Stormcast Eternals – Stormstrike Chariot
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12"
12
3+
7
WARSCROLL

Stormstrike Chariot

Swift war-carriages of the Angelos conclaves, Stormstrike Chariots are potent linebreakers. As they build up speed, they draw the energies of Azyr to themselves before unleashing them in thunderous blasts amidst the enemy ranks.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Great Stormbow
Great Stormbow18"23+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stormstrike Axe
Stormstrike Axe1"33+3+-11
Tempestuous Spear
Tempestuous Spear2"23+3+-22
Razor Beaks and Claws
Razor Beaks and Claws1"63+3+-21
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 165
Battlefield Role: None
Notes: Single

A Stormstrike Chariot is driven by Angelos Charioteers armed with 1 of the following weapon options: Great Stormbow and Stormstrike Axe; or Stormstrike Axe and Tempestuous Spear.

MOUNT: This unit’s Gryph-chargers are armed with Razor Beaks and Claws.

Celestial Blaze: As a Stormstrike Chariot races across the battlefield, the carriage is charged with celestial energy that blinds the foe.
Subtract 1 from hit rolls for attacks that target this unit if this unit made a charge move in the same turn.

Azyr Unleashed: The impact of a Stormstrike Chariot on the charge can obliterate even the most durable of shieldwalls.
After this unit makes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a number of dice equal to the unmodified charge roll for that charge move. For each 4+, that unit suffers 1 mortal wound.

KEYWORDS
ORDER, STORMCAST ETERNALS, THUNDERSTRIKE, STORMSTRIKE CHARIOT
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.

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

Artillery

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

Artillery
Army List
Warscrolls collated
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.
© Vyacheslav Maltsev 2013-2021