Brotherhood

DESCRIPTION

A unit of Prosecutors has any number of models.

The unit is armed with one of the following weapon options: Stormcall Javelin and Sigmarite Shield; pair of Celestial Hammers; or Celestial Hammer and Sigmarite Shield.

If the unit is armed with the Stormcall Javelin and Sigmarite Shield weapon option, 1 in every 3 models can replace the unit’s weapon option with a Stormsurge Trident and Sigmarite Shield.

If the unit is armed with any other weapon option, 1 in every 3 models can replace the unit’s weapon option with a Grandaxe, Grandblade or Grandhammer.

PROSECUTOR-PRIME: The leader of this unit is a Prosecutor-Prime. Add 1 to the Attacks characteristic of a Prosecutor-Prime’s Celestial Hammers melee weapon, Stormcall Javelin missile weapon, or Stormsurge Trident missile weapon.

FLY: This unit can fly.

ABILITIES

Cleaving Blow: A single swing of a grandaxe can carve through several foes.
The Attacks characteristic of a Grandaxe is equal to the number of enemy models within 1" of the attacking model when the number of attacks made with the weapon is determined.

Heralds of Righteousness: Prosecutors cross the battlefield in a blur of light.
You can attempt to charge with this unit if it is within 18" of the enemy instead of 12". Roll 3D6 instead of 2D6 when making a charge roll for this unit.

Paired Celestial Hammers: Prosecutors can unleash a flurry of blows as they descend.
You can re-roll hit rolls of 1 for attacks made with a pair of Celestial Hammers.

Sigmarite Shields: These sigilic shields protect their bearer in battle.
Worsen the Rend characteristic of weapons that target this unit by 1, to a minimum of ‘-’.

Stormcall Javelin: Bolts of lightning imbue these javelins from the storm above.
Add 1 to the Damage characteristic of this unit’s Stormcall Javelins if the target is more than 9" from the attacking model.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, ANGELOS, PROSECUTORS
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.
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.
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 ORDER keyword is used in the following Stormcast Eternals warscrolls:

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

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

None
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© Vyacheslav Maltsev 2013-2021