Stormcast Eternals – Prosecutors with Stormcall Javelins
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12"
2
3+
7
WARSCROLL

Prosecutors with Stormcall Javelins

Prosecutors armed with stormcall javelins are amongst the most daring warriors of the celestial host. Fearlessly, they hurtle forward to meet the enemy, hurling blessed projectiles into their midst before descending to eradicate the survivors.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stormcall Javelin
Stormcall Javelin18"13+3+-11
Stormsurge Trident
Stormsurge Trident18"13+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stormcall Javelin
Stormcall Javelin3"14+4+-11
Stormsurge Trident
Stormsurge Trident3"14+4+-12
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 115
Battlefield Role: None
Base size: 40mm
Notes: Battleline in a Tempest Lords army

Each model in a Prosecutors with Stormcall Javelins unit is armed with a Stormcall Javelin and Sigmarite Shield. 1 in every 3 models can replace their Stormcall Javelin with a Stormsurge Trident.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Hammerstrike Force
 • Vanguard Wing

FLY: This unit can fly.

CHAMPION: 1 model in this unit can be a Prosecutor-Prime. Add 1 to the Attacks characteristic of that model’s Stormcall Javelin.

Dispersed Formation: Prosecutors are trained to fight in a widely dispersed formation.
If this unit has 2 to 5 models, it is coherent if each model in the unit is within 3" horizontally of at least 1 other model in the unit instead of 1". If this unit has more than 5 models, it is coherent if each model in the unit is within 3" horizontally of at least 2 other models in the unit instead of 1".

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

KEYWORDS
ORDER, STORMCAST ETERNALS, ANGELOS, PROSECUTORS, PROSECUTORS WITH STORMCALL JAVELINS
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.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
1.3.3 Unit Coherency
Units must be set up and finish every move as a single coherent group. A unit with 2 to 5 models is coherent if each model in the unit is within 1" horizontally and 6" vertically of at least 1 other model in the unit. A unit with more than 5 models is coherent if each model in the unit is within 1" horizontally and 6" vertically of at least 2 other models in the unit. If a friendly unit is not coherent at the end of a turn or after you set it up, you must remove models in the unit from play, one at a time, until it is coherent.

Units that are set up in a location other than on the battlefield, for example, reserve units (see 3.1), are always considered to be set up in a coherent group.
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.

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

None
Artillery

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

None
Artillery
Army List
Warscrolls collated

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

None

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

None
© Vyacheslav Maltsev 2013-2022