Stormcast Eternals – Stormsire’s Cursebreakers
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WARSCROLL

Stormsire’s Cursebreakers

In service to Averon Stormsire and their God-King, the Evocators Ammis and Rastus have journeyed to some of the darkest and most unhallowed corners of the Mortal Realms, striking down their enemies with the crackling magic of Azyr.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tempest Blade and Stormstave
Tempest Blade and Stormstave1"53+3+-11
PITCHED BATTLE PROFILE

Unit Size: 2      Points: 280
Battlefield Role: None
Notes: Single, Unique. Averon Stormsire and Stormsire’s Cursebreakers must be taken as a set. Although taken as a set, each is a separate unit.

DESCRIPTION

Stormsire’s Cursebreakers is a unit that has 2 models, each armed with a Tempest Blade and Stormstave.

ABILITIES

Blessed Banishment: The light of the heavens burns away the taint of corruption.
You can re-roll hit rolls of 1 for attacks made by this unit that target CHAOS or DEATH units.

Celestial Lightning Arc: Evocators summon bands of celestial lightning that arc around their weapons.
You can re-roll save rolls of 1 for attacks made with missile weapons that target this unit. In addition, after this unit has been picked to fight for the first time in a phase, after all of its attacks have been resolved, you can pick 1 enemy unit within 3" of this unit. If you do so, roll 2 dice for each model in this unit. For each 4+ that enemy unit suffers 1 mortal wound.

MAGIC

This unit is a WIZARD while it has 2 models. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Empower spell. It cannot attempt to cast any spells other than Empower, but any number of units of EVOCATORS can attempt to cast Empower in the same hero phase.

Empower: When gathered in enough numbers, Evocators can empower themselves or their comrades.
Empower has a casting value of 6. If successfully cast, pick a friendly REDEEMER or SACROSANCT unit wholly within 12" of the caster. Until your next hero phase, you can re-roll failed wound rolls for attacks made by that unit.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HAMMERS OF SIGMAR, SACROSANCT, CORPUSCANT, WIZARD, EVOCATORS, STORMSIRE’S CURSEBREAKERS
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.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
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.
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.

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

None
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 REDEEMER keyword is used in the following Stormcast Eternals warscrolls:

None
Battleline
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).

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

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

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

None

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

None
Army List
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© Vyacheslav Maltsev 2013-2021