Leader, Behemoth
Drakesworn Templars are rare souls, Stormcasts pure enough to forge a bond with a noble Stardrake. They are the lieutenants of the Extremis chambers, each capable of turning the tide of battle through their deeds.
Rain of Stars |
| Rain of Stars | 30" | | 3+ | 2+ | -3 | 2 |
Skybolt Bow |
| Skybolt Bow | 24" | 2 | 3+ | 3+ | -1 | 1 |
Arc Hammer |
| Arc Hammer | 2" | 3 | 3+ | 3+ | -1 | 2 |
Stormlance |
| Stormlance | 2" | 3 | 3+ | 3+ | -1 | 1 |
Tempest Axe |
| Tempest Axe | 2" | 6 | 3+ | 3+ | - | 1 |
Sweeping Tail |
| Sweeping Tail | 3" | D6 | 3+ | 3+ | -1 | 2 |
Great Claws |
| Great Claws | 1" | 4 | 3+ | 3+ | -2 | 2 |
0-8 | 12" | 4 | 3 |
9-11 | 11" | 3 | 2 |
12-14 | 10" | 2 | 2 |
15+ | 8" | 1 | 1 |
Unit Size: 1 Points: 380
Battlefield Role: Leader, Behemoth
Base size: 170 x 105mm
Notes: Single
A Drakesworn Templar is armed with a Skybolt Bow and 1 of the following weapon options: Arc Hammer; Stormlance; or Tempest Axe.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Drakesworn Temple
MOUNT: This unit’s Stardrake is armed with a Rain of Stars, Great Claws and Sweeping Tail.
Arcane Lineage: Stardrakes are the children of Dracothion, and they possess innate power over the magic of the realms.
Add 1 to
casting rolls for friendly
WIZARDS within 18" of this unit and subtract 1 from casting rolls for enemy
WIZARDS within 18" of this unit.
Cavernous Jaws: The enormous maw of a Stardrake can bite a foe in half.
After this unit makes a
pile-in move, you can say that this unit’s Stardrake will bite the enemy with its cavernous jaws. If you do so, pick a number of enemy models within 3" of this unit equal to or less than the Cavernous Jaws value shown on this unit’s damage table, and roll a dice for each. If the roll is greater than that model’s Wounds characteristic, it is slain.
Arc Hammer: The static hum of an arc hammer rises to an almighty concussive crescendo as it strikes.
If the unmodified
hit roll for an attack made with an Arc Hammer is 6, that attack scores 2 hits on the target instead of 1. Make a
wound and
save roll for each hit.
Stormlance: When fighting fearsome creatures, a well-placed blow from a stormlance channels the power of Sigmar into the unfortunate beast.
If the unmodified
hit roll for an attack made with a Stormlance that targets a
MONSTER is 6, the target suffers D6
mortal wounds and the
attack sequence ends (do not make a
wound or
save roll).
Tempest Axe: The hurricane force emanating from a tempest axe is enough to slow the foe’s attack.
Enemy models within 3" of a unit armed with a Tempest Axe cannot move more than 1" when making a
pile-in move.
Celestial Blast: Skyboit bows can unleash a deadly blast of celestial energy when they strike a foe.
If the unmodified
hit roll for an attack made with a Skybolt Bow is 6, the target suffers 1
mortal wound and the
attack sequence ends (do not make a
wound or
save roll).
ORDER, STORMCAST ETERNALS, HERO, MONSTER, STARDRAKE, DRAKESWORN TEMPLAR |
The savagery of Ghur has wormed its way into the Draconith lord Karazai’s twisted soul. The Scarred Prince now fights only to deal vengeance to his - and, when their purposes align, Sigmar’s - ancestral enemies.
Blazing Tempest |
| Blazing Tempest | 18" | 1 | |
Annihilating Jaws |
| Annihilating Jaws | 2" | 6 | 3+ | | -3 | 3 |
Ruinous Talons |
| Ruinous Talons | 1" | 4 | 3+ | 3+ | -2 | 2 |
Calamitous Tail |
| Calamitous Tail | 3" | See below | 3+ | 3+ | -2 | 2 |
0-8 | 14" | 1+ |
9-11 | 12" | 2+ |
12-14 | 10" | 3+ |
15+ | 8" | 4+ |
Unit Size: 1 Points: 490
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single, Unique
Karazai the Scarred is armed with a Blazing Tempest, Annihilating Jaws, Ruinous Talons and Calamitous Tail.
Ancient Master of War: The lords of the Draconith empire have seen countless battles over the heady span of their lives, and the reptilian fury they display can soon overpower any foe.
At the start of the
combat phase, you can pick 1 enemy unit within 3" of this unit and subtract 1 from the Attacks characteristic of that unit’s melee weapons (to a minimum of 1) until the end of the phase. The same unit cannot be affected by this ability more than once per phase.
Blazing Tempest: The greatest Draconith lords can unleash vortexes of scouring flame that disintegrate any within the blast radius.
Do not use the
attack sequence for an attack made with a Blazing Tempest. Instead, roll a dice. On a 1-2, the target suffers 1
mortal wound. On a 3-4, the target suffers D3 mortal wounds. On a 5-6, the target suffers D6 mortal wounds.
Calamitous Tail: With a sweep of its destructive tail, a Draconith can deliver a killing blow to all those in its path.
The Attacks characteristic of a Calamitous Tail is equal to the number of enemy models within 3" of the attacking model.
Fires of Vengeance: Retribution burns blinding and everlasting in Karazai’s eyes.
Each time this unit destroys an enemy unit, you can apply the relevant effect below:
If the enemy unit was a
HERO or
MONSTER, add 1 to the Attacks characteristic of melee weapons used by this unit for the rest of the battle.
If the enemy unit had a Wounds characteristic of 3 or more and was not a
HERO or
MONSTER, add 1 to
run and
charge rolls for this unit for the rest of the battle.
If the enemy unit had a Wounds characteristic of 2 or less, you can
heal 1 wound allocated to this unit.
ORDER, STORMCAST ETERNALS, DRACONITH, THUNDERSTRIKE, HERO, MONSTER, KARAZAI, DRACONITH SKYWING |
The elder drake Krondys is lord to a broken people, but the Son of Dracothion remains unbowed. His magical prowess, aeons-old battlecraft and reptilian might is magnificent to behold, as is his conviction to restore his empire’s glory.
Blazing Tempest |
| Blazing Tempest | 18" | 1 | |
Apex Maw |
| Apex Maw | 2" | 4 | 3+ | | -2 | 3 |
Drake-lord’s Talons |
| Drake-lord’s Talons | 1" | 3 | 3+ | 3+ | -2 | 2 |
Calamitous Tail |
| Calamitous Tail | 3" | See below | 3+ | 3+ | -2 | 2 |
0-8 | 14" | 1+ | +3 |
9-11 | 12" | 2+ | +2 |
12-14 | 10" | 3+ | +1 |
15+ | 8" | 4+ | +0 |
Unit Size: 1 Points: 480
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single, Unique
Krondys, Son of Dracothion, is armed with a Blazing Tempest, Apex Maw, Drake-lord’s Talons and Calamitous Tail.
WIZARD: This unit can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase.
Ancient Master of War: The lords of the Draconith empire have seen countless battles over the heady span of their lives, and the reptilian fury they display can soon overpower any foe.
At the start of the
combat phase, you can pick 1 enemy unit within 3" of this unit and subtract 1 from the Attacks characteristic of that unit’s melee weapons (to a minimum of 1) until the end of the phase. The same unit cannot be affected by this ability more than once per phase.
Blazing Tempest: The greatest Draconith lords can unleash vortexes of scouring flame that disintegrate any within the blast radius.
Do not use the
attack sequence for an attack made with a Blazing Tempest. Instead, roll a dice. On a 1-2, the target suffers 1
mortal wound. On a 3-4, the target suffers D3 mortal wounds. On a 5-6, the target suffers D6 mortal wounds.
Calamitous Tail: With a sweep of its destructive tail, a Draconith can deliver a killing blow to all those in its path.
The Attacks characteristic of a Calamitous Tail is equal to the number of enemy models within 3" of the attacking model.
Regalia Fulmentarus: This master-smithed halo symbolises the forging of the alliance between the Draconith and the Stormcast Eternals. Its divine power enhances the arcane strength of Krondys to even greater heights.
Add the Regalia Fulmentarus value shown on this unit’s damage table to
casting rolls for this unit.
Atavistic Tempest: Wielding thep of Azyr alongside the lost magics of the Draconith empire, Krondys barrages the enemy with elemental storms - one moment unleashing blinding gales or squalls that crackle with lightning, the next overwhelming the foe with hail the size of meteors or snowstorms that chill to the bone.
Atavistic Tempest is a spell that has a
casting value of 9 and a range of 24". If successfully cast, pick 1 enemy unit within range and visible to the caster, then pick 1 of the effects below. That effect lasts until your next
hero phase.
Blinding Gales: Subtract 1 from
hit rolls for attacks made by that unit.
Meteor-hail: Worsen the Rend characteristic of weapons used by that unit by 1 (to a minimum of ‘-’).
Lightning Vortex: Subtract 1 from the Attacks characteristic of missile weapons used by that unit (to a minimum of 1).
Flash-freezing Blizzard: Subtract 1 from
save rolls for attacks that target that unit.
ORDER, STORMCAST ETERNALS, DRACONITH, THUNDERSTRIKE, HERO, MONSTER, WIZARD, KRONDYS, DRACONITH SKYWING |
Even amongst the noble Stormcasts, only the worthiest can hope to earn the respect of a Stardrake. The souls of man and beast are infused with celestial energies, able to harness the power of the cosmos themselves.
Rain of Stars |
| Rain of Stars | 30" | | 3+ | 2+ | -3 | 2 |
Celestine Hammer |
| Celestine Hammer | 2" | 3 | 3+ | 2+ | -2 | 2 |
Stormbound Blade |
| Stormbound Blade | 2" | 6 | 3+ | 2+ | -1 | 1 |
Sweeping Tail |
| Sweeping Tail | 3" | D6 | 3+ | 3+ | -1 | 2 |
Great Claws |
| Great Claws | 1" | 4 | 3+ | 3+ | -2 | 2 |
0-8 | 12" | 4 | 3 |
9-11 | 11" | 3 | 2 |
12-14 | 10" | 2 | 2 |
15+ | 8" | 1 | 1 |
Unit Size: 1 Points: 480
Battlefield Role: Leader, Behemoth
Base size: 170 x 105mm
Notes: Single
A Lord-Celestant on Stardrake is armed with a Sigmarite Thundershield and 1 of the following weapon options: Celestine Hammer; or Stormbound Blade.
MOUNT: This unit’s Stardrake is armed with a Rain of Stars, Great Claws and Sweeping Tail.
Arcane Lineage: Stardrakes are the children of Dracothion, and they possess innate power over the magic of the realms.
Add 1 to
casting rolls for friendly
WIZARD within 18" of this unit and subtract 1 from casting rolls for enemy
WIZARDS within 18" of this unit.
Cavernous Jaws: The enormous maw of a Stardrake can bite a foe in half.
After this unit makes a
pile-in move, you can say that this unit’s Stardrake will bite the enemy with its cavernous jaws. If you do so, pick a number of enemy models within 3" of this unit equal to or less than the Cavernous Jaws value shown on this unit’s damage table, and roll a dice for each. If the roll is greater than that model’s Wounds characteristic, it is slain.
Sigmarite Thundershield: When struck with sufficient force, thundershields unleash stored storm energy to blast those attempting to attack.
If the unmodified
save roll for an attack made with a melee weapon that targets this unit is 6, the attacking unit suffers 1
mortal wound after all of its attacks have been resolved.
Lord of the Host: A Lord-Celestant is a trusted and respected leader. Their presence steels the souls of those who fight nearby.
Once per battle, this unit can
issue a command to a friendly
STORMCAST ETERNALS unit wholly within 12" of this unit without a
command point being spent.
ORDER, STORMCAST ETERNALS, HERO, MONSTER, STARDRAKE, LORD, LORD-CELESTANT |
Descending like a silent shadow over the most beleaguered of battlefields, Ionus Cryptborn is a living legend. His prayers are capable of calling down wicked maelstroms of lightning that can smash through sieges and electrocute armies.
Spirit-scouring Flames |
| Spirit-scouring Flames | 12" | 9 | 3+ | 3+ | -2 | 1 |
Soulbreaker |
| Soulbreaker | 1" | 4 | 3+ | 3+ | -1 | 2 |
Ancient Claws |
| Ancient Claws | 2" | | 3+ | 3+ | -2 | 2 |
Timeworn Fangs |
| Timeworn Fangs | 3" | 2 | 3+ | 3+ | | 3 |
0-5 | 14" | 5 | -3 |
6-9 | 12" | 4 | -2 |
10-14 | 10" | 3 | -2 |
15+ | 8" | 2 | -1 |
Unit Size: 1 Points: 400
Battlefield Role: Leader, Behemoth
Base size: 100mm
Notes: Single, Unique
Ionus Cryptborn, Warden of Lost Souls, is armed with Soulbreaker.
MOUNT: This unit’s Draconith, Cthorak, is armed with Spirit-scouring Flames, Ancient Claws and Timeworn Fangs.
Spirit-scouring Flames: Enemies engulfed by Cthorak’s pale-flame breath find their physical form rapidly disintegrates.
Each time a wound caused by an attack made with Spirit-scouring Flames is allocated to an enemy unit, that unit is soulburned. At the end of each
hero phase, roll a dice for each soulburned unit. If the roll is equal to or less than the number of the current battle round, that unit suffers D3
mortal wounds.
When a player uses an ability that allows them to
heal any wounds that have been allocated to a unit, instead of healing any wounds allocated to a soulburned unit, that unit is no longer soulburned.
Draconic Horror: Ragged and timeworn as a result of the allpermeating effects of the Shyish Nadir, Cthorak is terrifying to behold.
Enemy units cannot receive the
Rally and
Inspiring Presence commands while they are within 12" of this unit.
Scry Intent: Though his body may appear withered and aged, Cthorak’s mind is sharper than his enemies anticipate.
At the start of the
combat phase, you can pick 1 enemy unit within 3" of this unit and subtract 1 from the Attacks characteristic of that unit’s melee weapons (to a minimum of 1) until the end of the phase.
Arch-Relictor: Ionus Cryptborn is a favoured champion of Sigmar.
In your
hero phase, this unit can chant 2
prayers that it knows instead of 1. At the start of your hero phase, you must say how many prayers this unit will chant. If you say 1, when it chants that prayer, it is automatically answered with a
chanting roll of 6 and no additional prayers may be chanted. If you say 2, make chanting rolls for both prayers as normal.
At the start of the enemy hero phase, you can pick 1
endless spell or
invocation within 12" of this unit and roll a dice. On a 2+, that endless spell is
dispelled or that invocation is
banished.
Lightning Tempest: The Warden of Lost Souls can call upon Sigmar to unleash a tempest imbued with righteous lightning.
Lightning Tempest is a
prayer that has an
answer value of 3 and a range of 18". If answered, pick 1 enemy unit within range. That unit is struck by lightning and suffers D3
mortal wounds. Then, roll a dice. On a 1-2, the tempest clears and the sequence ends. On a 3+, pick 1 other enemy unit within 3" of the last unit that was struck by lightning. That unit is struck by lightning and suffers D3 mortal wounds. Keep rolling dice in this way until the tempest clears or there are no other enemy units within 3" of the last unit to be struck by lightning. A unit cannot be affected by this prayer more than once per
hero phase.
ORDER, STORMCAST ETERNALS, HERO, MONSTER, PRIEST, DRACONITH, LORD, THUNDERSTRIKE, IONUS CRYPTBORN, DRACONITH SKYWING |
Leader
Lord-Arcanum Solbright of the Shimmersouls chamber wields the magics of the storm with remarkable proficiency. Mounted atop the Dracoline Kazra, she crackles with static charge, blasting enemies to cinders while leaving her allies unscathed.
Aetherstave |
| Aetherstave | 2" | 4 | 3+ | 3+ | -1 | 2 |
Monstrous Claws |
| Monstrous Claws | 1" | 3 | 3+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 170
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single, Unique
Asteria Solbright is armed with an Aetherstave.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Grand Convocation •
Lords of the Exemplar Chamber •
Lords of the Harbinger Chamber •
Lords of the Warrior Chamber
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
MOUNT: This unit’s Celestial Dracoline is armed with Monstrous Claws.
Cycle of the Storm: A Lord-Arcanum is capable of capturing the soul-stuff of a fallen Stormcast Eternal, returning it to the battlefield to continue the fight.
Once per turn, before you
allocate a wound or
mortal wound to another friendly
STORMCAST ETERNALS unit within 18" of this unit, and that wound or mortal wound would cause a model in that unit to be slain, you can say that this unit will capture and return that warrior’s soul. If you do so, that wound or mortal wound is negated.
Thunderous Pounce: A Dracoline builds energy as it charges towards the foe; as it pounces, it discharges that force through its daws in a blast of Azyrite power.
You can re-roll
charge rolls for this unit.
Soul Energy of the First Host: Astreia Solbright can enhance the soul energy of nearby units from Hammers of Sigmar Sacrosanct chambers, allowing them to perform extraordinary deeds.
At the start of the
combat phase, you can pick 1 friendly
HAMMERS OF SIGMAR SACROSANCT unit wholly within 12" of this unit. Add 1 to
save rolls for attacks made with melee weapons that target that unit until the end of that phase.
Lightning Pulse: With electricity pulsing from her eyes, Astreia gathers the power of Azyr into herself and then releases it as a blinding, expanding dome of lightning.
Lightning Pulse is a spell that has a
casting value of 6 and a range of 6". If successfully cast, subtract 1 from
hit rolls for attacks made by enemy units within range until your next
hero phase.
ORDER, STORMCAST ETERNALS, HAMMERS OF SIGMAR, SACROSANCT, HERO, WIZARD, DRACOLINE, LORD, LORD-ARCANUM, ASTREIA SOLBRIGHT |
The Lord-Arcanum Firestrike is the most exalted Stormcast mage in Hammerhal. He rides a mighty Tauralon to war, and has within him a heart of primordial fire, enabling him to channel the energy of not only Azyr but also Aqshy.
Staff of Hammerhal |
| Staff of Hammerhal | 2" | 4 | 3+ | 3+ | -2 | 2 |
Horns and Stamping Hooves |
| Horns and Stamping Hooves | 1" | 4 | 3+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 270
Battlefield Role: Leader
Base size: 100mm
Notes: Single, Unique
Aventis Firestrike, Magister of Hammerhal, is armed with the Staff of Hammerhal.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Grand Convocation •
Lords of the Exemplar Chamber •
Lords of the Harbinger Chamber •
Lords of the Warrior Chamber
WIZARD: This unit can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase.
MOUNT: This unit’s Tauralon is armed with Horns and Stamping Hooves.
Comet Trail: The flight of a Tauralon is accompanied by sparkling Azyrite energies that serve as a beacon to keen-eyed Sigmarite warriors.
After this unit has made a
normal move, add 1 to
hit rolls for attacks made by friendly
HAMMERS OF SIGMAR and
HAMMERHAL units within 3" of this unit until your next
hero phase.
Cycle of the Storm: A Lord-Arcanum is capable of capturing the soul-stuff of a fallen Stormcast Eternal, returning it tc the battlefield to continue the fight.
Once per turn, before you
allocate a wound or
mortal wound to another friendly
STORMCAST ETERNALS unit within 18" of this unit, and that wound or mortal wound would cause a model in that unit to be slain, you can say that this unit will capture and return that warrior’s soul. If you do so, that wound or mortal wound is negated.
Thunderhead Crown: Aventis’s helm taps into the Anvil of Apotheosis, renewing him even in the thick of battle.
In your
hero phase, you can
heal up to D3 wounds allocated to this unit.
Pyroelectric Blast: By combining the magic of Aqshy and Azyr, Aventis can channel a blast of power that can melt even solid stone.
Pyroelectric Blast is a spell that has a
casting value of 7 and a range of 9". If successfully cast, pick 1 point on the battlefield within range and visible to the caster. Each enemy unit within 3" of that point suffers D3
mortal wounds.
ORDER, STORMCAST ETERNALS, HAMMERS OF SIGMAR, SACROSANCT, HERO, MONSTER, WIZARD, TAURALON, LORD, LORD-ARCANUM, AVENTIS FIRESTRIKE |
A specialist in the sundering of dark enchantments, Knight-Incantor Stormsire is also acutely aware of the negative toll Reforging takes on a Stormcast’s soul, relentlessly searching for any form of cure in even the most hostile of locations.
Incantor’s Staff |
| Incantor’s Staff | 1" | 3 | 3+ | 3+ | -1 | 2 |
Unit Size: 1
Points: 210
Battlefield Role: Leader
Base size: 40mmNotes: Single, Unique. Averon Stormsire and
Stormsire’s Cursebreakers must be taken as a set. Although taken as a set, each is a separate unit.
Averon Stormsire is armed with an Incantor’s Staff.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the hero phase.
Voidstorm Scroll: Each Knight-Incantor bears a scroll infused with potent void magic.
Once per battle, in the enemy
hero phase, when this unit attempts to unbind a spell, you can say that it is using its voidstorm scroll. If you do so, that spell is automatically unbound (do not make an
unbinding roll).
Stormsire: Averon can summon forth a storm of eldritch lightning of unmatchable ferocity.
Stormsire is a spell that has a
casting value of 7 and a range of 18". If successfully cast, each enemy unit within range suffers 1
mortal wound. Enemy units within 6" of the caster suffer D3 mortal wounds instead of 1.
ORDER, STORMCAST ETERNALS, HAMMERS OF SIGMAR, SACROSANCT, HERO, WIZARD, KNIGHT, KNIGHT-INCANTOR, AVERON STORMSIRE |
First of the Stormcasts, the Celestant-Prime embodies Sigmar’s storm. He descends with the force of the thunderbolt, wielding Ghal Maraz to strike down all in his path while summoning punishing meteor showers.
Ghal Maraz |
| Ghal Maraz | 2" | 3 | 3+ | 2+ | -3 | 3 |
Unit Size: 1 Points: 330
Battlefield Role: Leader
Base size: 100mm
Notes: Single, Unique
The Celestant-Prime, Hammer of Sigmar, is armed with Ghal Maraz.
Cometstrike Sceptre: Blazing with celestial might, the Celestant-Prime raises his sceptre high before letting it fall, causing comets to rain from above.
In your
shooting phase, you can pick 1 point on the battlefield within 24" of this unit and visible to it. Each enemy unit within 3" of that point suffers D3
mortal wounds.
Retribution from On High: The Celestant-Prime descends from Azyr into the thickest fighting, Ghal Maraz glowing with power as it smites the foe.
Instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up in the heavens as a
reserve unit. If you do so, at the end of your
movement phase, you must say if this unit will remain in reserve or if it will strike from the heavens.
At the end of your movement phase, if this unit remains in reserve, add 2 to the Attacks characteristic of this unit’s Ghal Maraz for the rest of the battle. If this unit strikes from the heavens, set this unit up on the battlefield more than 9" from all enemy units.
Orrery of Celestial Fates: A storm of celestial energy swirls around the Celestant-Prime's feet, granting him mystic insights that aid him in battle.
Once per turn, before you make a hit or
wound roll for an attack made by this unit, a
save roll for an attack that targets this unit, or a
run or
charge roll for this unit, you can say that you will foresee the result of the roll. If you do so, instead of making the roll, you must choose the result of the roll. The result chosen for a D6 roll must be a whole number from 1 to 6, and the result chosen for a 2D6 roll must be a whole number from 2 to 12. The result cannot be re-rolled, but any
modifiers are applied to it as normal.
Eye of the Celestial Storm: The celestial storm brought by the Celestant-Prime makes it almost impossible for his foes to land a clean strike.
This unit has a
ward of 4+.
ORDER, STORMCAST ETERNALS, HERO, CELESTANT-PRIME |
Gardus Steel Soul is the most revered Lord-Celestant of the Hallowed Knights and a veritable beacon of hope. In battle, he focuses his faith as a weapon to safeguard the innocent and smite Sigmar’s enemies.
Sigmarite Warcloak |
| Sigmarite Warcloak | 12" | D6 | 3+ | 3+ | -1 | 1 |
Sigmarite Runeblade and Warhammer |
| Sigmarite Runeblade and Warhammer | 1" | 5 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 160
Battlefield Role: Leader
Base size: 50mm
Notes: Single, Unique
Gardus Steel Soul is armed with a Sigmarite Warcloak and a Sigmarite Runeblade and Warhammer.
Aura of Purity: Gardus' faith is so strong that even Nurgle's garden was unable to corrupt him.
Friendly
HALLOWED KNIGHTS units wholly within 12" of this unit have a
ward of 5+.
Martyr’s Strength: The Hallowed Knights will not fall until their foe is slain.
Roll a dice if this unit is destroyed in the
combat phase. On a 2+, this unit can
fight before it is removed from play.
Saintly Assault: Calling upon the celestial grace of Sigmar, the lords of the Steel Souls engage the foe with zealous wrath.
Once per battle, at the start of your
charge phase, you can declare a saintly assault. If you do so, until the end of that turn, you can re-roll
charge rolls for friendly
HALLOWED KNIGHTS units wholly within 12" of this unit and add 1 to the Attacks characteristic of melee weapons used by friendly
HALLOWED KNIGHTS HEROES wholly within 12" of this unit.
ORDER, STORMCAST ETERNALS, HALLOWED KNIGHTS, HERO, LORD, LORD-CELESTANT, GARDUS STEEL SOUL |
Gavriel Sureheart is an unstoppable force of righteousness and liberation. The Lord-Celestant is only satisfied when on the attack, relentlessly leading from the front and cutting down his foes in a whirlwind of blows.
Starbound Blade |
| Starbound Blade | 1" | 5 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Base size: 40mm
Notes: Single, Unique
Gavriel Sureheart is armed with a Starbound Blade and Sigmarite Thundershield.
Inescapable Vengeance: A Lord-Celestant is a fearsome fighter, smashing into the enemy with a flurry of blows.
If the unmodified
hit roll for an attack made with a melee weapon by this unit is 6, the target suffers 2
mortal wounds and the
attack sequence ends (do not make a
wound or
save roll).
Once More, For Sigmar, Charge!: Gavriel raises his blade to the sky, exhorting his forces into the foe’s battlelines.
You can re-roll
charge rolls for this unit. In addition, once per turn, this unit can issue the
Forward to Victory command to a friendly
HAMMERS OF SIGMAR unit without a
command point being spent.
Sigmarite Thundershield: When struck with sufficient force, thundershields unleash stored storm energy to blast those attempting to attack.
If the unmodified
save roll for an attack made with a melee weapon that targets this unit is 6, the attacking unit suffers 1
mortal wound after all of its attacks have been resolved.
ORDER, STORMCAST ETERNALS, HAMMERS OF SIGMAR, HERO, LORD, LORD-CELESTANT, GAVRIEL SUREHEART |
Members of the mysterious Valedictor temple, Knights-Arcanum are mages charged with protecting ancient lore. Many of their number are skilled in deadly arcano-meteorological sorceries, summoning squalls of thunderous power or downpours of purifying Azyrite energy.
Valedictor’s Stave |
| Valedictor’s Stave | 2" | 3 | 3+ | 4+ | -1 | D3 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
Base size: 40mm
Notes: Single
A Knight-Arcanum is armed with a Valedictor's Stave.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Lords of the Exemplar Chamber •
Lords of the Harbinger Chamber •
Lords of the Warrior Chamber •
Lord Vorst’s Retinue
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Indomitable Loreseekers: The thick tomes carried by Knights-Arcanum are filled with the magical secrets they have learnt, including how to resist the raging sorcerous energies of the realms.
Predatory endless spells cannot pass across this unit or finish a move within 3" of this unit.
Blaze of the Heavens: With one outstretched hand, the Knight-Arcanum draws upon the strength of their fellow warriors, conjuring a sleeting downpour that culminates in a scouring bolt from the heavens.
Blaze of the Heavens is a spell that has a
casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3
mortal wounds. Add 2" to the range of this spell for each other friendly
STORMCAST ETERNALS THUNDERSTRIKE unit wholly within 12" of the caster.
ORDER, STORMCAST ETERNALS, THUNDERSTRIKE, HERO, WIZARD, KNIGHT, KNIGHT-ARCANUM |
Where the winged Knights-Azyros travel, so too goes the light of Sigmar held within their lanterns. With this radiant glow, the Knights-Azyros cast back the foe even as they illuminate the path for their fellows.
Starblade |
| Starblade | 1" | 5 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 120
Battlefield Role: Leader
Base size: 50mm
Notes: Single
A Knight-Azyros is a single model armed with a Starblade.
The Light of Sigmar: Opening the celestial beacon’s frontis wide, the Knight-Azyros allows the full majesty of Sigmar’s light to illuminate the enemy.
Once per turn, at the end of the
charge phase, you can pick 1 enemy unit within 9" of this unit. Add 1 to
hit rolls for attacks made by friendly
STORMCAST ETERNALS units that target that enemy unit in the following
combat phase.
ORDER, STORMCAST ETERNALS, HERO, TOTEM, KNIGHT, KNIGHT-AZYROS |
Only one who has truly bonded with a Draconith can become a Knight-Draconis. Such unity is symbolised by the flaming blades these champions wield, and they eagerly bring burning death to any foe that stands before them.
Draconic Flamestream |
| Draconic Flamestream | 12" | 1 | |
Aeonfire Blade |
| Aeonfire Blade | 1" | 5 | 3+ | 2+ | -3 | 2 |
Draconic Fangs and Talons |
| Draconic Fangs and Talons | 3" | 4 | 3+ | 3+ | -2 | 2 |
Unit Size: 1 Points: 300
Battlefield Role: Leader
Base size: 105 x 70mm
Notes: Single
A Knight-Draconis is armed with a Aeonfire Blade.
MOUNT: This unit’s Draconith is armed with a Draconic Flamestream and Draconic Fangs and Talons.
Arcane Heritage: Whether raised within the temple-vessels of the Seraphon or born in the wilds of the realms, every young Draconith has developed a resistance to the arcane.
Each time this unit is affected by a
spell or the
abilities of an
endless spell, you can roll a dice. On a 4+, ignore the effect of that spell or the effects of that endless spell’s abilities on this unit.
Draconic Flamestream: A Draconith can unleash annihilating streams of wyrmflame with each exhalation.
Do not use the
attack sequence for an attack made with a Draconic Flamestream. Instead, roll a dice. On a 1-2, nothing happens. On a 3-4, the target suffers D3
mortal wounds. On a 5-6, the target suffers D6 mortal wounds.
Wrath of the Draconith: At their champion’s command, the Stormdrake Guard loose the searing force of their mounts when their foe least expects it.
Once per battle, in your
hero phase, you can pick 1 friendly
STORMDRAKE GUARD unit wholly within 12" of this unit that has not made a shooting attack in that phase. That unit can shoot.
Dragged into the Tempest: Propelling themselves skywards with immense force, a Draconith drags their victims into the clouds to be torn asunder and hurled down onto the battlefield as a grisly ruin.
In the
combat phase, after all of this unit’s attacks have been resolved, you can pick 1 enemy unit within 1" of this unit and roll a dice. If the roll is greater than that unit’s Wounds characteristic, your opponent must pick 1 model in that unit. That model is slain.
ORDER, STORMCAST ETERNALS, THUNDERSTRIKE, HERO, MONSTER, DRACONITH, KNIGHT, KNIGHT-DRACONIS, DRACONITH SKYWING |
Thunderous notes resounding from their enchanted battle-horn, a Knight-Heraldor is an immovable beacon of defiance. So powerful are the clarion blasts they unleash that the resulting shockwave can topple buildings, uproot trees and shatter monoliths.
Sigmarite Broadsword |
| Sigmarite Broadsword | 1" | 3 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 100
Battlefield Role: Leader
Base size: 40mm
Notes: Single
A Knight-Heraldor is armed with a Sigmarite Broadsword.
Thunderblast: The unearthly sound of a battlehorn can shake even the sturdiest strongholds to their foundations.
In your
shooting phase, you can pick 1
terrain feature wholly within 18" of this unit. Roll a dice for each enemy unit within 3" of that terrain feature. On a 2+, that unit suffers D3
mortal wounds.
ORDER, STORMCAST ETERNALS, HERO, TOTEM, KNIGHT, KNIGHT-HERALDOR |
The Knights-Incantor are veteran mages of the Sacrosanct chambers. With their powerful voices, they summon furious tempests and howling gales to unleash against the foe, wielding potent artefacts to nullify enemy sorceries.
Incantor’s Staff |
| Incantor’s Staff | 1" | 3 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 120
Battlefield Role: Leader
Base size: 40mm
Notes: Single
A Knight-Incantor is armed with an Incantor's Staff.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Grand Convocation •
Lords of the Exemplar Chamber •
Lords of the Harbinger Chamber •
Lords of the Warrior Chamber •
Sempiternals Grand Convocation
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Voidstorm Scroll: Each Knight-Incantor bears a scroll infused with potent void magic.
Once per battle, in the enemy
hero phase, when this unit attempts to
unbind a spell, you can say that it is using its voidstorm scroll. If you do so, that spell is automatically unbound (do not make an unbinding roll).
Spirit Storm: The Knight-Incantor conjures a whirl of gusting winds and eldritch lightning.
Spirit Storm is a spell that has a
casting value of 7 and a range of 18". If successfully cast, subtract 1 from
run and
charge rolls for enemy units within range until your next
hero phase.
ORDER, STORMCAST ETERNALS, SACROSANCT, HERO, WIZARD, KNIGHT, KNIGHT-INCANTOR |
The masterful archers known as Knights-Judicator are akin to living artillery engines. Protected by their faithful Gryph-hound companions, they take up a commanding position early in the battle before raining pitiless, constant death from afar.
Terminus Greatbow |
| Terminus Greatbow | 30" | 2 | 3+ | 2+ | -3 | 3 |
Warblade |
| Warblade | 1" | 3 | 3+ | 3+ | -1 | 1 |
Unit Size: 1
Points: 180
Battlefield Role: Leader
|
Knight-Judicator | 90 x 52mm |
Gryph-hounds | 40mm |
Notes: Single
A Knight-Judicator with Gryph-hounds is armed with a Terminus Greatbow and Warblade.
Faithful Gryph-hounds: A Knight- Judicator is often accompanied into battle by a pair of these loyal beasts of Azyr.
The first time this unit is set up on the battlefield, you must summon 1
GRYPH-HOUNDS unit consisting of 2 models to the battlefield and add it to your army. Set up the
GRYPH-HOUNDS unit wholly within 3" of this unit and more than 9" from all enemy units.
Gaze of Sigmar: When a Knight-Judicator calls upon the God-King to unleash his wrath, the cursed skies are split by a column of purifying light that slams into the enemy.
Once per battle, in your
shooting phase, you can say that this unit will draw the gaze of Sigmar instead of attacking with its missile weapons. If you do so, pick 1 point on the battlefield within 30" of this unit and visible to it. Roll a dice for each enemy unit within 6" of that point. On a 4+, that unit suffers D3
mortal wounds.
ORDER, STORMCAST ETERNALS, THUNDERSTRIKE, HERO, KNIGHT, KNIGHT-JUDICATOR |
Sigmar himself dictates the missions of the Knights-Questor. These heroes will travel any distance and brave any danger to see their task done, meeting every challenge head on in their adventures across the realms.
Questor Warblade |
| Questor Warblade | 1" | 5 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 100
Battlefield Role: Leader
Base size: 40mm
Notes: Single
A Knight-Questor is armed with a Questor Warblade.
Heroic Challenge: Calling out to the enemy horde’s most powerful warriors, the Knight-Questor challenges them to single combat.
Add 1 to
hit rolls for attacks made by this unit that target a
HERO.
Thundercharged Strike: Knights-Questor can imbue their blades with deadly energy.
If the unmodified
hit roll for an attack made with a Questor Warblade is 6, the target suffers 2
mortal wounds and the
attack sequence ends (do not make a
wound or
save roll).
ORDER, STORMCAST ETERNALS, HERO, KNIGHT, KNIGHT-QUESTOR |
Knights-Relictor are fearsome warrior-clerics. As they spearhead the Stormcast advance, they burn the bones of saints and martyrs in holy censers, producing clouds of billowing incense that disrupt those who would call upon the powers of dark deities.
Relic Maul |
| Relic Maul | 1" | 3 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
Base size: 40mm
Notes: Single
A Knight-Relictor is armed with a Relic Maul.
Relic Censer: The censers of the Reliefer temple emanate purifying incense that can bum through the very fabric of heretical falsehoods and mystical hexes.
Each time a friendly
STORMCAST ETERNALS unit wholly within 12" of this unit is affected by a prayer or the
abilities of an
invocation, you can roll a dice. On a 4+, ignore the effect of that prayer or the effects of that invocation’s abilities on that unit.
ORDER, STORMCAST ETERNALS, THUNDERSTRIKE, HERO, PRIEST, KNIGHT, KNIGHT-RELICTOR |
Not even the mightiest adversaries can escape the vengeance of a Knight- Venator. Accompanied by their faithful Star-eagles, these winged hunters prowl the skies with incredible swiftness, loosing blessed arrows that unerringly seek their targets.
Realmhunter’s Bow |
| Realmhunter’s Bow | 30" | 3 | 3+ | 3+ | -1 | 1 |
Celestial Beak and Talons |
| Celestial Beak and Talons | 30" | 3 | 3+ | 3+ | -1 | 1 |
Bowstave |
| Bowstave | 1" | 2 | 3+ | 4+ | - | 1 |
Celestial Beak and Talons |
| Celestial Beak and Talons | 1" | 4 | 3+ | 4+ | - | 1 |
Unit Size: 1 Points: 140
Battlefield Role: Leader
Base size: 50mm
Notes: Single
A Knight-Venator is armed with a Realmhunter’s Bow and Bowstave.
COMPANION: This unit is accompanied by a Star-eagle armed with a Celestial Beak and Talons.
Star-fated Arrow: Whispering the name of a powerful foe, the Knight-Venator looses an arrow destined to end that enemy's life.
Once per battle, in your
shooting phase, you can say that this unit will shoot a star-fated arrow instead of attacking with its missile weapons. If you do so, pick 1 enemy unit within 30" of this unit and roll a dice. On a 3+, the target suffers D3
mortal wounds. If the target is a
HERO or
MONSTER, it suffers D6 mortal wounds instead of D3.
ORDER, STORMCAST ETERNALS, HERO, KNIGHT, KNIGHT-VENATOR |
To become a Knight-Vexillor, a Stormcast must pass repeated gruelling trials. Those who succeed are entrusted with the sacred banners of Azyr, relics that can transport warriors upon gale winds or call down rains of meteors.
Warhammer |
| Warhammer | 1" | 4 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 120
Battlefield Role: Leader
Base size: 40mm
Notes: Single
A Knight-Vexillor is armed with a Warhammer. It can carry a Meteoric Standard or Pennant of the Stormbringer.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Lords of the Exemplar Chamber •
Lords of the Harbinger Chamber •
Lords of the Warrior Chamber •
Lord Vorst’s Retinue
Meteoric Standard: With a flourish of this heavy icon, the Knight-Vexillor pulls a comet down from the heavens and plunges it into the foe.
If this unit carries a Meteoric Standard, once per battle, in your
hero phase, you can pick 1 point on the battlefield within 24" of this unit. Each enemy unit within 6" of that point suffers D3
mortal wounds.
Pennant of the Stormbringer: This banner snaps in the tempest as the Knight-Vexillor draws powerful winds to carry allies across the field of battle.
If this unit carries a Pennant of the Stormbringer, once per battle, at the end of your
movement phase, you can pick 1 friendly
STORMCAST ETERNALS unit on the battlefield. Remove that unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units.
Soul-charged Icon: Those who fight in the shadow of this banner are filled with redoubled fervour.
You can re-roll
charge rolls for friendly
STORMCAST ETERNALS units wholly within 12" of this unit.
ORDER, STORMCAST ETERNALS, HERO, TOTEM, KNIGHT, KNIGHT-VEXILLOR |
Knights-Vexillor clad in thunderstrike armour often bear a Banner of Apotheosis. Each of these holy standards is infused with the forge-magics of Grungni and can elevate the resilience of the Stormcasts to new heights.
Sigmarite Warblade |
| Sigmarite Warblade | 1" | 4 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 130
Battlefield Role: Leader
Base size: 40mm
Notes: Single
A Knight-Vexillor with Banner of Apotheosis is armed with a Sigmarite Warblade.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Lords of the Exemplar Chamber •
Lords of the Harbinger Chamber •
Lords of the Warrior Chamber •
Lord Vorst’s Retinue
The Banner of the Reforged: Each Banner of Apotheosis contains fragments of the great anvil upon which the Stormcast Eternals are reated. When the banner is planted, this fortifying energy hardens flesh and seals sundered armour, empowering the faithful with new resolve.
Once per battle, in your
hero phase, you can pick up to 3 friendly
STORMCAST ETERNALS units wholly within 12" of this unit to be affected by the banner’s energy (you can pick the same unit multiple times).
If you pick a unit once with this ability, you can
heal up to D3 wounds allocated to that unit or, if no wounds are allocated to it, you can return a number of
slain models to that unit that have a combined Wounds characteristic of D3 or less. If you pick a unit twice with this ability, you can heal up to 2D3 wounds allocated to that unit or, if no wounds are allocated to it, you can return a number of slain models to that unit that have a combined Wounds characteristic of 2D3 or less. If you pick a unit three times with this ability, you can heal up to 3D3 wounds allocated to that unit or, if no wounds are allocated to it, you can return a number of slain models to that unit that have a combined Wounds characteristic of 3D3 or less.
Soul-charged Icon: Banners of Apotheosis are potent icons to the Stormhosts, and those who fight in their shadow are filled with redoubled fervour.
You can re-roll
charge rolls for friendly
STORMCAST ETERNALS units wholly within 12" of this unit.
ORDER, STORMCAST ETERNALS, THUNDERSTRIKE, HERO, TOTEM, KNIGHT, KNIGHT-VEXILLOR, KNIGHT-VEXILLOR WITH BANNER OF APOTHEOSIS |
The Knights-Zephyros serve as Sigmar’s assassins. Once a target is marked, they employ their god-wrought blessings to travel the winds aetheric and run down their prey, eventually overcoming them in a flurry of lightning-swift violence.
Boltstorm Pistol |
| Boltstorm Pistol | 12" | 3 | 3+ | 3+ | -1 | 1 |
Tempest Axes |
| Tempest Axes | 1" | 6 | 3+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 100
Battlefield Role: Leader
Base size: 40mm
Notes: Single
A Knight-Zephyros is armed with a Boltstorm Pistol and Tempest Axes.
Tireless Hunter: This determined warrior never stops moving in pursuit of their prey.
This model can
run and still
shoot later in the same turn.
Windrider: Knights-Zephyros require no aid from Gryph-chargers to ride the winds aetheric.
Instead of picking this unit to make a
normal move or
retreat, you can say that it will ride the winds aetheric. If you do so, remove this unit from the battlefield and set it up again on the battlefield more than 1" from all
terrain features and
objectives and more than 9" from all enemy units.
ORDER, STORMCAST ETERNALS, HERO, KNIGHT, KNIGHT-ZEPHYROS |
Lord-Aquilors are masters of the hunt, tracking their quarry alongside their Vanguard warriors. When the foe is cornered, the Aquilors strike with relentless precision, their fury delivered with the same savage swiftness as that of their Gryph-charger allies.
Heavy Boltstorm Pistol |
| Heavy Boltstorm Pistol | 12" | 4 | 3+ | 3+ | -1 | 1 |
Starbound Blade |
| Starbound Blade | 1" | 3 | 3+ | 3+ | -1 | 2 |
Shock Handaxe |
| Shock Handaxe | 1" | 2 | 3+ | 3+ | -1 | 2 |
Razor Beak and Claws |
| Razor Beak and Claws | 1" | 3 | 3+ | 3+ | -2 | 1 |
Unit Size: 1 Points: 150
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single
A Lord-Aquilor is armed with a Heavy Boltstorm Pistol, Starbound Blade and Shock Handaxe.
MOUNT: This unit's Gryph-charger is armed with a Razor Beak and Claws.
Ride the Winds Aetheric: Gryph-chargers can move faster than the eye can follow along the winds aetheric.
Instead of picking this unit to make a
normal move or
retreat, you can say that it will ride the winds aetheric. If you do so, remove this unit from the battlefield and set it up again on the battlefield more than 1" from all
terrain features and
objectives and more than 9" from all enemy units.
Lord of the Azyrite Hurricane: The Lord-Aquilor directs their warriors to fade and strike, whirling around the enemy like a cyclone.
Once per battle round, this unit can
issue a command to a friendly
VANGUARD unit wholly within 18" of this unit without a
command point being spent.
ORDER, STORMCAST ETERNALS, HERO, LORD, GRYPH-CHARGER, LORD-AQUILOR |
Lord-Arcanums are masters of the Sacrosanct chambers. In battle, they unleash storms of celestial force or employ strange spirit-sorceries to rebind the souls of fallen comrades to their bodies, allowing them to fight on.
Aetherstave |
| Aetherstave | 2" | 4 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 140
Battlefield Role: Leader
Base size: 40mm
Notes: Single
A Lord-Arcanum is armed with an Aetherstave.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Grand Convocation •
Lords of the Exemplar Chamber •
Lords of the Harbinger Chamber •
Lords of the Warrior Chamber
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Aetheric Manipulation: This wizard can manipulate the aetheric energies of the realms, channelling them into powerful spells to speed them towards the enemy.
When moving a
predatory endless spell controlled by this unit, add 6" to the distance that the endless spell can be moved in that phase.
Cycle of the Storm: A Lord-Arcanum is capable of capturing the soul-stuff of a fallen Stormcast Eternal, returning it to the battlefield to continue the fight.
Once per turn, before you
allocate a wound or
mortal wound to another friendly
STORMCAST ETERNALS unit within 18" of this unit, and that wound or mortal wound would cause a model in that unit to be slain, you can say that this unit will capture and return that warrior’s soul. If you do so, that wound or mortal wound is negated.
Thunderclap: The Lord-Arcanum gathers power from Azyr and unleashes a mighty thunderclap, stunning and deafening nearby enemies.
Thunderclap is a spell that has a
casting value of 6 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. Subtract 1 from
hit rolls for attacks made by that unit until your next
hero phase.
ORDER, STORMCAST ETERNALS, SACROSANCT, HERO, WIZARD, LORD, LORD-ARCANUM |
Lord-Arcanums who ride Dracolines favour bombastic, aggressive magics above all. They are often found hurling spears of scouring elemental force into the foe’s ranks while their bestial companion lopes forward to pounce.
Aetherstave |
| Aetherstave | 2" | 4 | 3+ | 3+ | -1 | 2 |
Monstrous Claws |
| Monstrous Claws | 1" | 3 | 3+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 180
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single
A Lord-Arcanum on Celestial Dracoline is armed with an Aetherstave.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Grand Convocation •
Lords of the Exemplar Chamber •
Lords of the Harbinger Chamber •
Lords of the Warrior Chamber
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
MOUNT: This unit’s Celestial Dracoline is armed with Monstrous Claws.
Cycle of the Storm: A Lord-Arcanum is capable of capturing the soul-stuff of a fallen Stormcast Eternal, returning it to the battlefield to continue the fight.
Once per turn, before you
allocate a wound or
mortal wound to another friendly
STORMCAST ETERNALS unit within 18" of this unit, and that wound or mortal wound would cause a model in that unit to be slain, you can say that this unit will capture and return that warrior’s soul. If you do so, that wound or mortal wound is negated.
Thunderous Pounce: A Dracoline builds energy as it charges towards the foe; as it pounces, it discharges that force through its claws in a blast of Azyrite power.
You can re-roll
charge rolls for this unit.
Pack Alpha: A Lord-Arcanum on Dracoline can urge their mount to issue a great roar to its loyal pack-mates, stoking their rage and ferocity to untold heights.
Add 1 to the Attacks characteristic of Monstrous Claws used by friendly
DRACOLINE units wholly within 18" of any friendly units with this ability.
Storm Lance: Thrusting their aetherstave forwards, the Lord-Arcanum summons a bolt of condensed Azyrite energy to spear through the ranks of the foe.
Storm Lance is a spell that has a
casting value of 5 and a range of 12". If successfully cast, pick 1 point on the battlefield within range and visible to the caster and draw a straight line between that point and the closest part of the caster’s base. Roll a dice for each enemy unit passed across by that line. On a 4+, that unit suffers D3
mortal wounds.
ORDER, STORMCAST ETERNALS, SACROSANCT, HERO, WIZARD, DRACOLINE, LORD, LORD-ARCANUM |
It is not easy for a Lord-Arcanum to earn a Gryph-charger’s respect. Those who succeed gain an impossibly fleet mount, ensuring their sorceries can be unleashed wherever they are most needed.
Aetherstave |
| Aetherstave | 2" | 4 | 3+ | 3+ | -1 | 2 |
Razor Beak and Claws |
| Razor Beak and Claws | 1" | 3 | 3+ | 3+ | -2 | 1 |
Unit Size: 1 Points: 170
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single
A Lord-Arcanum on Gryph-charger is armed with an Aetherstave.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Grand Convocation •
Lords of the Exemplar Chamber •
Lords of the Harbinger Chamber •
Lords of the Warrior Chamber
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
MOUNT: This unit’s Gryph-charger is armed with a Razor Beak and Claws.
Cycle of the Storm: A Lord-Arcanum is capable of capturing the soul-stuff of a fallen Stormcast Eternal, returning it to the battlefield to continue the fight.
Once per turn, before you
allocate a wound or
mortal wound to another friendly
STORMCAST ETERNALS unit within 18" of this unit, and that wound or mortal wound would cause a model in that unit to be slain, you can say that this unit will capture and return that warrior’s soul. If you do so, that wound or mortal wound is negated.
Ride the Winds Aetheric: Gryph-chargers can move faster than the eye can follow along the winds aetheric.
Instead of picking this unit to make a
normal move or
retreat, you can say that it will ride the winds aetheric. If you do so, remove this unit from the battlefield and set it up again on the battlefield more than 1" from all
terrain features and
objectives and more than 9" from all enemy units.
Healing Light: The Lord-Arcanum gathers aetheric energy and uses it to revitalise the depleted life energies of nearby Stormcast warriors.
Healing Light is a spell that has a
casting value of 5 and a range of 18". If successfully cast, pick 1 friendly
STORMCAST ETERNALS unit within range. Heal up to D3 wounds allocated to that unit. If the unmodified
casting roll was 8+, heal up to D6 wounds allocated to that unit instead.
ORDER, STORMCAST ETERNALS, SACROSANCT, HERO, WIZARD, GRYPH-CHARGER, LORD, LORD-ARCANUM |
Lord-Arcanums who ride Tauralons are masters of the heavens. From their lofty vantage point, they unleash a hurricane of Azyrite magics, while those who fight in their wake are invigorated by the magical wake left by the great winged beast.
Aetherstave |
| Aetherstave | 2" | 4 | 3+ | 3+ | -1 | 2 |
Horns and Stamping Hooves |
| Horns and Stamping Hooves | 1" | 4 | 3+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 250
Battlefield Role: Leader
Base size: 100mm
Notes: Single
A Lord-Arcanum on Tauralon is armed with an Aetherstave.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Grand Convocation •
Lords of the Exemplar Chamber •
Lords of the Harbinger Chamber •
Lords of the Warrior Chamber
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
MOUNT: This unit’s Tauralon is armed with Horns and Stamping Hooves.
Comet Trail: The flight of a Tauralon is accompanied by sparkling Azyrite energies that serve as a beacon to keen-eyed Sigmarite warriors.
After this unit has made a
normal move, add 1 to
hit rolls for attacks made by friendly
STORMCAST ETERNALS and
CITIES OF SIGMAR units within 3" of this unit until your next
hero phase.
Cycle of the Storm: A Lord-Arcanum is capable of capturing the soul-stuff of a fallen Stormcast Eternal, returning it to the battlefield to continue the fight.
Once per turn, before you
allocate a wound or
mortal wound to another friendly
STORMCAST ETERNALS unit within 18" of this unit, and that wound or mortal wound would cause a model in that unit to be slain, you can say that this unit will capture and return that warrior’s soul. If you do so, that wound or mortal wound is negated.
Lightning Orb: Gathering the storm into a sphere of pure Azyrite force, the Lord-Arcanum hurls it into the enemy ranks.
Lightning Orb is a spell that has a
casting value of 6 and a range of 12". If successfully cast, pick 1 point on the battlefield within range and visible to the caster. Roll a dice for each enemy unit within 3" of that point. On a 4+, that unit suffers D3
mortal wounds.
ORDER, STORMCAST ETERNALS, SACROSANCT, HERO, MONSTER, WIZARD, TAURALON, LORD, LORD-ARCANUM |
Masters of defensive warfare, the Lord-Castellants oversee the fortification of Sigmar’s empire. The mystical lanterns they carry are empowered by celestial energies, bolstering their wounded Stormcast brethren even as they hurl back the tainted foe.
Castellant’s Halberd |
| Castellant’s Halberd | 1" | 4 | 3+ | 3+ | -1 | 2 |
Vicious Beak and Claws |
| Vicious Beak and Claws | 1" | 4 | 3+ | 4+ | - | 1 |
Unit Size: 1 Points: 160
Battlefield Role: Leader
Base size: 40mm
Notes: Single
A Lord-Castellant is armed with a Castellant's Halberd.
COMPANION: This unit is accompanied by a Gryph-hound armed with a Vicious Beak and Claws. The Gryph-hound must remain within 1" of the Lord-Castellant. For rules purposes, the Lord-Castellant and Gryph-hound are treated as a single model.
Warding Lantern: Filled with holy energies, a warding lantern either imbues nearby Stormcast Eternals with power or burns their foes.
In your
hero phase, you can either pick 1 friendly
STORMCAST ETERNALS unit wholly within 18" of this unit or 1 enemy unit wholly within 18" of this unit.
If you pick a friendly
STORMCAST ETERNALS unit, add 1 to
save rolls for attacks that target that unit until your next hero phase.
If you pick an enemy unit, roll a dice. On a 2+, the target suffers D3
mortal wounds. The same unit cannot be affected by this ability more than once per turn.
ORDER, STORMCAST ETERNALS, HERO, TOTEM, LORD, LORD-CASTELLANT |
Commanders of the front-line chambers, Lord-Celestants go to war surrounded by the tempest’s glorious halo. They are inspiring figures to their warriors, who attack with redoubled fervour while emboldened by a Celesta nt’s heroic presence.
Sigmarite Warcloak |
| Sigmarite Warcloak | 12" | D6 | 3+ | 3+ | -1 | 1 |
Sigmarite Runeblade and Warhammer |
| Sigmarite Runeblade and Warhammer | 1" | 5 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 130
Battlefield Role: Leader
Base size: 40mm
Notes: Single
A Lord-Celestant is armed with a Sigmarite Warcloak and a Sigmarite Runeblade and Warhammer.
Inescapable Vengeance: A Lord-Celestant is a fearsome fighter, smashing into the enemy with a flurry of blows.
If the unmodified
hit roll for an attack made with a melee weapon by this unit is 6, the target suffers 2
mortal wounds and the
attack sequence ends (do not make a
wound or
save roll).
Furious Retribution: Lord-Celestants lead their brethren in assaults upon the enemy lines, breaking the foe beneath their immortal fury.
Once per battle, this unit can issue the
All-out Attack command to a friendly
STORMCAST ETERNALS unit without a
command point being spent.
ORDER, STORMCAST ETERNALS, HERO, LORD, LORD-CELESTANT |
Fuelled by the powers celestial, all Lord-Celestants are formidable warriors in their own right. When allied with the might of a Dracoth, they become all the more potent, tearing asunder all who oppose the God-King.
Stormblast |
| Stormblast | 12" | 1 | |
Stormstrike Glaive |
| Stormstrike Glaive | 2" | 5 | 3+ | 3+ | -2 | 1 |
Lightning Hammer |
| Lightning Hammer | 1" | 3 | 3+ | 3+ | -2 | 2 |
Thunderaxe |
| Thunderaxe | 1" | 5 | 3+ | 3+ | -2 | 1 |
Tempestos Hammer |
| Tempestos Hammer | 2" | 3 | 3+ | 2+ | -1 | D3 |
Claws and Fangs |
| Claws and Fangs | 1" | 4 | 3+ | 3+ | -2 | 2 |
Unit Size: 1 Points: 160
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single
A Lord-Celestant on Dracoth is armed with a Sigmarite Thundershield and 1 of the following weapon options: Stormstrike Glaive; Lightning Hammer; Thunderaxe; or Tempestos Hammer.
MOUNT: This unit’s Dracoth is armed with a Stormblast and Claws and Fangs.
Stormblast: Dracoths can unleash the power of Sigmar’s storm from within their maws.
Do not use the
attack sequence for an attack made with a Stormblast. Instead, roll a dice. On a 4+, the target suffers D3
mortal wounds.
Sigmarite Thundershield: When struck with sufficient force, thundershields unleash stored storm energy to blast those attempting to attack.
If the unmodified
save roll for an attack made with a melee weapon that targets this unit is 6, the attacking unit suffers 1
mortal wound after all of its attacks have been resolved.
Furious Retribution: Lord-Celestants lead their brethren in assaults upon the enemy lines, breaking the foe beneath their immortal fury.
Once per battle, this unit can issue the
All-out Attack command to a friendly
STORMCAST ETERNALS unit without a
command point being spent.
Impaling Strikes: On the charge, the blade of a stormstrike glaive can impale several foes.
This unit’s Stormstrike Glaive has a Damage characteristic of 3 instead of 1 if this unit made a
charge move in the same turn.
Blast to Ashes: A well-swung lightning hammer unleashes its pent-up energies in a great blast, destroying everything it strikes.
If the unmodified
hit roll for an attack made with a Lightning Hammer is 6, the target suffers 2
mortal wounds and the
attack sequence ends (do not make a
wound or
save roll).
Cleaving Blow: A single swing of a thunderaxe can carve through several foes.
Add 2 to the Attacks characteristic of a Thunderaxe if the number of models in the target unit is greater than the number of models in this unit.
Tempestos Hammer: With the momentum of the charge behind it, the impact of a tempestos hammer can fell a rampaging Ghorgon.
Add D3 to the Attacks characteristic of this unit’s Tempestos Hammer if this unit made a
charge move in the same turn.
ORDER, STORMCAST ETERNALS, HERO, DRACOTH, LORD, LORD-CELESTANT |
Bastian Carthalos is Lord-Commander of the Hammers of Sigmar. Long has this noble soul served as Castellan of Azyr, but now he must unleash the power of the Great Bolt Skjordamar on the realms at large.
Uskavar, the Sunderer |
| Uskavar, the Sunderer | 2" | 4 | 3+ | 2+ | -2 | 4 |
Unit Size: 1 Points: 280
Battlefield Role: Leader
Base size: 50mm
Notes: Single, Unique
Lord-Commander Bastian Carthalos is armed with Uskavar, the Sunderer.
The Thunderborn: Bastian calls forth thunderbolts from Azyr to strike the enemy.
Once per turn, in your
hero phase, you can pick 1 enemy unit on the battlefield and roll a number of dice equal to the Wounds characteristic of that unit. For each 6, that unit suffers 1
mortal wound.
Castellan of Azyr: Centuries spent commanding Sigmar’s prime Stormhost have sharpened Bastian’s tactical nous to a deadly edge. There are few more adept warlords than he in all the armies of Order.
At the start of the first battle round, after determining who has the first turn but before the first turn begins, you can pick up to D3 friendly
HAMMERS OF SIGMAR units on the battlefield and set them up again (any restrictions in the deployment instructions for the
battleplan being used still apply).
Vessel of the Tempest: Valour and determination saw Bastian Reforged with one of the Great Bolts, remade as everlasting as the blinding lights of Azyr.
This unit has a
ward of 4+.
Voice of Thunder: Lord-Commanders are among the few faithful who can commune with Sigmar in the heat of battle. Their words are like booming thunderclaps, each order ringing across the battlefield.
Once per turn, this unit can
issue a command to a
HAMMERS OF SIGMAR unit anywhere on the battlefield without a
command point being spent.
Mantle of the First Storm: Bastian’s armour is among the first of its kind, laboured over by Grungni himself and charged with the same holy energies as the Anvil of Apotheosis. It is a symbol of, and potent boon to, the Thunderborn’s already legendary willpower.
At the end of a phase, if any enemy models were slain by wounds caused by this unit’s attacks in that phase, you can
heal all wounds allocated to this unit.
ORDER, STORMCAST ETERNALS, THUNDERSTRIKE, HAMMERS OF SIGMAR, HERO, LORD, LORD-COMMANDER, BASTIAN CARTHALOS |
The bane of the daemon and the gheist, the mystical Lord-Exorcists hold great power over the cleansing of soul-stuff. With their magics, they banish unclean entities while saving the spirits of any who may prove redeemable.
Redemption Stave |
| Redemption Stave | 1" | 4 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 150
Battlefield Role: Leader
Base size: 40mm
Notes: Single
A Lord-Exorcist is armed with a Redemption Stave.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Grand Convocation •
Lords of the Exemplar Chamber •
Lords of the Harbinger Chamber •
Lords of the Warrior Chamber •
Sempiternals Grand Convocation
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Redemptor Casket: Each redemption stave incorporates a casket for the containment of malicious spirits.
Slain models cannot be returned to enemy units that are within 9" of any friendly units with this ability.
Purifying Blast: Slamming his stave onto the ground, the Lord-Exorcist unleashes a wave of power that blasts the spirits of the unworthy from their bodies.
Purifying Blast is a spell that has a
casting value of 5 and a range of 12". If successfully cast, roll a dice for each enemy unit within range. Add that unit’s Bravery characteristic to the roll. If the result is 12 or less, that unit suffers D3
mortal wounds.
ORDER, STORMCAST ETERNALS, SACROSANCT, HERO, WIZARD, LORD, LORD-EXORCIST |
Amongst the greatest of Sigmar’s strategists, a Lord-Imperatant’s most notable strength lies in their ability to lead their forces as one unstoppable war engine, orchestrating the foe’s downfall through booming commands.
Stormcaller Baton |
| Stormcaller Baton | 18" | D6 | 3+ | 3+ | -1 | 1 |
Blessed Warhammer |
| Blessed Warhammer | 1" | 4 | 3+ | 3+ | -1 | 2 |
Vicious Beak and Claws |
| Vicious Beak and Claws | 1" | 4 | 3+ | 4+ | - | 1 |
Unit Size: 1
Points: 140
Battlefield Role: Leader
|
Lord-Imperatant | 40mm |
Gryph-hound | 32mm |
Notes: Single
A Lord-Imperatant is armed with a Stormcaller Baton and Blessed Warhammer.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Lords of the Exemplar Chamber •
Lords of the Harbinger Chamber •
Lords of the Warrior Chamber •
Lord Vorst’s Retinue
COMPANION: This unit is accompanied by a Gryph-hound armed with a Vicious Beak and Claws. The Gryph-hound must remain within 1" of the Lord-Imperatant. For rules purposes, the Lord-Imperatant and Gryph-hound are treated as a single model.
Distinguished Leader: Lord-Imperatants are trained to be true masters of the battlefront and can direct many echelons of warriors as if they were but a singular entity.
Once per turn, this unit can
issue a command without a
command point being spent.
Guided by Lightning: With the aid of their enchanted stormcaller baton, a Lord-Imperatant can direct the arrival of their Thunderstrike brethren with the utmost precision.
Once per turn, at the end of your
movement phase, if any friendly units with this ability are on the battlefield, you can say that they will guide the arrival of Sigmar’s warriors. If you do so, pick 1 friendly
STORMCAST ETERNALS THUNDERSTRIKE unit with a Wounds characteristic of 3 or less that is in
reserve. When you use the
Scions of the Storm allegiance ability to set up that unit on the battlefield in that phase, you can set it up more than 7" from all enemy units instead of more than 9".
ORDER, STORMCAST ETERNALS, THUNDERSTRIKE, HERO, LORD, LORD-IMPERATANT |
Proficient in arcane engineering and the reading of portents, the Lord-Ordinators are a potent force. Such traits make them excellent artillery commanders, and they expertly direct the war machinery of their allies to annihilate their foes.
Astral Hammers |
| Astral Hammers | 1" | 5 | 3+ | 3+ | -1 | 2 |
Astral Grandhammer |
| Astral Grandhammer | 1" | 3 | 3+ | 2+ | -2 | 2 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Base size: 40mm
Notes: Single
A Lord-Ordinator is armed with 1 of the following weapon options: Astral Hammers; or Astral Grandhammer.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Hailstorm Battery •
Lords of the Exemplar Chamber •
Lords of the Harbinger Chamber •
Lords of the Warrior Chamber •
Sempiternals Hailstorm Battery
Arcane Engineer: A Lord-Ordinator is a scryer of possibilities. Those under their command gain insights into the movements of the enemy.
Add 1 to
hit rolls for attacks made by friendly
ORDER WAR MACHINES wholly within 9" of any friendly units with this ability.
Comet Strike: A blow from an astral weapon can shatter most types of armour.
If the unmodified
hit roll for an attack made with a melee weapon by this unit is 6, the target suffers 2
mortal wounds and the
attack sequence ends (do not make a
wound or
save roll).
ORDER, STORMCAST ETERNALS, SACROSANCT, HERO, LORD, LORD-ORDINATOR |
Clad in sinister Mortis armour, the Lord-Relictors are grim soul-priests and mighty warriors both. For all their dour appearance, each is a true hero, their prayers channelling Sigmar’s power to be unleashed upon the battlefield.
Relic Hammer |
| Relic Hammer | 1" | 4 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 120
Battlefield Role: Leader
Base size: 40mm
Notes: Single
A Lord-Relictor is armed with a Relic Hammer.
Mortis Priest: Though all mortals chosen by the God-King demonstrate their martial strength, those selected to become Lord-Relictors possess a rare wisdom that sets them apart.
Add 1 to
chanting rolls for this unit.
Healing Storm: A Lord-Relictor can call down cleansing bolts from the sky, invigorating their allies with the power of the storm and closing even the most grievous wounds.
Healing Storm is a prayer that has an
answer value of 4 and a range of 12". If answered, pick 1 friendly
STORMCAST ETERNALS unit wholly within range and visible to the chanter.
Heal up to D3 wounds allocated to that unit.
Lightning Storm: Lord-Relictors can pray to Sigmar to bless the battlefield with a spear of blinding lightning.
Lightning Storm is a prayer that has an
answer value of 4 and a range of 12". If answered, pick 1 enemy unit within range and visible to the chanter. That unit suffers D3
mortal wounds. In addition, subtract 1 from
hit rolls for attacks made by that unit until your next
hero phase.
ORDER, STORMCAST ETERNALS, HERO, PRIEST, TOTEM, LORD, LORD-RELICTOR |
The feared Lord-Veritants are hunters of corruption. Alongside their faithful Gryph-hound companions, they stalk the warlock and the heretic, subjecting them to the purging light of their lanterns of abjuration before mercilessly striking them down.
Judgement Blade |
| Judgement Blade | 1" | 3 | 3+ | 3+ | -1 | 2 |
Vicious Beak and Claws |
| Vicious Beak and Claws | 1" | 4 | 3+ | 4+ | - | 1 |
Unit Size: 1 Points: 140
Battlefield Role: Leader
Base size: 40mm
Notes: Single
A Lord-Veritant is armed with a Judgement Blade.
COMPANION: This unit is accompanied by a Gryph-hound armed with a Vicious Beak and Claws. The Gryph-hound must remain within 1" of the Lord-Veritant. For rules purposes, the Lord-Veritant and Gryph-hound are treated as a single model.
Lantern of Abjuration: The blessed light that shines from this lantern can banish even the most potent sorcery.
This unit can attempt to
unbind 1 spell in the enemy
hero phase in the same manner as a
WIZARD.
Sanction: Lord-Veritant can beseech sigmar to smite their foe, the raw energies of Azyr casting them down.
Sanction is a prayer that has an
answer value of 4 and a range of 12". If answered, pick 1 enemy unit within range and visible to the chanter. That unit suffers D3
mortal wounds.
ORDER, STORMCAST ETERNALS, HERO, PRIEST, TOTEM, LORD, LORD-VERITANT |
Lord-Celestant Vandus Hammerhand is a fabled hero of the Hammers of Sigmar. Mounted upon the Dracoth Calanax, this storied soul has led his Warrior chamber to countless victories despite even the most harrowing odds.
Stormblast |
| Stormblast | 12" | 1 | |
Heldensen |
| Heldensen | 2" | 3 | 3+ | 2+ | -1 | 3 |
Claws and Fangs |
| Claws and Fangs | 1" | 4 | 3+ | 3+ | -2 | 2 |
Unit Size: 1 Points: 180
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single, Unique
Vandus Hammerhand is armed with Heldensen.
MOUNT: This unit’s Dracoth is armed with a Stormblast and 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 2 to the Attacks characteristic of this unit’s Heldensen if this unit made a
charge move in the same turn.
Stormblast: Dracoths can unleash the power of Sigmar’s storm from within their maws.
Do not use the
attack sequence for an attack made with a Stormblast. Instead, roll a dice. On a 4+, the target suffers D3
mortal wounds.
Lord of the Hammerhands: Vandus is a mighty champion of the Hammers of Sigmar and a consummate commander.
Do not take
battleshock tests for friendly
HAMMERS OF SIGMAR units wholly within 24" of this unit.
Vengeful Determination: Vandus leads the Hammers of Sigmar into the thickest combat, inspiring them to fight harder with his feats of arms.
Once per turn, at the start of the
combat phase, you can pick 1 friendly
HAMMERS OF SIGMAR REDEEMER unit wholly within 12" of this unit. Add 1 to the Attacks characteristic of that unit’s melee weapons until the end of that phase.
ORDER, STORMCAST ETERNALS, HAMMERS OF SIGMAR, HERO, DRACOTH, LORD, LORD-CELESTANT, VANDUS HAMMERHAND |
Yndrasta is a warrior of Sigmar’s inner circle, Reforged by the God-King’s own hand and charged with serving as his winged beastslayer. She is the terror of the monstrous and an inspiring sight to the forces of civilisation.
Thengavar |
| Thengavar | 18" | 1 | 2+ | 2+ | -2 | D6 |
Blade of the High Heavens |
| Blade of the High Heavens | 1" | 4 | 3+ | 2+ | -2 | 3 |
Unit Size: 1 Points: 250
Battlefield Role: Leader
Base size: 60mm
Notes: Single, Unique
Yndrasta, the Celestial Spear, is armed with Thengavar and the Blade of the High Heavens.
The Prime Huntress: Despite her angelic appearance, Yndrasta relishes hunting the mightiest and most terrifying quarry. Lifetimes of experience, celestial strength and the power of her spear Thengavar see even the most monolithic of terrors swiftly fall before her wrath.
If any enemy
MONSTERS are within 3" of this unit, add 10 to the number of wounds suffered by those
MONSTERS when determining which row on their damage table to use.
Champion of Sigmar: Forged by Sigmar's own hand, Yndrasta is protected by a divine aura so potent that swords and arrows simply rebound off her.
This unit has a 4+
ward.
Dazzling Radiance: Yndrasta’s god-touched brilliance can call stranded Stormcast souls into the fray once more.
Once per turn in your
hero phase, if this unit is on the battlefield, you can return 1 slain model to each friendly
STORMCAST ETERNALS unit with a Wounds characteristic of 3 or less that is wholly within 12" of this unit.
Hawk of the Celestial Skies: The sight of Yndrasta’s seraphic form soaring overhead inspires her warriors with immeasurable resolve.
Do not take
battleshock tests for friendly
STORMCAST ETERNALS and
CITIES OF SIGMAR units wholly within 12" of this unit.
ORDER, STORMCAST ETERNALS, THUNDERSTRIKE, HERO, YNDRASTA |
Rune-etched Greatblade |
| Rune-etched Greatblade | 1" | 3 | 3+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 140
Battlefield Role: Leader
Notes: Single
An Errant-Questor is a single model. He is armed with a Rune-etched Greatblade.
Implacable Determination: Until his oath is fulfilled, an Errant-Questor’s will is such that he is all but inviolable.
When you make
save rolls for an Errant-Questor, ignore the enemy’s Rend characteristic.
Oathsworn: Each Errant- Questor is driven by some great purpose, though the exact nature of their mission can vary greatly.
After set-up, you must declare an oath for each Errant-Questor in your army to fulfil:
Sworn Protector: Pick a
HERO in your army for the Errant-Questor to protect. Whilst this model is within 3" of the Hero you picked, you can choose to allocate any unsaved or
mortal wound inflicted upon that model to the Errant-Questor instead.
Blood Feud: Pick a HERO in the enemy army. You can re-roll all failed
hit and wound rolls when attacking that HERO with this model. If you have more than one Errant-Questor in your army that chooses this oath, you must pick a different enemy Hero to be the target of each blood feud.
Fuelled by Vengeance: Keep track of how many unsaved wounds this model inflicts upon enemy models in battle. Add 1 to the Attacks characteristic of this model’s Rune-etched Greatblade for every 10 wounds he inflicts during the battle i.e. once the Errant-Questor has inflicted 10 wounds, his Rune-etched Greatblade makes 4 Attacks, once he has inflicted 20 wounds, it makes 5 Attacks, and so on.
Relentless Purpose: You can re-roll failed charge rolls for an Errant-Questor.
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNALS, HERO, ERRANT-QUESTOR |
The Lord-Arcanum of the Sempiternals is a master of both aetheric and amethyst magic. Mounted on his Gryph-charger Katafalq he courses into battle, determined to atone for past failures and bring ruin to those who would prey on the innocent.
Aetherstave |
| Aetherstave | 2" | 4 | 3+ | 3+ | -1 | D3 |
Razor Beak and Claws |
| Razor Beak and Claws | 1" | 3 | 3+ | 3+ | -2 | 1 |
Unit Size: 1 Points: 240
Battlefield Role: Leader
Notes: Unique
Lynus Ghalmorian is a named character that is a single model. He is armed with an Aetherstave.
MOUNT: Lynus Gryph-charger, Katafalq, attacks with its Razor Beak and Claws.
Aethereal Strike: A Gryph-charger’s claws are supernaturally sharp, tearing through armour with ease.
If the unmodified
hit roll for an attack made with a Gryph-charger’s Razor Beak and Claws is 6, that attack inflicts 1
mortal wound on the target and the attack sequence ends (do not make a
wound or save roll).
Cycle of the Storm: A Lord-Arcanum is capable of capturing the soul-stuff of a fallen Stormcast Eternal, returning it back to the battlefield to continue the fight.
Once per turn, when a friendly
STORMCAST ETERNAL model is slain within 18" of this model, instead of removing the slain model, you can
heal 1 wound allocated to it. This model cannot use this ability on itself.
Ride the Winds Aetheric: Gryph-chargers can move faster than the eye can follow along the winds aetheric, though the shifting of these winds makes such movement perilous at times.
In your
movement phase, this model can Ride the Winds Aetheric instead of
moving normally. If it does so, choose the direction in which it will move, and roll 6D6. This model can move up to a number of inches equal to the result in the direction chosen,
moving over terrain and other models as if it could
fly. It must end the move more than 3" from enemy models - if this is impossible, it cannot move at all. This model cannot charge in a turn in which it Rides the Winds Aetheric.
Spirit Flask: As a desperate last resort, Lord Arcanums can smash open one or more of the filled spirit flasks that they carry, causing a deadly explosion of soul energy that engulfs the wizard and anybody that is nearby.
Once per battle, at the start of the
combat phase, you can say that this model will shatter 1, 2 or 3 spirit flasks. If you do so, each unit within 3" of this model suffers 1
mortal wound for each spirit flask that was shattered. Units within 3" with 10 or more models suffer D3 mortal wounds for each spirit flask that was shattered instead. Allocate the mortal wounds to this model last of all, after allocating them to any other units that are affected.
Shield of the Pale Knight: Embedded with the bones of a long-dead saint, this invictunite relic radiates protective power.
You can re-roll
save rolls of 1 for attacks made with missile weapons that target this model or any friendly
ANVILS OF THE HELDENHAMMER units wholly within 12" of this model.
This model is a
WIZARD. He can attempt to
cast one spell in your
hero phase, and attempt to
unbind one spell in the enemy hero phase. He knows the
Arcane Bolt,
Mystic Shield and
Amethyst Gale spells. In addition, the Arcane Bolts that this model unleashes are fuelled by
Prime Electrids.
Amethyst Gale: A hurricane of deathly energy rushes from the Lord-Arcanums aetherstave, tearing through the enemy ranks and leaving them in terrified disarray.
Amethyst Gale has a
casting value of 6. If successfully cast, pick an enemy unit within 12" of the caster that is visible to them. That unit suffers D3
mortal wounds. In addition, until your next
hero phase, subtract 1 from
hit rolls for attacks made by that unit.
Prime Electrids: With the power of Azyr crackling through them, Lord-Arcanums can summon lightning as easily as another mortal draws breath.
If this model successfully
casts Arcane Bolt and it is not unbound, then the spell inflicts D3
mortal wounds instead of 1, or D6 mortal wounds instead of D3 if the casting roll was 10+.
Sombre Exemplar: Ghalmorian is master of the Sempiternals, leading his chamber from the front with a grave-cold devotion to duty.
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
hit rolls for attacks made by friendly
ANVILS OF THE HELDENHAMMER units while they are wholly within 12" of this model.
ORDER, CELESTIAL, HUMAN, GRYPH-CHARGER, STORMCAST ETERNALS, ANVILS OF THE HELDENHAMMER, SACROSANCT, HERO, WIZARD, LORD-ARCANUM, LYNUS GHALMORIAN |
One of Sigmar’s most storied heroes, Neave Blacktalon moves dizzyingly fast across the battlefield to strike with her Whirlwind Axes. Her Aqshian fury blazes when she targets Sigmar’s most hated foes, lending her attacks a reckless but incredible strength.
Boltstorm Pistol |
| Boltstorm Pistol | 12" | 3 | 3+ | 3+ | -1 | 1 |
Whirlwind Axes |
| Whirlwind Axes | 2" | 7 | 2+ | 3+ | -2 | 2 |
Unit Size: 1
Points: 340
Battlefield Role: Leader
Base size: 40mmNotes: Single, Unique. Neave Blacktalon,
Neave’s Companions and
Lorai, Child of the Abyss units must be taken as a set referred to as The Blacktalons. Although taken as a set, each is a separate unit.
Neave Blacktalon is armed with a Boltstorm Pistol and the Whirlwind Axes.
Justice from Azyr: When the chance to eliminate her mark presents itself, Neave is merciless in bringing them to justice.
Add 1 to the Damage characteristic of this unit’s Whirlwind Axes for attacks that target an enemy
HERO.
Sigmar’s Assassin: The bigger the prize, the more determined Neave Blacktalon is to bring it down.
This unit can
run and still
shoot and/or
charge later in the turn.
Windrider: Neave Blacktalon requires no aid from Gryph-chargers to ride the winds aetheric.
In your
combat phase, immediately after this unit has fought and
slain models (if any) have been removed from play, you can roll a dice. On a 2+, remove this unit from the battlefield and set it up again more than 3" from all enemy units and wholly within 3" of a friendly
THE BLACKTALONS unit that is more than 3" from all enemy units.
ORDER, STORMCAST ETERNALS, HAMMERS OF SIGMAR, HERO, KNIGHT, KNIGHT-ZEPHYROS, THUNDERSTRIKE, THE BLACKTALONS, NEAVE BLACKTALON |
Battleline
Judicators who wield boltstorm crossbows are adept in the culling of enemy hordes. These rapid-firing weapons launch ammunition tipped with blessed sigmarite; by the time these strike home, they are thoroughly enveloped in coruscating storm-energies.
Boltstorm Crossbow |
| Boltstorm Crossbow | 18" | 2 | 3+ | 3+ | - | 1 |
Thunderbolt Crossbow |
| Thunderbolt Crossbow | 18" | 2 | 3+ | 3+ | -2 | 2 |
Storm Gladius |
| Storm Gladius | 1" | 1 | 3+ | 4+ | -1 | 1 |
Unit Size: 5 Points: 190
Battlefield Role: Battleline
Base size: 40mm
Each model in a Judicators with Boltstorm Crossbows unit is armed with a Boltstorm Crossbow and Storm Gladius. 1 in every 5 models can replace their Boltstorm Crossbow with a Thunderbolt Crossbow.
CHAMPION: 1 model in this unit can be a Judicator-Prime. Add 1 to the Attacks characteristic of that model’s Boltstorm Crossbow or Thunderbolt Crossbow.
Rapid Fire: When steadied, a boltstorm crossbow can unleash a deadly hail of fire.
If an attack made with a Boltstorm Crossbow scores a hit, that attack scores 2 hits on the target instead of 1. Make a
wound and
save roll for each hit.
ORDER, STORMCAST ETERNALS, JUSTICAR, JUDICATORS, JUDICATORS WITH BOLTSTORM CROSSBOWS |
No foe can escape the keen gaze of the Judicators. Granted the ability to sense corruption, the storm of arrow fire unleashed by their skybolt bows fells ranks of enemies with relentless and merciless precision.
Skybolt Bow |
| Skybolt Bow | 24" | 2 | 3+ | 3+ | -1 | 1 |
Shockbolt Bow |
| Shockbolt Bow | 24" | D6 | 3+ | 3+ | -1 | 1 |
Storm Gladius |
| Storm Gladius | 1" | 1 | 3+ | 4+ | -1 | 1 |
Unit Size: 5 Points: 200
Battlefield Role: Battleline
Base size: 40mm
Each model in a Judicators with Skybolt Bows unit is armed with a Skybolt Bow and Storm Gladius. 1 in every 5 models can replace their Skybolt Bow with a Shockbolt Bow.
CHAMPION: 1 model in this unit can be a Judicator-Prime. Add 1 to the Attacks characteristic of that model’s Skybolt Bow or Shockbolt Bow.
Celestial Blast: Skybolt bows can unleash a deadly blast of celestial energy when they strike a foe.
If the unmodified
hit roll for an attack made with a Skybolt Bow is 6, the target suffers 1
mortal wound and the
attack sequence ends (do not make a
wound or
save roll).
ORDER, STORMCAST ETERNALS, JUSTICAR, JUDICATORS, JUDICATORS WITH SKYBOLT BOWS |
Countless tyrants have fallen to the Liberators. These staunch souls are the most famed Redeemer warriors; whether forming implacable shieldwalls or expertly wielding paired weapons, they are undeniably the soul of the Stormhost made manifest.
Heavens-wrought Weapon |
| Heavens-wrought Weapon | 1" | 2 | 3+ | 4+ | -1 | 1 |
Paired Heavens-wrought Weapons |
| Paired Heavens-wrought Weapons | 1" | 3 | 3+ | 4+ | -1 | 1 |
Grandweapon |
| Grandweapon | 1" | 2 | 3+ | 3+ | -1 | 2 |
Unit Size: 5 Points: 100
Battlefield Role: Battleline
Base size: 40mm
Each model in a Liberators unit is armed with 1 of the following weapon options: Heavens-wrought Weapon and Sigmarite Shield; or Paired Heavens-wrought Weapons. All models in the unit must be armed with the same weapon option. 1 in every 5 models can replace their weapon option with a Grandweapon.
CHAMPION: 1 model in this unit can be a Liberator-Prime. Add 1 to the Attacks characteristic of that model’s Heavens-wrought Weapons, Paired Heavens-wrought Weapons or Grandweapon.
Lay Low The Tyrants: Once a Liberator shieldwall has endured the charge of foes seeking to uproot them, bloody justice is dealt.
At the end of the
combat phase, you can pick 1 enemy unit that is both within 1" of this unit and within 6" of an
objective, and roll a dice. On a 4+, that unit suffers D3
mortal wounds.
Sigmarite Shields: Stormcast Eternals can use their sigmarite shields to create an impregnable shieldwall.
Add 1 to
save rolls for attacks that target this unit if at least half of the models in this unit (rounding down) are armed with Sigmarite Shields.
ORDER, STORMCAST ETERNALS, REDEEMER, LIBERATORS |
Arcane mystery clings to the Sequitors, footsoldiers of the Sacrosanct chambers. By channelling celestial power through their wargear, they can bolster their strength to new heights, all the while carrying out the secretive missions of their hosts.
Sacrosanct Weapons |
| Sacrosanct Weapons | 1" | 2 | 3+ | 3+ | -1 | 1 |
Stormsmite Greatmace |
| Stormsmite Greatmace | 1" | 2 | 3+ | 3+ | -1 | 2 |
Unit Size: 5 Points: 110
Battlefield Role: Battleline
Base size: 40mm
Each model in a Sequitors unit is armed with Sacrosanct Weapons and a Soulshield. 2 in every 5 models can replace the unit’s weapon option with a Stormsmite Greatmace. The Sequitor-Prime can replace the unit’s weapon option with a Stormsmite Greatmace, in addition to any other models in the unit that can do so.
CHAMPION: 1 model in this unit can be a Sequitor-Prime. Add 1 to the Attacks characteristic of that model’s Sacrosanct Weapons or Stormsmite Greatmace. If a Sequitor-Prime is armed with Sacrosanct Weapons and a Soulshield, it can also carry a Redemption Cache.
Redemption Cache: A redemption cache can drag the souls of the damned from their bodies.
Slain models cannot be returned to enemy units that are within 3" of this unit’s Sequitor-Prime.
Sequitor Aetheric Channelling: Sequitors can use their knowledge of the arcane arts to channel aetheric energy into their weapons or shields.
At the start of the
combat phase, you must say whether this unit will channel aetheric power into its weapons or into its shields.
If you pick its weapons, until the end of that phase, if the unmodified
hit roll for an attack made by this unit is 6, that attack scores 2 hits on the target instead of 1. Make a
wound and
save roll for each hit.
If you pick its shields, until the end of that phase, this unit has a
ward of 5+.
ORDER, STORMCAST ETERNALS, SACROSANCT, REDEEMER, SEQUITORS |
Vanquishers are expert swordsmen, warrior-knights for whom the skillful kill is everything. They excel at cleaving through armoured foes and milling hordes both, wielding their celestial greatswords to hack down any enemy that dares approach.
Celestial Greatsword |
| Celestial Greatsword | 2" | 2 | 3+ | 3+ | -1 | 1 |
Unit Size: 5 Points: 100
Battlefield Role: Battleline
Base size: 40mm
Each model in a Vanquishers unit is armed with a Celestial Greatsword.
CHAMPION: 1 model in this unit can be a Vanquisher-Prime. Add 1 to the Attacks characteristic of that model’s Celestial Greatsword.
STANDARD BEARER: 1 in every 10 models in this unit can be a Storm-forged Icon Bearer. Add 1 to the Bravery characteristic of a unit that includes any Storm-forged Icon Bearers.
MUSICIAN: 1 in every 10 models in this unit can be a Vanquisher Herald. If this unit receives the
Rally command while it includes any Vanquisher Heralds, when you roll a dice for a slain model from this unit, you can return 1 slain model to this unit on a 5+ instead of only a 6.
Lightning Strikes: Vanquishers have mastered all manner of deadly combat techniques and deal out death with a pitiless efficiency.
Add 1 to the Attacks characteristic of a Celestial Greatsword if there are 5 or more models in the target unit. Add 2 to the Attacks characteristic of a Celestial Greatsword instead of 1 if there are 10 or more models in the target unit.
ORDER, STORMCAST ETERNALS, THUNDERSTRIKE, REDEEMER, VANQUISHERS |
The Vindictor retinues are the shieldwall upon which the forces of ruin shatter. These warriors will hold their ground come what may, trusting in their lightning-blessed wargear and their own skill to devastate the foe.
Stormspear |
| Stormspear | 2" | 2 | 3+ | 3+ | -1 | 1 |
Unit Size: 5 Points: 110
Battlefield Role: Battleline
Base size: 40mm
Each model in a Vindictors unit is armed with a Stormspear.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Thunderhead Brotherhood •
Vanguard Wing •
Lord Vorst’s Retinue
CHAMPION: 1 model in this unit can be a Vindictor-Prime. Add 1 to the Attacks characteristic of that model’s Stormspear.
STANDARD BEARER: 1 in every 5 models in this unit can be an Azyrite Signifier. Add 1 to the Bravery characteristic of a unit that includes any Azyrite Signifiers.
Stormsoul Arsenal: As the Vindictors bellow litanies of faith, bright lightning arcs between their shields and spears, forcing enemies to charge into a wall of blazing Azyrite power.
If the unmodified
hit roll for an attack made with a Stormspear is 6, the target suffers 1
mortal wound and the
attack sequence ends (do not make a
wound or
save roll).
ORDER, STORMCAST ETERNALS, THUNDERSTRIKE, REDEEMER, VINDICTORS |
None
Native to Azyr, Aetherwings hunt with terrific swiftness. Their bonds with the Storm casts are close, and in battle, they soar high above the fray before diving to savage their foes with flashing claws and beaks.
Beak and Claws |
| Beak and Claws | 1" | 2 | 4+ | 3+ | - | 1 |
Unit Size: 3 Points: 70
Battlefield Role: None
Base size: 32mm
Each model in an Aetherwings unit is armed with a Beak and Claws.
Swooping Hunters: Aetherwings dart back and forth, striking the foe before swooping away.
This unit can
retreat and still
charge later in the turn.
Marked for Destruction: Those who oppose the masters of these loyal beasts hear doom approaching in the beating of celestial wings.
Add 1 to
hit rolls for attacks made with missile weapons by friendly
VANGUARD-RAPTORS units if the target is within 12" of any friendly units with this ability.
ORDER, STORMCAST ETERNALS, AETHERWINGS |
The Annihilators are dispatched to unleash Sigmar’s own destructive wrath. These hulking goliaths are often held to be immortal by onlookers; they arrive on the battlefield in a crushing sidelong charge, shattering all before them.
Meteoric Hammer |
| Meteoric Hammer | 1" | 3 | 3+ | 3+ | -1 | 2 |
Unit Size: 3
Points: 150
Battlefield Role: None
Base size: 40mmNotes: Battleline in a
Knights Excelsior army
Each model in an Annihilators unit is armed with a Meteoric Hammer.
CHAMPION: 1 model in this unit can be an Annihilator-Prime. Add 1 to the Attacks characteristic of that model’s Meteoric Hammer.
Blazing Impact: Annihilators arrive upon the field with devastating force, twin-tailed trails streaking behind them as an earth-shattering shockwave blasts apart the foes of Sigmar.
After this unit is set up on the battlefield for the first time, roll a dice for each enemy unit within 10" of this unit. On a 3+, that unit suffers D3
mortal wounds. In addition, you can re-roll
charge rolls for this unit if it was set up on the battlefield in the same turn.
Force of a Falling Star: Annihilators move with comet-like force, and as they build up momentum, their blows and movements are followed by the same shockwave that accompanied their arrival.
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. Subtract 1 from the roll if this unit only has 2 models. Subtract 2 from the roll if this unit only has 1 model. For each 4+, that enemy unit suffers 1
mortal wound.
ORDER, STORMCAST ETERNALS, THUNDERSTRIKE, PALADIN, ANNIHILATORS |
Annihilators armed with meteoric grandhammers are a terror. Anything caught in the crushing swings of these weapons is reduced to ruin, the Annihilators showing neither pity nor remorse as they go about their brutal business.
Meteoric Grandhammer |
| Meteoric Grandhammer | 2" | 3 | 3+ | 2+ | -2 | 3 |
Unit Size: 3
Points: 200
Battlefield Role: None
Base size: 40mmNotes: Battleline in a
Knights Excelsior army
Each model in an Annihilators with Meteoric Grandhammers unit is armed with a Meteoric Grandhammer.
CHAMPION: 1 model in this unit can be an Annihilator-Prime. Add 1 to the Attacks characteristic of that model’s Meteoric Grandhammer.
Blazing Impact: Annihilators arrive upon the field with devastating force, twin-tailed trails streaking behind them as an earth-shattering shockwave blasts apart the foes of Sigmar.
After this unit is set up on the battlefield for the first time, roll a dice for each enemy unit within 10" of this unit. On a 3+, that unit suffers D3
mortal wounds. In addition, you can re-roll
charge rolls for this unit if it was set up on the battlefield in the same turn.
Force of a Falling Star: Annihilators move with comet-like force, and as they build up momentum, their blows and movements are followed by the same shock wave that accompanied their arrival.
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. Subtract 1 from the roll if this unit only has 2 models. Subtract 2 from the roll if this unit only has 1 model. For each 4+, that enemy unit suffers 1
mortal wound.
ORDER, STORMCAST ETERNALS, THUNDERSTRIKE, PALADIN, ANNIHILATORS, ANNIHILATORS WITH METEORIC GRANDHAMMERS |
When beings born of the aether rear their heads, it is the Castigators who put them down. Channelling celestial powers through their thunderhead greatbows, they provide covering fire to their kindred, projectiles detonating with blazing force.
Thunderhead Greatbow |
| Thunderhead Greatbow | 18" | D3 | 3+ | 3+ | -1 | 1 |
Heavy Stock |
| Heavy Stock | 1" | 2 | 4+ | 3+ | - | 1 |
Unit Size: 3 Points: 90
Battlefield Role: None
Base size: 40mm
Each model in a Castigators unit is armed with a Thunderhead Greatbow and Heavy Stock.
CHAMPION: 1 model in this unit can be a Castigator-Prime. Add 1 to the Attacks characteristic of that model’s Thunderhead Greatbow.
Castigator Aetheric Channelling: Castigators can use their knowledge of the arcane to channel aetheric energy, making their weapons more accurate or more powerful.
At the start of the
shooting phase, you must say whether this unit will increase either the accuracy or the power of its Thunderhead Greatbows.
If you pick accuracy, until the end of that phase, add 1 to
hit rolls for attacks made with this unit’s Thunderhead Greatbows.
If you pick power, until the end of that phase, this unit’s Thunderhead Greatbows have a Rend characteristic of -2 instead of-1.
Burst of Celestial Energy: When the bolt from a thunderhead greatbow hits its target, it releases a burst of celestial energy that is deadly to daemons and spirit creatures.
If the unmodified
hit roll for an attack made with a Thunderhead Greatbow that targets a
MALIGNANT or
DAEMON unit is 6, that attack scores 2 hits on the target instead of 1. Make a
wound and
save roll for each hit.
ORDER, STORMCAST ETERNALS, SACROSANCT, JUSTICAR, CASTIGATORS |
The advance of the Decimators is marked by piles of butchered corpses. These Paladins are remorseless in eradicating Sigmar’s enemies and, armed with their brutal thunderaxes, never tire when cleaving through hordes of the hateful foe.
Thunderaxe |
| Thunderaxe | 1" | 5 | 3+ | 3+ | -2 | 1 |
Starsoul Mace |
| Starsoul Mace | 1" | 1 | |
Unit Size: 5
Points: 210
Battlefield Role: None
Base size: 40mmNotes: Battleline in a
Knights Excelsior army
Each model in a Decimators unit is armed with a Thunderaxe. 2 in every 5 models can replace their Thunderaxe with a Starsoul Mace.
CHAMPION: 1 model in this unit can be a Decimator-Prime. Add 1 to the Attacks characteristic of that model’s Thunderaxe.
Starsoul Mace: A starsoul mace blasts a being’s soul out of synchronicity with their mortal form, slaying them as surely as any death blow.
Do not use the
attack sequence for an attack made with a Starsoul Mace. Instead, roll a dice. On a 2+, the target suffers D3
mortal wounds.
Cleaving Blow: A single swing of a thunderaxe can carve through several foes.
Add 2 to the Attacks characteristic of a Thunderaxe if the number of models in the target unit is greater than the number of models in this unit.
ORDER, STORMCAST ETERNALS, PALADIN, DECIMATORS |
Foremost warriors of the Thunderwave echelon, Concussors and their Dracoth mounts are chosen for their raw brawn. Theirs is the task of humbling the foe ready for the ultimate strike, and their hammers are feared by all.
Stormblast |
| Stormblast | 12" | 1 | |
Lightning Hammer |
| Lightning Hammer | 1" | 3 | 3+ | 3+ | -2 | 2 |
Claws and Fangs |
| Claws and Fangs | 1" | 3 | 3+ | 3+ | -2 | 2 |
Unit Size: 2
Points: 200
Battlefield Role: None
Base size: 90 x 52mmNotes: Battleline in a
Hammers of Sigmar army
Each model in a Dracothian Guard Concussors unit is armed with a Lightning Hammer.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Thunderwave Echelon
ELITE: Models in this unit can
issue commands to their own unit.
MOUNT: This unit’s Dracoths are each armed with a Stormblast and Claws and Fangs.
Stormblast: Dracoths can unleash the power of Sigmar’s storm from within their maws.
Do not use the
attack sequence for an attack made with a Stormblast. Instead, roll a dice. On a 4+, the target suffers D3
mortal wounds.
Blast to Ashes: A well-swung lightning hammer unleashes its pent-up energies in a great blast, destroying everything it strikes.
If the unmodified
hit roll for an attack made with a Lightning Hammer is 6, the target suffers 2
mortal wounds and the
attack sequence ends (do not make a
wound or
save roll).
ORDER, STORMCAST ETERNALS, DRACOTHIAN GUARD, DRACOTH, CONCUSSORS |
To the Desolators falls the honour of eradicating the enemies of the Extremis chambers. Neither they nor their Dracoths heed any desperate calls for mercy, and their thunderaxes take a fearsome toll with each swing.
Stormblast |
| Stormblast | 12" | 1 | |
Thunderaxe |
| Thunderaxe | 1" | 5 | 3+ | 3+ | -2 | 1 |
Claws and Fangs |
| Claws and Fangs | 1" | 3 | 3+ | 3+ | -2 | 2 |
Unit Size: 2
Points: 190
Battlefield Role: None
Base size: 90 x 52mmNotes: Battleline in a
Hammers of Sigmar army
Each model in a Dracothian Guard Desolators unit is armed with a Thunderaxe.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Thunderwave Echelon
ELITE: Models in this unit can
issue commands to their own unit.
MOUNT: This unit’s Dracoths are each armed with a Stormblast and Claws and Fangs.
Stormblast: Dracoths can unleash the power of Sigmar’s storm from within their maws.
Do not use the
attack sequence for an attack made with a Stormblast. Instead, roll a dice. On a 4+, the target suffers D3
mortal wounds.
Cleaving Blow: A single swing of a thunderaxe can carve through several foes.
Add 2 to the Attacks characteristic of a Thunderaxe if the number of models in the target unit is greater than the number of models in this unit.
ORDER, STORMCAST ETERNALS, DRACOTHIAN GUARD, DRACOTH, DESOLATORS |
Fulminators are the most aggressive Dracothian Guard, the vaunted speartip of the Lightning echelon. As their ground-shaking charge builds speed, a tempest of energy surrounds their lances, ready to be unleashed as they crash home.
Stormblast |
| Stormblast | 12" | 1 | |
Stormstrike Glaive |
| Stormstrike Glaive | 1" | 5 | 3+ | 3+ | -2 | 1 |
Claws and Fangs |
| Claws and Fangs | 1" | 3 | 3+ | 3+ | -2 | 2 |
Unit Size: 2
Points: 240
Battlefield Role: None
Base size: 90 x 52mmNotes: Battleline in a
Hammers of Sigmar army
Each model in a Dracothian Guard Fulminators unit is armed with a Stormstrike Glaive.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Lightning Echelon
ELITE: Models in this unit can
issue commands to their own unit.
MOUNT: This unit’s Dracoths are each armed with a Stormblast and Claws and Fangs.
Stormblast: Dracoths can unleash the power of Sigmar’s storm from within their maws.
Do not use the
attack sequence for an attack made with a Stormblast. Instead, roll a dice. On a 4+, the target suffers D3
mortal wounds.
Impaling Strikes: On the charge, the blade of a stormstrike glaive can impale several foes.
This unit’s Stormstrike Glaives have a Damage characteristic of 3 instead of 1 if this unit made a
charge move in the same turn.
ORDER, STORMCAST ETERNALS, DRACOTHIAN GUARD, DRACOTH, FULMINATORS |
Fulminators are the most aggressive Dracothian Guard, the vaunted speartip of the Lightning echelon. As their ground-shaking charge builds speed, a tempest of energy surrounds their lances, ready to be unleashed as they crash home.
Stormblast |
| Stormblast | 12" | 1 | |
Stormstrike Glaive |
| Stormstrike Glaive | 1" | 5 | 3+ | 3+ | -2 | 1 |
Claws and Fangs |
| Claws and Fangs | 1" | 3 | 3+ | 3+ | -2 | 2 |
Unit Size: 1
Points: 120
Battlefield Role: None
Base size: 90 x 52mmNotes: Single. You can include 1 unit of this type for each
Lord-Celestant on Dracoth you include in your army. This unit cannot have the Battleline battlefield role.
Each model in a Dracothian Guard Fulminators unit is armed with a Stormstrike Glaive.
ELITE: Models in this unit can
issue commands to their own unit.
MOUNT: This unit’s Dracoths are each armed with a Stormblast and Claws and Fangs.
Stormblast: Dracoths can unleash the power of Sigmar’s storm from within their maws.
Do not use the
attack sequence for an attack made with a Stormblast. Instead, roll a dice. On a 4+, the target suffers D3
mortal wounds.
Impaling Strikes: On the charge, the blade of a stormstrike glaive can impale several foes.
This unit’s Stormstrike Glaives have a Damage characteristic of 3 instead of 1 if this unit made a
charge move in the same turn.
ORDER, STORMCAST ETERNALS, DRACOTHIAN GUARD, DRACOTH, FULMINATORS |
To become a Tempestor, a Stormcast must prove themselves a master marksman, maintaining pinpoint fire even while fighting atop a fierce Dracoth. Their volleystorm crossbows spit a constant stream of blazing death into the foe.
Stormblast |
| Stormblast | 12" | 1 | |
Volleystorm Crossbow |
| Volleystorm Crossbow | 12" | 3 | 3+ | 3+ | -1 | 1 |
Warblade |
| Warblade | 1" | 3 | 3+ | 4+ | -1 | 1 |
Claws and Fangs |
| Claws and Fangs | 1" | 3 | 3+ | 3+ | -2 | 2 |
Unit Size: 2
Points: 220
Battlefield Role: None
Base size: 90 x 52mmNotes: Battleline in a
Hammers of Sigmar army
Each model in a Dracothian Guard Tempestors unit is armed with a Volleystorm Crossbow and Warblade.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Lightning Echelon
ELITE: Models in this unit can
issue commands to their own unit.
MOUNT: This unit’s Dracoths are each armed with a Stormblast and Claws and Fangs.
Stormblast: Dracoths can unleash the power of Sigmar’s storm from within their maws.
Do not use the
attack sequence for an attack made with a Stormblast. Instead, roll a dice. On a 4+, the target suffers D3
mortal wounds.
Volleystorm: Tempestors are trained to unleash an avalanche of fire upon the foe.
If an attack made with a Volleystorm Crossbow scores a hit, that attack scores 2 hits on the target instead of 1. Make a
wound and
save roll for each hit.
ORDER, STORMCAST ETERNALS, DRACOTHIAN GUARD, DRACOTH, TEMPESTORS |
Armed with sword and stave, Evocators are masterful warriors. Their true strength, however, lies in harnessing Azyr’s mystical energies to summon chain lightning arcs that scour the foe or infusing their allies with tempestuous strength.
Tempest Blade and Stormstave |
| Tempest Blade and Stormstave | 1" | 4 | 3+ | 3+ | -1 | 1 |
Grandstave |
| Grandstave | 1" | 3 | 3+ | 3+ | - | 2 |
Unit Size: 5 Points: 220
Battlefield Role: None
Base size: 40mm
Each model in an Evocators unit is armed with 1 of the following weapon options: Tempest Blade and Stormstave; or Grandstave. Each model in the unit can be armed with a different weapon option.
WIZARD: This unit is a
WIZARD while this unit has 2 or more models. It can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase. It only knows the
Empower spell and cannot attempt to cast any other
spells. Any number of
EVOCATORS units can attempt to cast
Empower in the same hero phase.
CHAMPION: 1 model in this unit can be an Evocator-Prime. Add 1 to the Attacks characteristic of that model’s Tempest Blade and Stormstave or Grandstave.
Celestial Lightning Arc: Evocators summon bands of celestial lightning that arc around their weapons.
After this unit has fought for the first time in a phase and all of its attacks have been resolved, you can pick 1 enemy unit within 3" of this unit. Roll 2 dice for each model in this unit. For each 4+, that enemy unit suffers 1
mortal wound.
Empower: When gathered in enough numbers, Evocators can empower themselves or their comrades.
Empower is a spell that has a
casting value of 6 and a range of 12". If successfully cast, pick 1 friendly
REDEEMER or
SACROSANCT unit wholly within range. Add 1 to
wound rolls for attacks made by that unit until your next
hero phase.
ORDER, STORMCAST ETERNALS, SACROSANCT, CORPUSCANT, EVOCATORS |
Dracolines are fearsome beasts of Azyr whose roars can unman even the staunchest foes. When their savagery is allied with the magical prowess of an Evocator, the result is a force to be reckoned with.
Tempest Blade and Stormstave |
| Tempest Blade and Stormstave | 1" | 4 | 3+ | 3+ | -1 | 1 |
Grandstave |
| Grandstave | 1" | 3 | 3+ | 3+ | - | 2 |
Monstrous Claws |
| Monstrous Claws | 1" | 3 | 3+ | 3+ | -1 | D3 |
Unit Size: 3 Points: 240
Battlefield Role: None
Base size: 90 x 52mm
Each model in an Evocators on Celestial Dracolines unit is armed with a Tempest Blade and Stormstave. 2 in every 3 models can replace the unit’s weapon option with a Grandstave.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Cleansing Phalanx
WIZARD: This unit is a
WIZARD while it has 2 or more models. It can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase. It only knows the
Empower spell and cannot attempt to cast any other spells. Any number of
EVOCATORS units can attempt to cast
Empower in the same hero phase.
MOUNT: This unit’s Celestial Dracolines are each armed with Monstrous Claws.
CHAMPION: 1 model in this unit can be an Evocator-Prime. Add 1 to the Attacks characteristic of that model’s Tempest Blade and Stormstave or Grandstave.
Celestial Lightning Arc: Evocators summon bands of celestial lightning that arc around their weapons.
After this unit has fought for the first time in a phase and all of its attacks have been resolved, you can pick 1 enemy unit within 3" of this unit. Roll 3 dice for each model in this unit. For each 4+, that enemy unit suffers 1
mortal wound.
Thunderous Pounce: A Dracoline builds energy as it charges towards the foe; as it pounces, it discharges that force through its claws in a blast of Azyrite power.
You can re-roll
charge rolls for this unit.
Empower: When gathered in enough numbers, Evocators can empower themselves or their comrades.
Empower is a spell that has a
casting value of 6 and a range of 12". If successfully cast, pick 1 friendly
REDEEMER or
SACROSANCT unit wholly within range. Add 1 to
wound rolls for attacks made by that unit until your next
hero phase.
ORDER, STORMCAST ETERNALS, SACROSANCT, CORPUSCANT, DRACOLINE, EVOCATORS |
Gryph-hounds are amongst the noblest Azyrite beasts and have long been companions of the Stormhosts. Their sharp senses are capable of detecting hidden foes, while their fearsome talons are the bane of the unwary.
Vicious Beak and Claws |
| Vicious Beak and Claws | 1" | 4 | 3+ | 4+ | - | 1 |
Unit Size: 6 Points: 80
Battlefield Role: None
Base size: 40mm
Each model in a Gryph-hounds unit is armed with a Vicious Beak and Claws.
CHAMPION: If this unit has 3 or more models, 1 model in this unit can be a Gryph-hound Alpha. Add 1 to the Attacks characteristics of that model’s Vicious Beak and Claws.
Darting Attacks: Gryph-hounds attack in a series of darting strikes.
After this unit has fought and all of its attacks have been resolved, it can
retreat 6".
Warning Cry: It is said that it is impossible to sneak up on a Gryph-hound.
If an enemy reserve unit or summoned unit (
core rules, 3.1) is set up on the battlefield for the first time within 12" of this unit, you can pick up to 3 friendly
STORMCAST ETERNALS units wholly within 12" of this unit to shoot. Any
shooting attacks made by a
STORMCAST ETERNALS unit picked with this ability must target that reserve unit or summoned unit.
ORDER, STORMCAST ETERNALS, GRYPH-HOUNDS |
Praetors are exemplary bodyguards, linked to their assigned wards at an arcane, spiritual level. This connection allows the Praetor to accept the wounds of their charge unto themselves, keeping Sigmar’s champions hale and whole.
Soulguard’s Halberd |
| Soulguard’s Halberd | 1" | 3 | 3+ | 3+ | -1 | 2 |
Unit Size: 3 Points: 130
Battlefield Role: None
Base size: 40mm
Each model in a Praetors unit is armed with a Soulguard's Halberd.
CHAMPION: 1 model in this unit can be a Praetor-Prime. Add 1 to the Attacks characteristic of that model's Soulguard's Halberd.
Soul-forged Guardians: Praetors are willing to lay down their lives to protect their soul-bonded charge; upon death, heavenly light spills from these noble champions, cleansing doubt and weakness from their commanders.
At the start of the first battle round, before determining who has the first turn, you can pick 1 friendly
STORMCAST ETERNALS HERO on the battlefield to which this unit will be bound (the same
HERO cannot have more than 1 unit of
PRAETORS bound to it at any time).
Before you
allocate a wound or
mortal wound to that
HERO, or instead of making a
ward roll for a wound or mortal wound that would be allocated to that
HERO, if that
HERO is within 3" of this unit, you can roll a dice.
On a 1 -2, that wound or mortal wound is allocated to that
HERO as normal. On a 3-4, that wound or mortal wound is allocated to this unit instead of that
HERO. On a 5-6, that wound or mortal wound is negated.
ORDER, STORMCAST ETERNALS, THUNDERSTRIKE, PRAETORS |
Prosecutors are winged heralds who soar above the battlefield upon wings of starlight. Wielding enchanted hammers that are summoned directly from the tempest, they rain down a constant barrage of death upon the foe.
Celestial Hammer |
| Celestial Hammer | 9" | 2 | 4+ | 4+ | -1 | 1 |
Pair of Celestial Hammers |
| Pair of Celestial Hammers | 9" | 3 | 4+ | 4+ | -1 | 1 |
Celestial Hammer |
| Celestial Hammer | 1" | 2 | 3+ | 3+ | -1 | 1 |
Pair of Celestial Hammers |
| Pair of Celestial Hammers | 1" | 3 | 3+ | 3+ | -1 | 1 |
Grandweapon |
| Grandweapon | 1" | 2 | 3+ | 3+ | -1 | 2 |
Unit Size: 3
Points: 110
Battlefield Role: None
Base size: 40mmNotes: Battleline in a
Tempest Lords army
Each model in a Prosecutors with Celestial Hammers unit is armed with 1 of the following weapon options: Pair of Celestial Hammers; or Celestial Hammer and Sigmarite Shield. All models in the unit must be armed with the same weapon option. 1 in every 3 models can replace their weapon option with a Grandweapon.
CHAMPION: 1 model in this unit can be a Prosecutor-Prime. Add 1 to the Attacks characteristic of that model’s Celestial Hammer or Pair of Celestial Hammers.
Dispersed Formation: Prosecutors are trained to fight in a widely dispersed formation.
If this unit has 2 to 5 models, it is
coherent if each model in the unit is within 3" horizontally of at least 1 other model in the unit instead of 1". If this unit has more than 5 models, it is coherent if each model in the unit is within 3" horizontally of at least 2 other models in the unit instead of 1".
Heralds of Righteousness: Prosecutors cross the battlefield in a blur of light.
You can attempt a charge with this unit if it is within 18" of an enemy unit instead of 12". Roll 3D6 instead of 2D6 when making a
charge roll for this unit.
Sigmarite Shields: Stormcast Eternals can use their sigmarite shields to create an impregnable shieldwall.
Add 1 to
save rolls for attacks that target this unit if at least half of the models in this unit (rounding down) are armed with Sigmarite Shields.
ORDER, STORMCAST ETERNALS, ANGELOS, PROSECUTORS, PROSECUTORS WITH CELESTIAL HAMMERS |
Prosecutors armed with stormcall javelins are amongst the most daring warriors of the celestial host. Fearlessly, they hurtle forward to meet the enemy, hurling blessed projectiles into their midst before descending to eradicate the survivors.
Stormcall Javelin |
| Stormcall Javelin | 18" | 1 | 3+ | 3+ | -1 | 1 |
Stormsurge Trident |
| Stormsurge Trident | 18" | 1 | 3+ | 3+ | -1 | 2 |
Stormcall Javelin |
| Stormcall Javelin | 3" | 1 | 4+ | 4+ | -1 | 1 |
Stormsurge Trident |
| Stormsurge Trident | 3" | 1 | 4+ | 4+ | -1 | 2 |
Unit Size: 3
Points: 110
Battlefield Role: None
Base size: 40mmNotes: Battleline in a
Tempest Lords army
Each model in a Prosecutors with Stormcall Javelins unit is armed with a Stormcall Javelin and Sigmarite Shield. 1 in every 3 models can replace their Stormcall Javelin with a Stormsurge Trident.
CHAMPION: 1 model in this unit can be a Prosecutor-Prime. Add 1 to the Attacks characteristic of that model’s Stormcall Javelin.
Dispersed Formation: Prosecutors are trained to fight in a widely dispersed formation.
If this unit has 2 to 5 models, it is
coherent if each model in the unit is within 3" horizontally of at least 1 other model in the unit instead of 1". If this unit has more than 5 models, it is coherent if each model in the unit is within 3" horizontally of at least 2 other models in the unit instead of 1".
Heralds of Righteousness: Prosecutors cross the battlefield in a blur of light.
You can attempt a charge with this unit if it is within 18" of an enemy unit instead of 12". Roll 3D6 instead of 2D6 when making a
charge roll for this unit.
ORDER, STORMCAST ETERNALS, ANGELOS, PROSECUTORS, PROSECUTORS WITH STORMCALL JAVELINS |
As a Protector retinue advances, they spin their stormstrike glaives in intricate arcs. By doing so, they create shields of celestial force, safeguarding their comrades while the Paladins eagerly put their warrior skills to work.
Stormstrike Glaive |
| Stormstrike Glaive | 3" | 5 | 3+ | 3+ | -2 | 1 |
Starsoul Mace |
| Starsoul Mace | 1" | 1 | |
Unit Size: 5
Points: 220
Battlefield Role: None
Base size: 40mmNotes: Battleline in a
Knights Excelsior army
Each model in a Protectors unit is armed with a Stormstrike Glaive. 2 in every 5 models can replace their Stormstrike Glaive with a Starsoul Mace.
CHAMPION: 1 model in this unit can be a Protector-Prime. Add 1 to the Attacks characteristic of that model’s Stormstrike Glaive.
Starsoul Mace: A starsoul mace blasts a being’s soul out of synchronicity with their mortal form, slaying them as surely as any death blow.
Do not use the
attack sequence for an attack made with a Starsoul Mace. Instead, roll a dice. On a 2+, the target suffers D3
mortal wounds.
Shield of the Storm: Attacks are deflected by the Protectors’ weaving glaives.
Add 1 to
save rolls for attacks that target this unit if at least half of the models in this unit (rounding down) are armed with Stormstrike Glaives.
ORDER, STORMCAST ETERNALS, PALADIN, PROTECTORS |
A Retributor retinue wields crushing lightning hammers, amongst the most unsubtle and devastating weaponry in the Stormhosts’ arsenal. By channelling the storm’s fury through these fearsome weapons, the Retributors strike the foe with annihilating force.
Lightning Hammer |
| Lightning Hammer | 1" | 3 | 3+ | 3+ | -2 | 2 |
Starsoul Mace |
| Starsoul Mace | 1" | 1 | |
Unit Size: 5
Points: 210
Battlefield Role: None
Base size: 40mmNotes: Battleline in a
Knights Excelsior army
Each model in a Retributors unit is armed with a Lightning Hammer. 2 in every 5 models can replace their Lightning Hammer with a Starsoul Mace.
CHAMPION: 1 model in this unit can be a Retributor-Prime. Add 1 to the Attacks characteristic of that model’s Lightning Hammer.
Starsoul Mace: A starsoul mace blasts a being’s soul out of synchronicity with their mortal form, slaying them as surely as any death blow.
Do not use the
attack sequence for an attack made with a Starsoul Mace. Instead, roll a dice. On a 2+, the target suffers D3
mortal wounds.
Blast to Ashes: A well-swung lightning hammer unleashes its pent-up energies in a great blast, destroying everything it strikes.
If the unmodified
hit roll for an attack made with a Lightning Hammer is 6, the target suffers 2
mortal wounds and the
attack sequence ends (do not make a
wound or
save roll).
ORDER, STORMCAST ETERNALS, PALADIN, RETRIBUTORS |
The Liberator retinue known as Steelheart’s Champions embodies the resolute heroism of the Hammer of Sigmar. They have earned countless battle honours, and few foes cannot be overcome by the strength of their fellowship.
Broadsword |
| Broadsword | 1" | 3 | 3+ | 4+ | -1 | 2 |
Grandhammer |
| Grandhammer | 1" | 2 | 4+ | 3+ | -1 | 3 |
Warhammer |
| Warhammer | 1" | 3 | 3+ | 3+ | - | 1 |
Unit Size: 3 Points: 90
Battlefield Role: None
Base size: 40mm
Notes: Single, Unique
The models in Steelheart’s Champions are Severin Steelheart, Obryn the Bold and Angharad Brightshield. Severin Steelheart is armed with a Broadsword. Obryn the Bold is armed with a Grandhammer. Angharad Brightshield is armed with a Warhammer.
CHAMPION: Severin Steelheart is the unit champion. If the target unit has 5 or more models, you can re-roll failed hit rolls for attacks made with that model’s Broadsword.
Heroic Guard: Steelheart’s Champions stand impervious and unyielding in the face of the enemy.
If an enemy unit finishes a
charge move within ½" of this unit, add 1 to
save rolls for attacks that target this unit until the end of that turn.
Lay Low the Tyrants: Once a Liberator shield wall has endured the charge of foes seeking to uproot them, bloody justice is dealt.
At the end of the
combat phase, you can pick 1 enemy unit that is both within 1" of this unit and within 6" of an
objective, and roll a dice. On a 4+, that unit suffers D3
mortal wounds.
ORDER, STORMCAST ETERNALS, HAMMERS OF SIGMAR, REDEEMER, LIBERATORS, STEELHEART'S CHAMPIONS |
The Stormdrake Guard are the result of the alliance between Azyr and the Draconith. In battle, they are holy terrors, the Stormcasts fighting with consummate skill while the drakes’ burning breath and vicious claws annihilate their foes.
Draconic Flamestream |
| Draconic Flamestream | 12" | 1 | |
Drakerider’s Lance |
| Drakerider’s Lance | 2" | 3 | 3+ | 3+ | -1 | 1 |
Drakerider’s Warblade |
| Drakerider’s Warblade | 1" | 6 | 3+ | 3+ | -1 | 1 |
Draconic Fangs and Talons |
| Draconic Fangs and Talons | 3" | 4 | 3+ | 3+ | -2 | 2 |
Unit Size: 2 Points: 340
Battlefield Role: None
Base size: 105 x 70mm
Notes: Battleline in a Stormcast Eternals army if general is a DRACONITH or STARDRAKE
Each model in a Stormdrake Guard unit is armed with 1 of the following weapon options: Drakerider's Lance; or Drakerider's Warblade.
MONSTROUS REGIMENT: Only 1 model in this unit can carry out a
monstrous rampage each turn.
MOUNT: This unit’s Draconith are each armed with a Draconic Flamestream and Draconic Fangs and Talons.
CHAMPION: 1 model in this unit can be a Stormdrake-Prime. Add 1 to the Attacks characteristic of that model’s Drakerider’s Lance or Drakerider’s Warblade.
Dispersed Formation: Stormdrake Guard are trained to fight in a widely dispersed formation.
If this unit has 2 to 5 models, it is
coherent if each model in the unit is within 3" horizontally of at least 1 other model in the unit instead of 1". If this unit has more than 5 models, it is coherent if each model in the unit is within 3" horizontally of at least 2 other models in the unit instead of 1".
Merciless Impact: Should a foe be foolish enough to stand their ground against a charging Drakerider’s Lance, there will be little left of them after the impact.
This unit’s Drakerider’s Lances have a Rend characteristic of -2 instead of -1 and a Damage characteristic of 2 instead of 1 if this unit made a
charge move in the same turn.
Arcane Heritage: Whether raised within the temple-vessels of the Seraphon or born in the wilds of the realms, every young Draconith has developed a resistance to the arcane.
Each time this unit is affected by a
spell or the
abilities of an
endless spell, you can roll a dice. On a 4+, ignore the effect of that spell or the effects of that endless spell’s abilities on this unit.
Draconic Flamestream: A Draconith can unleash annihilating streams of wyrmflame with each exhalation.
Do not use the
attack sequence for an attack made with a Draconic Flamestream. Instead, roll a dice. On a 1-2, nothing happens. On a 3-4, the target suffers D3
mortal wounds. On a 5-6, the target suffers D6 mortal wounds.
Dragged into the Tempest: Propelling themselves skywards with immense force, a Draconith drags their victims into the clouds to be torn asunder and hurled down onto the battlefield as a grisly ruin.
In the
combat phase, after all of this unit’s attacks have been resolved, you can pick 1 enemy unit within 1" of this unit and roll a dice. If the roll is greater than that unit’s Wounds characteristic, your opponent must pick 1 model in that unit. That model is slain.
Draconic Onslaught: To reclaim their old empire, the Draconith and their riders fight together as a single furious whole, savaging any who cross their path.
Once per battle, in your
charge phase, you can say that this unit will unleash its draconic onslaught. If you do so, you can re-roll
charge rolls for this unit in that phase.
ORDER, STORMCAST ETERNALS, THUNDERSTRIKE, MONSTER, DRACONITH, STORMDRAKE GUARD, DRACONITH SKYWING |
The Stormdrake Guard are the result of the alliance between Azyr and the Draconith. In battle, they are holy terrors, the Stormcasts fighting with consummate skill while the drakes’ burning breath and vicious claws annihilate their foes.
Draconic Flamestream |
| Draconic Flamestream | 12" | 1 | |
Drakerider’s Lance |
| Drakerider’s Lance | 2" | 3 | 3+ | 3+ | -1 | 1 |
Drakerider’s Warblade |
| Drakerider’s Warblade | 1" | 6 | 3+ | 3+ | -1 | 1 |
Draconic Fangs and Talons |
| Draconic Fangs and Talons | 3" | 4 | 3+ | 3+ | -2 | 2 |
Unit Size: 1
Points: 170
Battlefield Role: None
Base size: 105 x 70mmNotes: Single. You can include 1 unit of this type for each
Knight-Draconis you include in your army. This unit cannot have the Battleline battlefield role.
Each model in a Stormdrake Guard unit is armed with 1 of the following weapon options: Drakerider's Lance; or Drakerider's Warblade.
MONSTROUS REGIMENT: Only 1 model in this unit can carry out a
monstrous rampage each turn.
MOUNT: This unit’s Draconith are each armed with a Draconic Flamestream and Draconic Fangs and Talons.
CHAMPION: 1 model in this unit can be a Stormdrake-Prime. Add 1 to the Attacks characteristic of that model’s Drakerider’s Lance or Drakerider’s Warblade.
Dispersed Formation: Stormdrake Guard are trained to fight in a widely dispersed formation.
If this unit has 2 to 5 models, it is
coherent if each model in the unit is within 3" horizontally of at least 1 other model in the unit instead of 1". If this unit has more than 5 models, it is coherent if each model in the unit is within 3" horizontally of at least 2 other models in the unit instead of 1".
Merciless Impact: Should a foe be foolish enough to stand their ground against a charging Drakerider’s Lance, there will be little left of them after the impact.
This unit’s Drakerider’s Lances have a Rend characteristic of -2 instead of -1 and a Damage characteristic of 2 instead of 1 if this unit made a
charge move in the same turn.
Arcane Heritage: Whether raised within the temple-vessels of the Seraphon or born in the wilds of the realms, every young Draconith has developed a resistance to the arcane.
Each time this unit is affected by a
spell or the
abilities of an
endless spell, you can roll a dice. On a 4+, ignore the effect of that spell or the effects of that endless spell’s abilities on this unit.
Draconic Flamestream: A Draconith can unleash annihilating streams of wyrmflame with each exhalation.
Do not use the
attack sequence for an attack made with a Draconic Flamestream. Instead, roll a dice. On a 1-2, nothing happens. On a 3-4, the target suffers D3
mortal wounds. On a 5-6, the target suffers D6 mortal wounds.
Dragged into the Tempest: Propelling themselves skywards with immense force, a Draconith drags their victims into the clouds to be torn asunder and hurled down onto the battlefield as a grisly ruin.
In the
combat phase, after all of this unit’s attacks have been resolved, you can pick 1 enemy unit within 1" of this unit and roll a dice. If the roll is greater than that unit’s Wounds characteristic, your opponent must pick 1 model in that unit. That model is slain.
Draconic Onslaught: To reclaim their old empire, the Draconith and their riders fight together as a single furious whole, savaging any who cross their path.
Once per battle, in your
charge phase, you can say that this unit will unleash its draconic onslaught. If you do so, you can re-roll
charge rolls for this unit in that phase.
ORDER, STORMCAST ETERNALS, THUNDERSTRIKE, MONSTER, DRACONITH, STORMDRAKE GUARD, DRACONITH SKYWING |
The Evocators Ammis and Rastus have journeyed into many an unhallowed corner of the realms alongside their master and friend Averon Stormsire, wielding the crackling storm-magics of Azyr with a ferocious skill.
Tempest Blade and Stormstave |
| Tempest Blade and Stormstave | 1" | 4 | 3+ | 3+ | -1 | 1 |
Unit Size: 2
Points: 210
Battlefield Role: None
Base size: 40mmNotes: Single, Unique.
Averon Stormsire and Stormsire’s Cursebreakers must be taken as a set. Although taken as a set, each is a separate unit.
The models in Stormsire’s Cursebreakers are Ammis and Rastus. Each is armed with a Tempest Blade and Stormstave.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Cleansing Phalanx
WIZARD: This unit is a
WIZARD while this unit has 2 models. It can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase. It only knows the
Empower spell and cannot attempt to cast any other spells. Any number of
EVOCATORS units can attempt to cast
Empower in the same hero phase.
Celestial Lightning Arc: Evocators summon bands of celestial lightning that arc around their weapons.
After this unit has fought for the first time in a phase and all of its attacks have been resolved, you can pick 1 enemy unit within 3" of this unit. Roll 2 dice for each model in this unit. For each 4+, that enemy unit suffers 1
mortal wound.
Empower: When gathered in enough numbers, Evocators can empower themselves or their comrades.
Empower is a spell that has a
casting value of 6 and a range of 12". If successfully cast, pick 1 friendly
REDEEMER or
SACROSANCT unit wholly within range. Add 1 to
wound rolls for attacks made by that unit until your next
hero phase.
ORDER, STORMCAST ETERNALS, HAMMERS OF SIGMAR, SACROSANCT, CORPUSCANT, EVOCATORS, STORMSIRE’S CURSEBREAKERS |
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.
Great Stormbow |
| Great Stormbow | 18" | 2 | 3+ | 3+ | -1 | 1 |
Stormstrike Axe |
| Stormstrike Axe | 1" | 3 | 3+ | 3+ | -1 | 1 |
Tempestuous Spear |
| Tempestuous Spear | 2" | 2 | 3+ | 3+ | -2 | 2 |
Razor Beaks and Claws |
| Razor Beaks and Claws | 1" | 6 | 3+ | 3+ | -2 | 1 |
Unit Size: 1 Points: 140
Battlefield Role: None
Base size: 120 x 92mm
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.
ORDER, STORMCAST ETERNALS, THUNDERSTRIKE, STORMSTRIKE CHARIOT |
Sanson Farstrider is one of the most experienced Hunter-Primes in the Hammers of Sigmar. He and his band of veteran rangers specialise in undertaking the most critical and death defying of missions behind enemy lines.
Boltstorm Pistol |
| Boltstorm Pistol | 12" | 2 | 4+ | 4+ | -1 | 1 |
Stormwrought Weapon |
| Stormwrought Weapon | 1" | 2 | 3+ | 3+ | -1 | 1 |
Unit Size: 3 Points: 90
Battlefield Role: None
Base size: 40mm
Notes: Single, Unique
The models in The Farstriders are Sanson Farstrider, Almeric Eagle-eye and Elias Swiftblade. Each is armed with a Boltstorm Pistol and Stormwrought Weapon.
CHAMPION: Sanson Farstrider is the unit champion. Sanson Farstrider is accompanied by a Star Falcon and carries an Astral Compass. Add 1 to the Attacks characteristic of that model’s Stormwrought Weapon.
Astral Compass: The astral compass shows the best route to take in order to strike the foe.
If this unit includes Sanson Farstrider, at the start of your
movement phase, instead of making a
normal move, you can say that this unit will navigate the winds aetheric. If you do so, remove this unit from the battlefield and set it up again on the battlefield wholly within 6" of the battlefield edge and more than 9" from all enemy units.
Star Falcon: Farstrider's loyal companion can swoop from the skies to strike the enemy.
If this unit includes Sanson Farstrider, at the start of your
shooting phase, you can pick 1 enemy unit within 18" of this unit and roll a dice. On a 4+, that unit suffers 1
mortal wound.
ORDER, STORMCAST ETERNALS, HAMMERS OF SIGMAR, ANGELOS, VANGUARD-HUNTERS, THE FARSTRIDERS |
Vanguard-Hunters thrive when hunting their quarry through the most hostile environments. Carrying astral compasses to uncover hidden paths from which to strike, the daring exploits of these warriors has changed the course of many wars.
Boltstorm Pistol |
| Boltstorm Pistol | 12" | 2 | 4+ | 4+ | -1 | 1 |
Stormwrought Weapon |
| Stormwrought Weapon | 1" | 2 | 3+ | 3+ | -1 | 1 |
Unit Size: 5
Points: 100
Battlefield Role: None
Base size: 40mmNotes: Battleline in an
Astral Templars army
Each model in a Vanguard-Hunters unit is armed with a Boltstorm Pistol and Stormwrought Weapon. 1 in every 5 models can carry an Astral Compass.
CHAMPION: 1 model in this unit can be a Hunter-Prime. Add 1 to the Attacks characteristic of that model’s Boltstorm Pistol and Stormwrought Weapon.
Astral Compass: The astral compass shows the best route to take in order to strike the foe.
If this unit includes any models carrying Astral Compasses, at the start of your
movement phase, instead of making a
normal move, you can say that this unit will navigate the winds aetheric. If you do so, remove this unit from the battlefield and set it up again on the battlefield wholly within 6" of the battlefield edge and more than 9" from all enemy units.
ORDER, STORMCAST ETERNALS, ANGELOS, VANGUARD, VANGUARD-HUNTERS |
Few other Stormcasts can hope to match the Palladors for speed. Their fleet Gryph-charger mounts make them excellent raiding forces, able to suddenly strike at a foe before any hope of resistance can be raised.
Boltstorm Pistol |
| Boltstorm Pistol | 12" | 2 | 4+ | 4+ | -1 | 1 |
Starstrike Javelin |
| Starstrike Javelin | 18" | 1 | 3+ | 3+ | -1 | 2 |
Shock Handaxe |
| Shock Handaxe | 1" | 3 | 3+ | 3+ | -1 | D3 |
Starstrike Javelin |
| Starstrike Javelin | 1" | 1 | 3+ | 3+ | -1 | 2 |
Razor Beak and Claws |
| Razor Beak and Claws | 1" | 3 | 3+ | 3+ | -2 | 1 |
Unit Size: 3
Points: 180
Battlefield Role: None
Base size: 75 x 42mmNotes: Battleline in an
Astral Templars army
Each model in a Vanguard-Palladors unit is armed with 1 of the following weapon options: Boltstorm Pistol and Shock Handaxe; or Boltstorm Pistol and Starstrike Javelin. All models in the unit must be armed with the same weapon option.
MOUNT: This unit’s Gryph-chargers are each armed with a Razor Beak and Claws.
CHAMPION: 1 model in this unit can be a Pallador-Prime. Add 1 to the Attacks characteristics of that model’s Boltstorm Pistol and Shock Handaxe or Boltstorm Pistol and Starstrike Javelin.
Ride the Winds Aetheric: Gryph-chargers can move faster than the eye can follow along the winds aetheric.
Instead of picking this unit to make a
normal move or
retreat, you can say that it will ride the winds aetheric. If you do so, remove this unit from the battlefield and set it up again on the battlefield more than 1" from all
terrain features and
objectives and more than 9" from all enemy units.
ORDER, STORMCAST ETERNALS, ANGELOS, VANGUARD, VANGUARD-PALLADORS |
For some Vanguard-Raptors, Sigmar’s work can only be done by annihilating his foes in clinically rapid succession. Their hurricane crossbows facilitate this, able to unleash a withering salvo of death that few can withstand.
Hurricane Crossbow |
| Hurricane Crossbow | 18" | 4 | 3+ | 3+ | - | 1 |
Heavy Stock |
| Heavy Stock | 1" | 2 | 4+ | 3+ | - | 1 |
Unit Size: 3 Points: 180
Battlefield Role: None
Base size: 40mm
Each model in a Vanguard-Raptors with Hurricane Crossbows unit is armed with a Hurricane Crossbow and Heavy Stock.
CHAMPION: 1 model in this unit can be a Raptor-Prime. Add 1 to the Attacks characteristic of that model’s Hurricane Crossbow.
Rapid Fire: A unit of Vanguard-Raptors can lay down a bombardment of fire to obliterate the foe.
If an attack made with a Hurricane Crossbow scores a hit, that attack scores 2 hits on the target instead of 1. Make a
wound and
save roll for each hit.
ORDER, STORMCAST ETERNALS, JUSTICAR, VANGUARD-RAPTORS, VANGUARD-RAPTORS WITH HURRICANE CROSSBOWS |
Vanguard-Raptors have few equals in matters of marksmanship. Aloof by nature, they wield their longstrike crossbows with astounding skill, striking down foes from an incredible distance like the hand of an avenging god.
Longstrike Crossbow |
| Longstrike Crossbow | 30" | 2 | 3+ | 2+ | -2 | 2 |
Heavy Stock |
| Heavy Stock | 1" | 2 | 4+ | 3+ | - | 1 |
Beak and Claws |
| Beak and Claws | 1" | 2 | 4+ | 3+ | - | 1 |
Unit Size: 3
Points: 230
Battlefield Role: None
|
Raptor-Prime | 40mm |
2 x Vanguard-Raptors with Longstrike Crossbows | 60 x 35mm |
Each model in a Vanguard-Raptors with Longstrike Crossbows unit is armed with a Longstrike Crossbow and Heavy Stock.
CHAMPION: 1 model in this unit can be a Raptor-Prime. That model is accompanied by an Aetherwing armed with a Beak and Claws. For rules purposes, the Aetherwing is considered to be a companion (
core rules, 22.3.1).
Headshot: Vanguard-Raptors have the uncanny ability to kill with a single shot.
If the unmodified
hit roll for an attack made with a Longstrike Crossbow is 6, the target suffers 2
mortal wounds and the
attack sequence ends (do not make a
wound or
save roll).
ORDER, STORMCAST ETERNALS, JUSTICAR, VANGUARD-RAPTORS, VANGUARD-RAPTORS WITH LONGSTRIKE CROSSBOWS |
Clad in thunderstrike armour, Vigilors are skilled archers who fearlessly scout out a path for their brethren. Their arrows conjure brief flashes of lightning upon impact, a form of battle-cant that directs the advance of their kin.
Stormcaller Bow |
| Stormcaller Bow | 18" | 2 | 3+ | 3+ | -1 | 1 |
Stormblade |
| Stormblade | 1" | 2 | 3+ | 3+ | -1 | 1 |
Unit Size: 5
Points: 140
Battlefield Role: None
Base size: 40mmNotes: Battleline in a Stormcast Eternals army if general is a
KNIGHT-JUDICATOR
Each model in a Vigilors unit is armed with a Stormcaller Bow and Stormblade.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Thunderhead Brotherhood •
Vanguard Wing •
Lord Vorst’s Retinue
CHAMPION: 1 model in this unit can be a Vigilor-Prime. Add 1 to the Attacks characteristic of that model’s Stormcaller Bow.
Navigators of the Storm: Vigilors move swiftly beneath dark thunderheads to assess the path for their descending brethren. The Grungni-forged arrowheads of their stormcaller bows unleash flickers of lightning that illuminate their target and allow vital reconnaissance.
In the
shooting phase, if any wounds caused by attacks made with this unit’s Stormcaller Bows are allocated to an enemy unit, add 1 to
hit rolls for attacks that target that unit until the end of that turn. The same unit cannot be affected by this ability more than once per turn.
ORDER, STORMCAST ETERNALS, THUNDERSTRIKE, JUSTICAR, VIGILORS |
Lorai has accompanied the Blacktalons over many years of battle. Though she hides her true intentions, she has proved trustworthy enough, aiding them with cloaking fogs and illusions. As a Soulscryer, she boasts mastery over the magic of the deep seas.
Abyssal Touch |
| Abyssal Touch | 1" | 4 | 3+ | 3+ | - | 1 |
Unit Size: 1
Points: 340
Battlefield Role: None
Base size: 40mmNotes: Single, Unique.
Neave Blacktalon,
Neave’s Companions and Lorai, Child of the Abyss units must be taken as a set referred to as The Blacktalons. Although taken as a set, each is a separate unit.
Lorai, Child of the Abyss, is armed with an Abyssal Touch.
WIZARD: This unit can attempt to
cast 1
spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Aquatic Illusions: Lorai conjures liquid figures out of the ethersea that mystify and confuse nearby enemies.
Subtract 1 from
hit rolls for
combat attacks that target this unit.
Gift of the Depths: Such is the connection between the Isharann and the ethersea that they can constantly manipulate its currents to protect themselves from harm.
This unit has a
ward of 5+.
Nebulous Sea-fog: A hazy mist coalesces into a thick, obscuring fog around Lorai.
Nebulous Sea-fog is a spell that has a
casting value of 6. If cast, until the start of your next
hero phase,
shooting attacks that target friendly
THE BLACKTALONS units that are wholly within 6" of this unit only score a hit on an unmodified
hit roll of 6.
ORDER, IDONETH DEEPKIN, AELF, IONRACH, HERO, WIZARD, ISHARANN, SOULSCRYER, THE BLACKTALONS, LORAI |
Neave’s companions move as smoothly as a well-oiled cogfort, striking and fading in coordinated waves. Hendrik and Rostus lead the charge with weapons of gleaming sigmarite that hit with the force of Sigmar’s tempest. Shakana covers their advance with her bow, firing with devastating accuracy.
Typhoon Crossbow: Rapid Shot |
| Typhoon Crossbow: Rapid Shot | 18" | 6 | 3+ | 3+ | -1 | 1 |
Typhoon Crossbow: Headshot |
| Typhoon Crossbow: Headshot | 18" | 1 | 2+ | 3+ | -3 | 3 |
Cyclone Sword and Axe |
| Cyclone Sword and Axe | 1" | 6 | 3+ | 3+ | -1 | 1 |
Stormcharged Warhammer |
| Stormcharged Warhammer | 2" | 4 | 3+ | 2+ | -2 | 2 |
Celestial Talons |
| Celestial Talons | 1" | 2 | 4+ | 3+ | - | 1 |
Unit Size: 3
Points: 340
Battlefield Role: None
Base size: 40mmNotes: Single, Unique.
Neave Blacktalon, Neave’s Companions and
Lorai, Child of the Abyss units must be taken as a set referred to as The Blacktalons. Although taken as a set, each is a separate unit.
The models in Neave’s Companions are Hendrick, the Silver Wolf; Rostus Oxenhammer; and Shakana Goldenblade. Hendrick, the Silver Wolf, is armed with a Cyclone Sword and Axe. Rostus Oxenhammer is armed with a Stormcharged Warhammer. Shakana Goldenblade is armed with a Typhoon Crossbow.
SHAKANA GOLDENBLADE: Shakana Goldenblade is accompanied by the Star-eagle Anda, who is armed with Celestial Talons.
ELITE: Models in this unit can
issue commands to their own unit.
Shield of Azyr: These golden-armoured warriors will willingly put themselves in mortal danger in order to protect Neave and Lorai.
If a friendly
THE BLACKTALONS HERO is within 3" of this unit, before you allocate a wound or
mortal wound to that
HERO, or instead of making a
ward roll for a wound or mortal wound that would be allocated to that
HERO, roll a dice. On a 2+, that wound or mortal wound is allocated to this unit instead of that
HERO and cannot be negated.
Consummate Aim: With unerring accuracy, Shakana’s crossbow bolts find their target.
Each time this unit shoots with its Typhoon Crossbow, if the target is an enemy
HERO, you can choose the Headshot weapon characteristics. Otherwise, use the Rapid Shot weapon characteristics.
ORDER, STORMCAST ETERNALS, HAMMERS OF SIGMAR, THUNDERSTRIKE, THE BLACKTALONS, NEAVE’S COMPANIONS |
Domitan’s Stormcoven, war-mages of the mysterious Valedictor Temple, are surrounded by a strange aura of aetheric lightning-energy. Though the nature of this power evades even their study, the trio nevertheless excel in harnessing it through waves of crackling magic.
Azyrite Bolts |
| Azyrite Bolts | 18" | 2 | 3+ | 4+ | -1 | D3 |
Valedictor Weapons |
| Valedictor Weapons | 2" | 3 | 3+ | 4+ | -1 | D3 |
Unit Size: 3 Points: 275
Battlefield Role: None
Base size: 40mm
Notes: Single, Unique
The models in Domitan’s Stormcoven are Domitan, Eye of the Storm, Leona Stratosi and Sarpon, the Cyclone. Each is armed with Azyrite Bolts and Valedictor Weapons.
WIZARD: While this unit has 2 or more models, it can attempt to
cast 2
spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase. While this unit has 1 model, it can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.
Gather the Aether: Domitan’s Stormcoven harness the aether and store its power, ready to be unleashed at a moment’s notice.
At the start of each battle round, if this unit is on the battlefield, after determining who has the first turn but before the first turn begins, you can pick 1 large battlefield quarter. That battlefield quarter becomes aethercharged until the end of the battle round.
Scouring Arcs: Domitan’s Stormcoven draw upon the harnessed aether to imbue their weapons with the deadly power of the storm.
Add 1 to
hit rolls for attacks made by this unit while is wholly within an aethercharged battlefield quarter.
Aethershock: Domitan’s Stormcoven unleash aether-charged energy across the battlefield, bolstering their allies or blasting enemies to the ground.
This unit cannot attempt to
cast this spell unless it is wholly within an aethercharged battlefield quarter. Aethershock is a spell that has a
casting value of 8. If successfully cast, pick 1 unit within an aethercharged battlefield quarter that is visible to the caster. If you picked a friendly unit, the strikefirst effect applies to that unit until the start of your next
hero phase. If you picked an enemy unit, the
strike-last effect applies to that unit until the start of your next hero phase.
ORDER, STORMCAST ETERNALS, THUNDERSTRIKE, HAMMERS OF SIGMAR, WIZARD, KNIGHT, DOMITAN’S STORMCOVEN |
Armed with the Lantern Astrala, Calthia Xandire leads her fellows in search of Harrowdeep’s forgotten secrets. With her comes Dhoraz Giant-fell, who revels in each destructive swing of his hammer; Luxa Stormrider, who lets her proficiency with the bow speak for her; and Luxa’s aetherwing companion, Taros.
Stormcaller Bow |
| Stormcaller Bow | 24" | 3 | 2+ | 3+ | -2 | 2 |
Broadsword |
| Broadsword | 1" | 5 | 3+ | 3+ | -1 | 2 |
Great Hammer |
| Great Hammer | 1" | 3 | 3+ | 3+ | -3 | 2 |
Bow Stave |
| Bow Stave | 1" | 2 | 3+ | 4+ | - | 1 |
Beak and Talons |
| Beak and Talons | 3" | 3 | 3+ | 4+ | - | 1 |
Unit Size: 3
Points: 230
Battlefield Role: None
|
Calthia Xandire, Dhoraz Giant-fell, Luxa Stormrider | 40mm |
Taros | 25mm |
Notes: Single, Unique
The models in Xandire’s Truthseekers are Calthia Xandire, Dhoraz Giant‑fell and Luxa Stormrider. Calthia Xandire is armed with a Broadsword. Dhoraz Giant-fell is armed with a Great Hammer. Luxa Stormrider is armed with a Stormcaller Bow and Bow Stave.
COMPANION: This unit is accompanied by the aetherwing Taros, who is armed with a Beak and Talons. Taros must remain within 1" of Luxa Stormrider. For rules purposes, Luxa Stormrider and Taros are treated as a single model.
Blazing Arrows: Luxa Stormrider’s rune-etched arrows glow as if they had a molten core.
If the unmodified
hit roll for an attack made with this unit’s Stormcaller Bow is 6, the target suffers 2
mortal wounds and the
attack sequence ends (do not make a
wound roll or
save roll).
Kinetic Lodestone: Dhoraz Giant-fell has been gifted a kinetic lodestone that can stop a charging foe in their tracks and turn their own momentum against them.
After an enemy unit finishes a
charge move within 3" of Dhoraz Giant-fell, roll a dice. On a 3+, that unit suffers D3
mortal wounds. If that unit has a
mount or is a
MONSTER, it suffers 3 mortal wounds instead of D3.
Lantern Astrala: This lantern is a relic of old Azyr capable of dissipating the thickest gloom. Channelling the lambent magical energies of the heavens, it leaves Sigmar’s enemies vulnerable to attack.
Once per turn, at the end of the
charge phase, you can pick 1 enemy unit within 9" of this unit. Add 1 to
hit rolls for attacks made by friendly
STORMCAST ETERNALS units that target that enemy unit in the following
combat phase.
ORDER, STORMCAST ETERNALS, HAMMERS OF SIGMAR, XANDIRE’S TRUTHSEEKERS |
While the Questor Soulsworn still wear the colours of their Stormhost, they exist outside the chamber structure of Sigmar’s heavenly armies. Any Stormcast, be they lord or line warrior, may receive this call. Upon answering, they swear temporary fellowship to the Soulsworn, charged with missions of the grandest import.
Soulsworn Weapons |
| Soulsworn Weapons | 2" | 3 | 3+ | 3+ | -1 | 2 |
Unit Size: 6 Points: 210
Battlefield Role: None
Base size: 40mm
Notes: Single
Each model in a Questor Soulsworn unit is armed with Soulsworn Weapons.
CHAMPION: 1 model in this unit can be a Questor-Prime. Add 1 to the Attacks characteristic of that model’s Soulsworn Weapons.
SOULSWORN KNIGHT-RELICTOR: 1 model in this unit can be a Soulsworn Knight-Relictor. This unit can only use the
Relictor Soulguide ability while it includes a Soulsworn Knight-Relictor.
Relictor Soulguide: The Knight-Relictor that accompanies the Soulsworn is able to translocate the Stormcasts to where they are most needed.
Once per battle, in your
hero phase, you can say that this unit is being guided to glory. When you do so, remove this unit from the battlefield and set it up again anywhere on the battlefield more than 9" from all enemy units. It cannot move in the following
movement phase.
Ordained Quest: Soulsworn often travel deep into enemy territory to gain control of a vital landmark that conceals valuable secrets.
For the purposes of
contesting objectives wholly outside your territory, each model in this unit counts as 3 models.
ORDER, STORMCAST ETERNALS, THUNDERSTRIKE, QUESTOR SOULSWORN |
Behemoth
The Carmine Dragon is a creature saturated with the arcane power of Shyish, its claws and fangs rippling with amethyst magic. With every roar, it unleashes deadly blasts of dark energy that strip its terrified victims of their souls.
Soul-sheering Blast |
| Soul-sheering Blast | 12" | 1 | |
Raking Claws |
| Raking Claws | 2" | | 4+ | 3+ | -2 | 2 |
Amethyst Fangs |
| Amethyst Fangs | 3" | 3 | 3+ | | -2 | D6 |
0-6 | 16" | 8 | 2+ |
7-9 | 14" | 7 | 3+ |
10-11 | 11" | 6 | 4+ |
12+ | 9" | 5 | 5+ |
Unit Size: 1 Points: 475
Battlefield Role: Behemoth
Base size: 100mm
Notes: Single
A Carmine Dragon is armed with Raking Claws, Amethyst Fangs and a Soul-sheering Blast.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
ORDER keyword.
Deathly Dark Scales: The Carmine Dragon’s hide is nigh-on impenetrable to all but the strongest of blows.
This model has a
ward of 5+.
Soul-sheering Blast: Gouts of amethyst flame erupt from the Carmine Dragon’s open maw, sheering souls from their mortal forms and leaving bodies rendered to nothing more than a purple-glowing pile of ash.
Do not use the
attack sequence for an attack made with Soul-sheering Blast. Instead, roll a dice. On a 5+, the target unit suffers D6
mortal wounds.
Spell Devourer: With the amethyst energies of the Realm of Endings coalescing through its body, the Carmine Dragon can force a magical effect to die off with a single pulse of thought.
Each time this model is affected by a
spell or the ability of an
endless spell, you can roll a dice. On a 4+, ignore the effects of that spell or the ability of that endless spell on this model.
ORDER, DRAGON, MONSTER, CARMINE DRAGON |
Dread Maws are massive reptilian worms that spend most of their lives below ground, only surfacing to hunt. They use their hard rock-like coils to bind and crush their prey, and are able to tunnel through rock and soil as a fish swims through water.
Slime Spray |
| Slime Spray | 12" | 1 | 4+ | 3+ | -2 | D6 |
Cavernous Maw |
| Cavernous Maw | 3" | 3 | 3+ | 2+ | | D6 |
Writhing Coils |
| Writhing Coils | 2" | | 4+ | 4+ | -1 | 1 |
0-6 | 14" | -3 | 3D6 |
7-8 | 12" | -2 | 2D6 |
9-10 | 10" | -2 | D6 |
11+ | 8" | -1 | D3 |
Unit Size: 1 Points: 495
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
A Dread Maw is armed with a Cavernous Maw, Writhing Coils and Slime Spray.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION or
ORDER keyword.
Devourer From Below: The Dread Maw’s ability to burrow through the ground means that it can emerge from any part of a battlefield without hindrance, taking its prey by surprise.
During deployment, instead of setting up this model on the battlefield, you can place it to one side and say that it is tunnelling through the earth in
reserve. If you do so, at the end of your second
movement phase, you must set up this model anywhere on the battlefield more than 9" from all enemy units.
Impenetrable Hide: Long exposure to the taint left behind from the Age of Chaos has made the armoured scales of Dread Maws all but impervious to harm.
This model has a
ward of 5+.
Tunnel Worm: The Dread Maw grinds through rock and soil without resistance.
When this model makes a move, it can pass across
terrain features and other models in the same manner as a model that can
fly.
Yawning Maw: Their circular mouths studded with rows of sickle-shaped teeth, Dread Maws can swallow a fully armoured man whole.
Add 1
wound rolls for attacks made a Cavernous Maw if the target unit has a Wounds characteristic of 2 or less.
Elementals of Beasts are gruesome fusions of meat and bone, bound together and given will by the raw magic of Ghur. Savage beyond imagining, they slash and gore their way through whole armies, reducing their enemies to mutilated heaps of flesh.
Amber Breath |
| Amber Breath | 12" | D6 | 5+ | 3+ | -2 | D3 |
Savage Talons |
| Savage Talons | 2" | | 3+ | 4+ | -2 | 1 |
Impaling Horns |
| Impaling Horns | 2" | 4 | 4+ | 3+ | -1 | D3 |
0-5 | 10" | 3+ | 12 |
6-8 | 8" | 4+ | 10 |
9-11 | 7" | 4+ | 8 |
12+ | 6" | 5+ | 6 |
Unit Size: 1 Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
An Incarnate Elemental of Beasts is armed with Savage Talons, Impaling Horns and Amber Breath.
MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the
DESTRUCTION or
ORDER keyword.
Savage Frenzy: These creatures are at their most dangerous in their final moments, lashing out at their enemies in vengeful hatred.
If this model is slain, before removing it from play, it can fight. This model is then removed from play.
Howl of the Great Beast: The howl of an Incarnate Elemental of Beasts can freeze the blood of all who hear it.
Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of this model.
Incarnate of Ghur: Incarnate Elementals are able to draw upon the energies from their realm to increase their strength.
Add 1 to
wound rolls for attacks made by this model if it is within 1" of any
terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (
core rules, 28.1.3).
The Lure of Spilt Blood: The potent aroma of freshly spilt blood sends these creatures into a frenzy.
You can re-roll
charge rolls for this model if it is within 12" of any enemy models that have any wounds allocated to them.
GHUR, MONSTER, INCARNATE ELEMENTAL OF BEASTS |
An Incarnate Elemental of Fire is a magical creature formed from the wantonly destructive forces of Aqshy, the Realm of Fire. It appears as a great burning figure of cindered flesh engulfed in robes of furnace-hot flames.
Fiery Bolts |
| Fiery Bolts | 18" | | 4+ | 4+ | -1 | 1 |
Tendrils of Fire |
| Tendrils of Fire | 2" | 6 | 3+ | 4+ | - | 1 |
Burning Lance |
| Burning Lance | 3" | 3 | 3+ | 2+ | -2 | 2 |
0-3 | 8" | 3+ | 10 |
4-6 | 7" | 4+ | 8 |
7-9 | 6" | 4+ | 6 |
10-12 | 5" | 5+ | 4 |
13+ | 4" | 6+ | 2 |
Unit Size: 1 Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
An Incarnate Elemental of Fire is armed with Tendrils of Fire, a Burning Lance and Fiery Bolts.
MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the
DESTRUCTION or
ORDER keyword.
Ashes to Ashes: The burning power of an Incarnate Elemental of Fire is no natural flame, but an insidious and almost wilfully destructive arcane force that eats into anything it touches, destroying them from within.
If the unmodified
hit roll for an attack made by this model is 6, double the weapon’s Damage characteristic for that attack.
Gift of Elemental Fire: The very presence of an Incarnate Elemental of Fire brings destruction, as the heat that radiates off its form is enough to scorch metal and kindle flesh into bright flame.
At the end of the
combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers D3
mortal wounds.
Incarnate of Aqshy: Incarnate Elementals are able to draw upon the energies from their realm to heal their bodies and increase their strength.
Add 1 to
wound rolls for attacks made by this model if it is within 1" of any
terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (
core rules, 28.1.3).
AQSHY, MONSTER, INCARNATE ELEMENTAL OF FIRE |
These primordial beasts are among the most malevolent of dragon kind. Their gullet burns with the intensity of a raging volcano, and when roused to wrath they incinerate their foes with jets of flame, or else tear them to shreds with their enormous claws and fangs.
Brimstone Dragonfire |
| Brimstone Dragonfire | 18" | 1 | |
Furnace-hot Jaws |
| Furnace-hot Jaws | 3" | 4 | 3+ | 2+ | | D6 |
Crushing Claws |
| Crushing Claws | 2" | | 4+ | 3+ | -1 | 2 |
0-10 | 16" | -3 | 8 |
11-13 | 14" | -3 | 7 |
14-16 | 12" | -2 | 6 |
17+ | 10" | -2 | 5 |
Unit Size: 1 Points: 585
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single
A Magma Dragon is armed with Furnace-hot Jaws, Crushing Claws and Brimstone Dragonfire.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION or
ORDER keyword.
Brimstone Dragonfire: Unleashing the heat within, the Magma Dragon spews gouts of whitehot fire upon its prey.
Do not use the
attack sequence for an attack made with this model’s Brimstone Dragonfire. Instead, roll a dice. On a 2+, the target unit suffers D6
mortal wounds. If the target unit has 10 or more models, it suffers 2D6 mortal wounds instead of D6.
Burning Blood: The lifeblood that flows through Magma Dragons is molten rock. To spill it is akin to standing beside a volcanic eruption.
Roll a dice each time a
wound or
mortal wound that was caused by a melee weapon is allocated to this model. On a 4+, the attacking unit suffers 1 mortal wound. On a 6, the attacking unit suffers D3 mortal wounds instead.
DRAGON, MONSTER, MAGMA DRAGON |
Merwyrms are nightmarish creatures able to traverse both land and sea. Harbouring a malice cultivated in their endless struggle for survival upon the ocean floor, they loose this hatred upon any foolish enough to go into battle against them.
Chill Breath |
| Chill Breath | 8" | 6 | 4+ | 3+ | -1 | 1 |
Hideous Jaws |
| Hideous Jaws | 1" | 3 | 3+ | 3+ | | D3 |
Powerful Tail |
| Powerful Tail | 2" | 1 | 4+ | 3+ | -1 | |
0-5 | 8" | -3 | 6 |
6-7 | 7" | -2 | D6 |
8-9 | 6" | -2 | D3 |
10+ | 5" | -1 | 2 |
Unit Size: 1 Points: 280
Battlefield Role: Behemoth
Notes: Single
A Merwyrm is armed with Chill Breath, Hideous Jaws and a Powerful Tail.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION or
ORDER keyword.
Abyssal Predator: The Merwyrm’s usual prey are the leviathans of the deep, and they have a talent for latching onto their quarry and tearing away great chunks of flesh.
If the unmodified
wound roll for an attack made with this model’s Hideous Jaws is 6, the Damage characteristic of that weapon for that attack is D6 instead of D3.
Stench of the Deep: The air around this beast is filled with an unholy stench of rotting flesh and brackish filth. This putrid smell upturns stomachs and stings eyes, weakening and blinding its enemies before they can attack.
Subtract 1 from
hit rolls for attacks made with melee weapons that target this model.
Unnatural Metabolism: The Merwyrm’s cavernous jaws are so huge that stories abound of its ability to swallow a person whole, its wounds sealing each time it devours an unfortunate victim.
At the end of the
combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can
heal up to D3 wounds allocated to this model.
Artillery
Mobile artillery of the Ordinatos conclaves, Celestar Ballistas are weapons of terrible power. Their Sacristan operators are skilled combat engineers, and the sigmarite bolts these weapons spit forth explode with the force of the thunderbolt.
Celestar Stormbolts: Lightning-charged Shot |
| Celestar Stormbolts: Lightning-charged Shot | 36" | 1 | 3+ | 2+ | -3 | D6 |
Celestar Stormbolts: Rapid Fire |
| Celestar Stormbolts: Rapid Fire | 18" | 2D6 | 4+ | 3+ | -2 | 1 |
Sigmarite Blades |
| Sigmarite Blades | 1" | 4 | 3+ | 3+ | -1 | 1 |
Unit Size: 1
Points: 130
Battlefield Role: Artillery
|
Celestar Ballista | 60mm |
Celestar Ballista Crew | 40mm |
Notes: Single
A Celestar Ballista is armed with Celestar Stormbolts.
CREW: A Celestar Ballista has a crew of 2 Sacristan Engineers, who are armed with Sigmarite Blades. The crew must remain within 1" of the Celestar Ballista. For rules purposes, the Celestar Ballista and its crew are treated as a single model.
Versatile Weapon: A Celestar Ballista can switch between two firing methods, taking down long-range targets with a single shot or unleashing a volley of fire at closer foes.
Each time this unit shoots, choose either the Lightning-charged Shot or Rapid Fire weapon characteristics for all the attacks it makes with its Celestar Stormbolts.
ORDER, STORMCAST ETERNALS, SACROSANCT, ORDINATORS, WAR MACHINE, CELESTAR BALLISTA |
Endless Spell
| | |
| A Celestian Vortex is a whirling tornado of Azyrite magic. Within this mystical typhoon swirl magical hammers cast in the image of Ghal Maraz. Any caught in the vortex’s path are soon shattered into oblivion. Unit Size: - Points: 30 Battlefield Role: Endless Spell Base size: 65mm
SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 6". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only STORMCAST ETERNALS WIZARDS can attempt to summon this endless spell.
Storm of Vengeance: Those caught in this deadly maelstrom find themselves battered by magical hammers and crushed by furious Azyrite energy.
After this endless spell has moved, the commanding player picks 1 unit that has any models it passed across and rolls 12 dice. For each 6, that unit suffers 1 mortal wound.
Tornado of Magic: A Celestian Vortex whips the air around it into a tornado that disrupts attacks made with missile weapons.
Subtract 1 from hit rolls for attacks made with missile weapons by units within 6" of this endless spell. This ability has no effect on STORMCAST ETERNALS units. | |
| | |
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| Groundbound Stormcast mages forced to travel swiftly will summon a construct known as a Dais Arcanum. These mystical discs are empowered by the winds of Azyr, bolstering the arcane arts of any who stand upon them. Unit Size: - Points: 20 Battlefield Role: Endless Spell Base size: 50mm
SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 3". WIZARDS that have a Wounds characteristic of 8 or more, that are Unique, that are part of a unit that has 2 or more models, or that are already on a Dais Arcanum cannot attempt to cast this spell. If successfully cast, set up the endless spell within range and visible to the caster, more than 3" from all terrain features and enemy models, and more than 1" from all other models, endless spells and invocations. Then place the caster on top of the endless spell. Only STORMCAST ETERNALS WIZARDS can attempt to summon this endless spell. For rules purposes, the caster and this endless spell are treated as a single model in the caster’s army that uses the caster’s warscroll as well as the endless spell rules ( core rules, 19.3). A WIZARD on a Dais Arcanum has a Move characteristic of 12" and can fly. If the caster attempts to dispel this endless spell, it is automatically dispelled (do not make a dispelling roll). If the caster is slain, this endless spell is dispelled. If this endless spell is dispelled and the caster has not been slain, before removing the endless spell from play, set up the caster wholly within 6" of the endless spell and more than 3" from all enemy units.
Arcane Enhancement: The magical energies of a Dais Arcanum are attuned to those of the wizard who rides upon it.
A WIZARD on a Dais Arcanum can attempt to unbind 1 extra spell in the enemy hero phase.
Winds of Azyr: The Dais Arcanum glides on arcane currents to evade incoming attacks.
Subtract 1 from hit rolls for attacks that target a WIZARD on a Dais Arcanum. | |
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| Everblaze Comets are nothing less than blessed meteors plucked from the firmament and sent hurtling onto the battlefield. Even after impact, these cosmic shards pulse with arcane power, disrupting nearby magics and incinerating anything in the vicinity Unit Size: - Points: 100 Battlefield Role: Endless Spell Base size: 65mm
SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 36". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only STORMCAST ETERNALS WIZARDS can attempt to summon this endless spell.
Burning Vengeance: An Everblaze Comet smashes into the battlefield with tremendous force, whereupon it embeds itself into the ground, radiating a corona of deadly Azyrite energies.
After this endless spell is set up, roll a dice for each unit within 10" of this endless spell. On a 1, that unit suffers 1 mortal wound. On a 2-5, that unit suffers D3 mortal wounds. On a 6, that unit suffers D6 mortal wounds.
Arcane Disruption: The emanations from an Everblaze Comet disrupt the arcane abilities of nearby wizards.
Subtract 1 from casting rolls for WIZARDS within 10" of this endless spell. | |
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Warscroll Battalion
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• | 3-7 LORD units | • | 3-15 KNIGHT units |
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Wrath of the Storm: The Stormcasts of the Warrior chambers overwhelm the foe with rank upon rank of Sigmar’s finest fighters, each acting in concert with their fellows to bring the wrath of the God-King down upon the unworthy.
Once per turn, in the combat phase, when it is your turn to pick a unit to fight, you can pick 2 eligible units in this battalion instead of 1. If you do so, each of those units can fight one after the other in the order of your choice. | |
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| Wrath of the Storm: The Stormcasts of the Warrior chambers overwhelm the foe with rank upon rank of Sigmar’s finest fighters, each acting in concert with their fellows to bring the wrath of the God-King down upon the unworthy.
Once per turn, in the combat phase, when it is your turn to pick a unit to fight, you can pick 2 eligible units in this battalion instead of 1. If you do so, each of those units can fight one after the other in the order of your choice. | |
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• | 3 PALADIN units | • | 3 PROSECUTORS units |
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Wrath of the Storm: The Stormcasts of the Warrior chambers overwhelm the foe with rank upon rank of Sigmar’s finest fighters, each acting in concert with their fellows to bring the wrath of the God-King down upon the unworthy.
Once per turn, in the combat phase, when it is your turn to pick a unit to fight, you can pick 2 eligible units in this battalion instead of 1. If you do so, each of those units can fight one after the other in the order of your choice. | |
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• | 3-7 LORD units | • | 3-15 KNIGHT units |
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Celestial Nimbus: The commanders and Vanguard Wings of the Harbinger chambers are charged with a nimbus of celestial energy that lets them anticipate their opponents’ actions with preternatural speed.
Once per turn, 1 unit in this battalion can receive the At the Double or Redeploy command without the command being issued and without a command point being spent. | |
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| Celestial Nimbus: The commanders and Vanguard Wings of the Harbinger chambers are charged with a nimbus of celestial energy that lets them anticipate their opponents’ actions with preternatural speed.
Once per turn, 1 unit in this battalion can receive the At the Double or Redeploy command without the command being issued and without a command point being spent. | |
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• | 3-7 LORD units | • | 3-15 KNIGHT units |
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Martial Bond: The Devastation Brotherhoods and lords of the Exemplar chambers are tight-knit bands of veterans; should they witness a comrade’s destruction at the hands of the enemy, they will redouble their efforts to seek revenge.
If a unit in this battalion is destroyed in the combat phase, you can pick 1 other unit in this battalion that is on the battlefield. Add 1 to the Attacks characteristic of that unit’s melee weapons until the end of that phase. | |
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| Martial Bond: The Devastation Brotherhoods and lords of the Exemplar chambers are tight-knit bands of veterans; should they witness a comrade’s destruction at the hands of the enemy, they will redouble their efforts to seek revenge.
If a unit in this battalion is destroyed in the combat phase, you can pick 1 other unit in this battalion that is on the battlefield. Add 1 to the Attacks characteristic of that unit’s melee weapons until the end of that phase. | |
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| Azyrite Hurricane: When the rangers of the Vanguard Auxiliary chambers gather in force, their enemies are caught in a deadly crossfire that fills the skies with lightning.
Once per turn, at the start of your shooting phase, you can pick 1 unit in this battalion that is on the battlefield. Add 1 to the Attacks characteristic of missile weapons used by that unit until the end of that phase. | |
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| Azyrite Hurricane: When the rangers of the Vanguard Auxiliary chambers gather in force, their enemies are caught in a deadly crossfire that fills the skies with lightning.
Once per turn, at the start of your shooting phase, you can pick 1 unit in this battalion that is on the battlefield. Add 1 to the Attacks characteristic of missile weapons used by that unit until the end of that phase. | |
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| Celestial Terror: The linebreaker echelons of the Extremis chambers, as well as their drake-riding commanders, are portents of doom for any who stand against Sigmar or his allies.
If your opponent takes a battleshock test for an enemy unit within 6" of 2 or more friendly units in this battalion, they must roll 2 dice instead of 1 for that battleshock roll and they must use the highest roll. | |
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| Celestial Terror: The linebreaker echelons of the Extremis chambers, as well as their drake-riding commanders, are portents of doom for any who stand against Sigmar or his allies.
If your opponent takes a battleshock test for an enemy unit within 6" of 2 or more friendly units in this battalion, they must roll 2 dice instead of 1 for that battleshock roll and they must use the highest roll. | |
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| Celestial Terror: The linebreaker echelons of the Extremis chambers, as well as their drake-riding commanders, are portents of doom for any who stand against Sigmar or his allies.
If your opponent takes a battleshock test for an enemy unit within 6" of 2 or more friendly units in this battalion, they must roll 2 dice instead of 1 for that battleshock roll and they must use the highest roll. | |
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| Celestial Aura: The warriors of the Sacrosanct chambers are adept at harnessing their combined knowledge and power over the arcane to thwart enemy sorceries.
Each time a unit in this battalion is affected by a spell or the abilities of an endless spell, you can roll a dice. On a 5+, ignore the effect of that spell or the effects of that endless spell’s abilities on this unit. | |
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| Celestial Aura: The warriors of the Sacrosanct chambers are adept at harnessing their combined knowledge and power over the arcane to thwart enemy sorceries.
Each time a unit in this battalion is affected by a spell or the abilities of an endless spell, you can roll a dice. On a 5+, ignore the effect of that spell or the effects of that endless spell’s abilities on this unit. | |
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| Celestial Aura: The warriors of the Sacrosanct chambers are adept at harnessing their combined knowledge and power over the arcane to thwart enemy sorceries.
Each time a unit in this battalion is affected by a spell or the abilities of an endless spell, you can roll a dice. On a 5+, ignore the effect of that spell or the effects of that endless spell’s abilities on this unit. | |
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| It is said that Brothgar Godsmaw’s appetite for food is exceeded only by the joy he finds in battle.Sometimes claimed by his fellow Stormcasts to have more in common with a grunta than a man, he laughs heartily as he strikes down his foes with punishing blows. Beast Stalkers: The Astral Templars are experienced hunters of the most horrific creatures the Mortal Realms have to offer.
Units in this battalion cannot be picked when your opponent carries out a monstrous rampage.
The Godsmaw: It is claimed that the garrulous Brothgar Godsmaw once impressed an ogor with his appetite.
Add 1 to the Wounds characteristic of the Pallador-Prime in this battalion. | |
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| The remnants of the Auric Lions warrior chamber have been battered and bloodied, but still they stand defiant. Led by their indomitable commander, the Lord-Imperatant Tyberain Vorst, these golden champions have already seen harsh fighting in the Era of the Beast. Unbreakable: Lord Vorst and his personal retinue are incredibly stubborn and tenacious, even when measured against the high standards of the Hammers of Sigmar.
Units in this battalion have a 6+ ward. If a unit in this battalion is wholly within 6" of an objective, it has a 5+ ward instead of a 6+ ward. | |
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| Austere souls all, the Sempiternals Sancrosanct Chamber have pledged to atone for a great failure in their past by any means necessary. Led by the reserved yet formidable Lord-Arcanum Lynus Ghalmorian, these masters of purifying magic channel the power of the Heavens to shatter hostile curses and to cleanse the taint of undeath and corruption from the realms. Unit Size: - Points: 90 Battlefield Role: Warscroll Battalion
Attuned to the Arcane: The combined magical prowess of the Sempiternals usher new levels of power to every spell channelled through them.
At the start of your hero phase, you can pick 1 LORD-ARCANUM from this battalion. If you do so, add 9" to the range of any spells successfully cast by that model in that phase. | |
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| Unit Size: - Points: 170 Battlefield Role: Warscroll Battalion
Weapons Ablaze: Working in concert, Sacrosanct warriors channel aetheric forces into their blades and mauls to sunder the toughest armour.
If a unit of EVOCATORS from this battalion successfully casts their Empower spell on a unit of SEQUITORS from the same battalion, and the spell is not unbound, improve the Rend characteristic of weapons used by that SEQUITORS unit by 1 until the start of your next hero phase, in addition to the effects of the spell. | |
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| Unit Size: - Points: 170 Battlefield Role: Warscroll Battalion
Thwart the Arcane: When gathered together, the warriormages of the Sempiternals are able to use their eldritch mastery to ward off even the most powerful sorcerers.
Add 2 to unbinding rolls for WIZARDS from this battation while they are wholly within 9" of two or more other WIZARDS from the same battalion. | |
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| Unit Size: - Points: 150 Battlefield Role: Warscroll Battalion
Deadly Hail: The many trials endured by the Sempiternals have led their Lord-Ordinator to ensure that every missile is imbued with potent Azyrite magic.
You can re-roll wound rolls of 1 for attacks made with missile weapons by units from this battalion if they are wholly within 12" of the LORD-ORDINATOR from the same battalion. | |
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Regiment of Renown
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| The soulpod grove in which Elthwin’s lamentiri was incubated was ransacked by ghouls and touched with maddening energies. Over time, the spirit-song that naturally envelops her fellow Sylvaneth has become torturously faint to Elthwin, and it is only the Arch-Revenant’s strength of will that has staved off insanity. Gossamid Champion: Elthwin has fought alongside her Gossamid Archers innumerable times. Under her command, their arrows unerringly strike the weak points of their targets.
Add 1 to wound rolls for attacks made by the GOSSAMID ARCHERS unit in this regiment of renown while it is wholly within 12" of the ARCH-REVENANT in this regiment of renown.
Flight of the Zephyrspites: In their effort to return to Alarielle’s court, Elthwin’s Thorns are carried by swift and loyal Zephyrspites.
If the GOSSAMID ARCHERS unit in this regiment of renown is within 3" of the ARCH-REVENANT in this regiment of renown when you roll a 2+ to retreat using its Zephyrspites ability, instead of retreating, you can remove both units from the battlefield, then immediately set them up again so that the GOSSAMID ARCHERS unit is wholly within 3" of a terrain feature, the ARCH-REVENANT is wholly within 3" of the GOSSAMID ARCHERS unit, and both units are more than 9" from all enemy units. | |
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| Once, Clan Arzabul were nobles amongst the Khazalid Empire. Yet the fall of that kingdom quashed their fortunes. Rather than succumb to despair, the Runelord Norgrimm leads the survivors to search the ruined karaks for valuable rune-lore. Amongst this recovered knowledge is the Rune of Restored Hearth. Unit Size: - Points: 340 Battlefield Role: Warscroll Battalion Notes: Unique, Single. These units must be taken as a set referred to as Norgrimm’s Rune Throng. Although taken as a set, each is a separate unit.
Rune of Restored Hearth: Each time he strikes this rune, Norgrimm and his kin are one step closer to the restoration of their ancient glory, and they’ll be damned if anyone tries to set them back.
Once per battle, in your hero phase, you can pick 1 objective within 6" of the RUNELORD in this regiment of renown and say Norgrimm will strike the Rune of Restored Hearth. If you do so, for the rest of the battle, models in this regiment of renown count as 2 models for the purposes of contesting that objective, and their unit has a ward of 5+ while they are contesting that objective. | |
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| Unit Size: - Points: 540 Battlefield Role: Warscroll Battalion Notes: Unique, Single. These units must be taken as a set referred to as Fjori’s Flamebearers. Although taken as a set, each is a separate unit.
Toe to Toe: The duardin who follow Fjori into battle do not back down from any foe, no matter the size.
Enemy MONSTERS within 3" of any units in this regiment of renown cannot contest objectives.
Defiance of Grimnir: For these vengeful Fyreslayers, the bigger the enemy, the better.
Units in this regiment of renown cannot be picked when your opponent carries out a monstrous rampage. | |
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