Stormcast Eternals – Stormdrake Guard (Single)
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12"
9
3+
8
WARSCROLL

Stormdrake Guard (Single)

The Stormdrake Guard are the result of the alliance between Azyr and the Draconith. In battle, they are holy terrors, the Stormcasts fighting with consummate skill while the drakes’ burning breath and vicious claws annihilate their foes.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Draconic Flamestream
Draconic Flamestream12"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Drakerider’s Lance
Drakerider’s Lance2"33+3+-11
Drakerider’s Warblade
Drakerider’s Warblade1"63+3+-11
Draconic Fangs and Talons
Draconic Fangs and Talons3"43+3+-22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: None
Notes: Single. You can include 1 unit of this type for each Knight-Draconis you include in your army. This unit cannot have the Battleline battlefield role.

Each model in a Stormdrake Guard unit is armed with 1 of the following weapon options: Drakerider's Lance; or Drakerider's Warblade.

MONSTROUS REGIMENT: Only 1 model in this unit can carry out a monstrous rampage each turn.

FLY: This unit can fly.

MOUNT: This unit’s Draconith are each armed with a Draconic Flamestream and Draconic Fangs and Talons.

CHAMPION: 1 model in this unit can be a Stormdrake-Prime. Add 1 to the Attacks characteristic of that model’s Drakerider’s Lance or Drakerider’s Warblade.

Dispersed Formation: Stormdrake Guard 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".

Merciless Impact: Should a foe be foolish enough to stand their ground against a charging Drakerider’s Lance, there will be little left of them after the impact.
This unit’s Drakerider’s Lances have a Rend characteristic of -2 instead of -1 and a Damage characteristic of 2 instead of 1 if this unit made a charge move in the same turn.

Arcane Heritage: Whether raised within the temple-vessels of the Seraphon or born in the wilds of the realms, every young Draconith has developed a resistance to the arcane.
Each time this unit is affected by a spell or the abilities of an endless spell, you can roll a dice. On a 4+, ignore the effect of that spell or the effects of that endless spell’s abilities on this unit.

Draconic Flamestream: A Draconith can unleash annihilating streams of wyrmflame with each exhalation.
Do not use the attack sequence for an attack made with a Draconic Flamestream. Instead, roll a dice. On a 1-2, nothing happens. On a 3-4, the target suffers D3 mortal wounds. On a 5-6, the target suffers D6 mortal wounds.

Dragged into the Tempest: Propelling themselves skywards with immense force, a Draconith drags their victims into the clouds to be torn asunder and hurled down onto the battlefield as a grisly ruin.
In the combat phase, after all of this unit’s attacks have been resolved, you can pick 1 enemy unit within 1" of this unit and roll a dice. If the roll is greater than that unit’s Wounds characteristic, your opponent must pick 1 model in that unit. That model is slain.

Draconic Onslaught: To reclaim their old empire, the Draconith and their riders fight together as a single furious whole, savaging any who cross their path.
Once per battle, in your hero phase, this unit can make a normal move. Roll a dice if any enemy units are within 12" of this unit after that normal move. On a 2+, this unit can immediately attempt a charge.

KEYWORDS
ORDER, STORMCAST ETERNALS, THUNDERSTRIKE, MONSTER, DRACONITH, STORMDRAKE GUARD
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.
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.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.

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

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

None
Leader
Leader, Behemoth

The STORMDRAKE GUARD keyword is used in the following Stormcast Eternals warscrolls:

None
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2022