Stormcast Eternals – Tempestors
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10"
5
3+
7
WARSCROLL

Tempestors

While their Dracoths charge forward spitting sizzling bolts of lightning, the Tempestors unleash the fury of their volleystorm crossbows, loosing a hail of bolts that burn like blazing meteorites and blast holes in the enemy’s lines.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Volleystorm Crossbow
Volleystorm Crossbow12"43+4+-1
Storm Blast
Storm Blast12"14+
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warblade
Warblade1"33+4+-1
Claws and Fangs
Claws and Fangs1"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 2      Points: 205
Battlefield Role: None
Base size: 90 x 52mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Lightning Echelon

DESCRIPTION

A unit of Tempestors has any number of models, each armed with a Volleystorm Crossbow and a Warblade.

MOUNT: This unit’s Dracoths attack with their Claws and Fangs, and a Storm Blast.

ABILITIES

Disruptive Fire: Tempestors train to focus their shots, keeping the enemy cowering.
Subtract 1 from hit rolls for attacks made with missile weapons used by enemy units while they are within 12" of one or more friendly TEMPESTORS.

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 ‘-’.

Intolerable Damage: When a Dracoth catches its prey, there is often little left of the victim.
If the unmodified wound roll for an attack made with a Dracoth’s Claws and Fangs is 6, that attack has a Damage characteristic of D6 instead of 1.

Storm Blast: Dracoths can spit devastating bolts of lightning that blast apart enemy ranks.
If the hit roll for an attack made with a Storm Blast scores a hit, that attack inflicts D3 mortal wounds and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
ORDER, CELESTIAL, HUMAN, DRACOTH, STORMCAST ETERNAL, DRACOTHIAN GUARD, TEMPESTORS
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.
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.

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

None
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).
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.
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.
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.

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

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

None
Leader

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

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

None
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© Vyacheslav Maltsev 2013-2021