Stormcast Eternals – The Farstriders
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6"
2
4+
7
WARSCROLL

The Farstriders

Sanson Farstrider is one of the most experienced and respected Hunter-Primes in the Hammers of Sigmar, and his band of hard-bitten veterans have always been chosen for the most death-defying and critical missions behind enemy lines.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boltstorm Pistol
Boltstorm Pistol9"23+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Shock Handaxe
Shock Handaxe1"24+3+-1
Storm Sabre
Storm Sabre1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 110
Battlefield Role: None
Base size: 40mm
Notes: Single, Unique

DESCRIPTION

The Farstriders is a unit that has 3 models. Sanson Farstrider is armed with a Boltstorm Pistol and a Shock Handaxe, carries an Astral Compass and is accompanied by a Star Falcon. Almeric Eagle-eye is armed with a Boltstorm Pistol and a Shock Handaxe. Elias Swiftblade is armed with a Boltstorm Pistol and a Storm Sabre.

SANSON FARSTRIDER: The leader of this unit is Sanson Farstrider. Add 1 to the Attacks characteristic of his Shock Handaxe.

ABILITIES

Astral Compass: The astral compass shows the best route to strike at the foe.
If you set up a unit that includes any models with an Astral Compass in the Celestial Realm using the Scions of the Storm battle trait, when you set it up on the battlefield for the first time, instead of setting it up more than 9" from the enemy, you can set it up wholly within 6" of any edge of the battlefield, more than 7" from the enemy.

Star Falcon: Farstrider’s loyal companion can swoop from the skies to strike the enemy.
At the start of your shooting phase, you can pick 1 enemy unit within 18" of Sanson Farstrider and roll a dice. On a 4+, that enemy unit suffers 1 mortal wound.

Tireless Hunters: These determined warriors never stop moving in pursuit of their prey.
This unit can run and still shoot in the same turn.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HAMMERS OF SIGMAR, ANGELOS, VANGUARD-HUNTERS, THE FARSTRIDERS
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.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.

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

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

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

None

The VANGUARD-HUNTERS keyword is used in the following Stormcast Eternals warscrolls:

None
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© Vyacheslav Maltsev 2013-2021