Stormcast Eternals – Vandus Hammerhand
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Vandus Hammerhand

A Lord-Celestant of the Hammers of Sigmar, Vandus Hammerhand is a fabled hero of the Stormcast Eternals. Mounted upon his loyal Dracoth Calanax, he has led his Warrior Chamber to victory on countless occasions, never once doubting his duty.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Claws and Fangs
Claws and Fangs1"43+3+-11

Unit Size: 1      Points: 280
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single, Unique


Vandus Hammerhand is a named character that is a single model. He is armed with Heldensen.

MOUNT: Vandus’ Dracoth, Calanax, attacks with its Claws and Fangs.


Heldensen: With the momentum of a charge behind it, few can stand against the impact of Vandus Hammerhand’s tempestos hammer.
Add D3 to the Attacks characteristic of Heldensen if this model made a charge move in the same turn.

Intolerable Damage: When a Dracoth latches onto its prey, there is often little left of the unfortunate 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 Breath: Dracoths can unleash the power of Sigmar’s storm from within their maws.
In your shooting phase, you can pick a point on the battlefield within 12" of this model that is visible to them. Roll a dice for each enemy unit within 2" of that point. On a 4+ that unit suffers D3 mortal wounds.

Lord of the Hammerhands: Vandus is a mighty champion of the Hammers of Sigmar, and a consummate commander.
Friendly HAMMERS OF SIGMAR units wholly within 24" of this model at the start of the battleshock phase do not take battleshock tests.


Vengeful Determination: Vandus leads the Hammers of Sigmar into the thickest fighting, inspiring them to fight harder with his feats of arms.
You can use this command ability at the start of the combat phase. If you do so, until the end of that phase, add 1 to the Attacks characteristic of melee weapons used by friendly HAMMERS OF SIGMAR units while they are wholly within 12" of a friendly model with this command ability.

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.
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).
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.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat 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 target does not have to be visible).

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

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


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

The LORD-CELESTANT keyword is used in the following Stormcast Eternals warscrolls:

Leader, Behemoth
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© Vyacheslav Maltsev 2013-2021