Stormcast Eternals

The Stormcast Eternals are mortal heroes that have been transformed into supernatural warriors in the forges of Azyr, each the embodiment of Sigmar’s storm. They are the God-King’s wrath made manifest, and they were created for one single purpose: outright war!

This page contains all of the rules you need to field your Stormcast Eternals miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:


Books

BookKindEditionLast update
  Stormcast Eternals
  Stormcast EternalsBattletome4October 2024
  Sylvaneth
  SylvanethFaction Pack4October 2024
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4September 2024
  Sons of Behemat
  Sons of BehematFaction Pack4September 2024
  Warhammer Underworlds Legends
  Warhammer Underworlds LegendsWarscroll4August 2024

Faction Rules


Battle Traits

Stormcast Eternals armies can use the following abilities:

Deployment Phase
THE CELESTIAL REALM: In High Azyr, the Stormcast Eternals await their call to deliver retribution.

Declare: If there are more friendly STORMCAST ETERNALS units on the battlefield than there are set up in reserve, pick a friendly STORMCAST ETERNALS unit that has not been deployed.

Effect: Set up that unit in reserve in the Celestial Realm. It has now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
SCIONS OF THE STORM: Upon blessed bolts of lightning do the Stormcast Eternals ride to war, the furious rumble of thunder heralding their arrival.

Declare: Pick a friendly STORMCAST ETERNALS unit that is in the Celestial Realm.

Effect: Set up that unit anywhere on the battlefield more than 9" from all enemy units.

Once Per Battle, Your Movement Phase
1
HEAVENS-SENT: More reinforcements are sent down from Azyr in their fellow warriors’ time of need.

Declare: Pick a friendly non-UNIQUE STORMCAST ETERNALS INFANTRY or CAVALRY unit that started the battle with 2 or more models and that has been destroyed to be the target.

Effect: Set up a replacement unit with half the number of models from the target unit (rounding up) more than 9" from all enemy units.

Once Per Turn (Army), Your Hero Phase
THEIR FINEST HOUR: Stormcast Eternals are bastions of hope for the forces of Order. In times of desperate need, each fighter does what is necessary to keep their enemies at bay.

Declare: Pick a friendly STORMCAST ETERNALS unit that has not used this ability this battle to use this ability.

Effect: For the rest of the turn, add 1 to wound rolls for that unit’s combat attacks and add 1 to save rolls for that unit.

Battle Formations

You can pick 1 of the following battle formations for a Stormcast Eternals army. Each battle formation grants a different ability you can use in the battle.

Sentinels of the Bleak Citadels

Once Per Turn (Army), Any Hero Phase
ANCIENT AURA: Storm-charged energy ebbs and flows around the warriors of the Ruination chamber, surrounding them in a scouring aura of power. Finding purchase with a weapon on these ancient heroes can be a difficult task for even the mightiest of mortal foes.

Declare: Pick a friendly RUINATION CHAMBER unit.

Effect: That unit has WARD (5+) for the rest of the turn.


Vanguard Wing

Once Per Turn (Army), Your Movement Phase
PEERLESS MANOUVRES: These warriors are the precision weapon of the God-King, skilled at manipulating a battlefield in their favour by feinting from view and reappearing where they are needed most.

Declare: Pick a friendly VANGUARD CHAMBER unit that did not use a MOVE ability this turn and is not in combat.

Effect: Roll a dice. On a 3+, remove that unit from the battlefield and set it up again anywhere on the battlefield more than 9" from all enemy units.


Thunderhead Host

Passive
SYNCHRONISED STRIKES: The core of a Thunderhead Host is often made up of fighters from the Warrior chambers; having trained relentlessly with the sworn brethren of their Stormhost, they operate like a well-oiled cogfort.

Effect: Add 1 to hit rolls for combat attacks made by friendly WARRIOR CHAMBER units while they are wholly within 12" of any friendly non-HERO NON-BEAST STORMCAST ETERNALS units that do not have the WARRIOR CHAMBER keyword.


Lightning Echelon

Once Per Turn (Army), Any Combat Phase
ONCOMING STORM: First to the fight, the Lightning Echelon is akin to a spear-thrust into the heart of the enemy. Deployed only in times of great need, they smash into the foe’s vanguard with the force of an oncoming tempest.

Declare: Pick a friendly EXTREMIS CHAMBER unit that charged this turn.

Effect: Roll a dice. On a 3+, that unit has STRIKE-FIRST for the rest of the turn.


Sacrosanct Convocation

Once Per Turn (Army), End of Your Turn
CYCLE OF THE STORM: Masters of the Reforging process, the most experienced members of the Sacrosanct chambers can focus their power to restore mortally wounded comrades before they are called back to Azyr, allowing them to continue the fight at hand.

Declare: Pick a friendly SACROSANCT CHAMBER unit that had models slain in this turn to be the target.

Effect: Return 1 slain model to the target unit.

Heroic Traits

Aspects of Azyr

HERO only

Passive
SHOCK AND AWE: When this warrior and their Stormcasts take to the field, their shining visages strike fear into the foe.

Effect: Each time this unit is set up using the ’Scions of the Storm’ ability, subtract 1 from hit rolls for attacks that target this unit for the rest of the battle round.

In addition, each time a friendly STORMCAST ETERNALS unit is set up wholly within 12" of this unit using the ’Scions of the Storm’ ability, subtract 1 from hit rolls for attacks that target that unit for the rest of the battle round.

Your Hero Phase
ENVOY OF THE HEAVENS: When a Stormcast Eternal is laid low, the light that carries the warrior’s soul back to Azyr invigorates those who fight on.

Declare: If a friendly STORMCAST ETERNALS unit was destroyed in the previous turn, pick a visible friendly STORMCAST ETERNALS unit wholly within 12" of this unit to be the target.

Effect: The target has WARD (5+) until the start of your next turn.

Passive
STAUNCH DEFENDER: To contest the sacred grounds of Sigmar is to invoke the almighty power of Azyr.

Effect: While this unit is contesting an objective in friendly territory, add 3 to the control scores of all friendly STORMCAST ETERNALS units contesting that objective.

Artefacts of Power

Artefacts of the Tempest

HERO only

Once Per Battle, End of Any Turn
NULL PENDANT: This dark amulet holds magic within that can sap the resolve of the enemy.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Subtract 5 from the target’s control score for the rest of the turn.

Once Per Battle, Any Combat Phase
QUICKSILVER DRAUGHT: This potion lends uncanny speed to the one who imbibes it.

Effect: This unit has STRIKE-FIRST for the rest of the turn.

Passive
MIRRORSHIELD: This shield reflects the rays of Hysh in questing beams that seek out the eyes of enemy marksmen.

Effect: This unit cannot be targeted by shooting attacks unless the attacking model is within 9" of it.

Spell Lore

Lore of the Storm

Your Hero Phase
5
LIGHTNING BLAST: The wizard releases pent-up storm energy into the foe, the tang of ozone and the stench of charred flesh filling the air as their enemies are burned and blasted by crackling arcs of lightning.

Declare: Pick a friendly STORMCAST ETERNALS WIZARD to cast this spell, then pick the closest visible enemy unit to them that has not been picked to be the target of this ability this turn to be the target. If 2 or more visible enemy units are tied to be the closest, you can pick which is the target. Then, make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on the target.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
THUNDERSHOCK: The wizard unleashes the power of Sigmar's storm as a wave of pure force, leaving the foe stunned and disoriented.

Declare: Pick a friendly STORMCAST ETERNALS WIZARD to cast this spell, pick a visible enemy unit within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Subtract 1 from wound rolls for the target’s attacks until the start of your next turn.
KEYWORDSSPELL

Your Hero Phase
7
STARFALL: Gazing towards the heavens, the wizard hurls meteoric rain into the enemy's path, forcing them to turn an aggressive push into a cautious advance.

Declare: Pick a friendly STORMCAST ETERNALS WIZARD to cast this spell, pick a visible enemy INFANTRY or CAVALRY unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, subtract 1 from the number of dice rolled when making charge rolls for the target, to a minimum of 1.
KEYWORDSSPELL

Manifestation Lore

Manifestations of the Storm

Your Hero Phase
6
SUMMON DAIS ARCANUM: The wizard calls down a single bolt of lightning to strike the ground at their feet, leaving behind a perfect sigmarite disc for a chosen Stormcast to mount and be carried into the air.

Declare: If there is not a friendly Dais Arcanum on the battlefield, pick a friendly STORMCAST ETERNALS WIZARD to cast this spell, pick a friendly non-STORMCAST ETERNALS INFANTRY HERO that does not have Fly and is wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Set up a Dais Arcanum within ½" of the target, visible to the caster and not in combat. Then, remove the target from the battlefield and place it on the platform of that Dais Arcanum.
KEYWORDSSUMMON, SPELL

Your Hero Phase
6
SUMMON CELESTIAN VORTEX: The wizard casts a pair of ensorcelled hammers into the air, which begin to spin. As the vortex gets more intense, the hammers multiply to form a maelstrom of skull-crushing force.

Declare: If there is not a friendly Celestian Vortex on the battlefield, pick a friendly STORMCAST ETERNALS WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Celestian Vortex wholly within 18" of the caster and more than 9" from all enemy units.
KEYWORDSSUMMON, SPELL

Your Hero Phase
8
SUMMON EVERBLAZE COMET: Reaching an arm to the heavens, the wizard calls down a pure comet of Azyrite energy that crashes into the foe’s ranks with devastating effect.

Declare: If there is not a friendly Everblaze Comet on the battlefield, pick a friendly STORMCAST ETERNALS WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up an Everblaze Comet wholly within 18" of the caster.
KEYWORDSSUMMON, SPELL

Prayer Lore

Prayers of the Stormhosts

Your Hero Phase
4
HEALING STORM: The priest calls down cleansing bolts from the sky, their invigorating energies closing even the most grievous wounds.

Declare: Pick a friendly STORMCAST ETERNALS PRIEST to chant this prayer, pick a visible friendly STORMCAST ETERNALS unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Heal (D3) the target. If the chanting roll was 8+, Heal (D3) each visible friendly Stormcast Eternals unit wholly within 12" of the chanter instead.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
6
BLESS WEAPONS: The priest imbues the weapons of their brethren with the pure essence of the storm.

Declare: Pick a friendly STORMCAST ETERNALS PRIEST to chant this prayer, pick a visible friendly STORMCAST ETERNALS INFANTRY unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Add 1 to the Attacks characteristic of the target’s melee weapons until the start of your next turn. If the chanting roll was 12+, this ability affects all visible friendly STORMCAST ETERNALS units wholly within 12" of the chanter.
KEYWORDSPRAYER

Your Hero Phase
4
TRANSLOCATION: The priest summons bolts of lightning to transport nearby warriors across the battlefield.

Declare: Pick a friendly STORMCAST ETERNALS PRIEST to chant this prayer, pick a visible friendly STORMCAST ETERNALS unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Remove the target from the battlefield and set it up again on the battlefield more than 9" from all enemy units. In addition, if the chanting roll was 8+, subtract 1 from hit rolls for attacks that target that unit for the rest of the battle round.
KEYWORDSPRAYER

Army of Renown

Draconith Skywing

When you pick the Stormcast Eternals faction for your army, you can choose for it to be a Draconith Skywing Army of Renown. If you do so, use the faction rules on these pages instead of the Stormcast Eternals faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the DRACONITH SKYWING keyword.

Battle Traits

Passive
SHIELDS OF THE WARDEN: Ionus often goes into battle accompanied by an elite band of Stormdrake Guard whose sole duty is to protect their commander.

Effect: While any friendly Stormdrake Guard units are within a friendly Ionus Cryptborn’s combat range:
  • That friendly Ionus Cryptborn has WARD (4+).
  • Each time you make a successful ward roll for that friendly Ionus Cryptborn, allocate 1 damage point to a friendly Stormdrake Guard unit within its combat range after the damage sequence for that friendly Ionus Cryptborn has been resolved (ward rolls cannot be made for those damage points).

Once Per Turn (Army), Any Combat Phase
THUNDEROUS ROAR: A deafening roar is unleashed, drowning out the din of battle momentarily and melting the resolve of even the most stalwart foes.

Declare: Pick a friendly DRACONITH SKYWING MONSTER that has not used any RAMPAGE abilities this turn to use this ability. Then, pick up to 3 enemy units in combat with it to be the targets.

Effect: Roll a dice for each target. On a 3+, subtract 5 from that target’s control score for the rest of the turn.
KEYWORDSRAMPAGE

Passive
EXEMPLARS OF FURY: The leaders of the Skywings urge their scaled companions to strike with devastating force, their bloody assault an inspiration to all who witness it.

Effect: Add 1 to the Attacks characteristic of Companion weapons used by friendly DRACONITH SKYWING HEROES while they are within 6" of 2 or more friendly Stormdrake Guard units.

Once Per Turn (Army), Any Combat Phase
AETHERIC CYCLONE: The mighty Draconith whips its wings to create a ferocious squall that buffets the enemy lines, driving them to their knees.

Declare: Pick a friendly DRACONITH SKYWING MONSTER that has not used any RAMPAGE abilities this turn to use this ability. Then, pick an enemy unit in combat with it to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from wound rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE


Heroic Traits

HERO only
End of Any Turn
FEARLESS FLIERS: Such is the bond between this rider and their mount that they can perform the most graceful aerial manoeuvres in order to close the distance on their prey.

Effect: If this unit is not in combat, it can immediately make a D6" move and can end that move in combat.


Artefacts of Power

HERO only
Once Per Battle (Army), End of Any Turn
CELESTIUM ENSIGN: The sight of this ancient heirloom spurs Draconith to draw upon hidden reserves of strength.

Effect: Heal (3) each friendly DRACONITH SKYWING unit wholly within 12" of this unit.


Spell Lore

Your Hero Phase
7
REGAL AUTHORITY: Halos of lightning surround the wizard’s allies, casting them as resplendent and terrifying paragons of war.

Declare: Pick a friendly DRACONITH SKYWING WIZARD to cast this spell, pick a visible friendly DRACONITH SKYWING unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Add 5 to the target’s control score for the rest of the turn.
KEYWORDSSPELL, UNLIMITED


Prayer Lore

Your Hero Phase
4
SIGMAR’S GRACE: Shafts of golden light burst through the clouds to heal Sigmar’s wounded.

Declare: Pick a friendly DRACONITH SKYWING PRIEST to chant this prayer, pick a friendly DRACONITH SKYWING unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Heal (D3) the target. If the chanting roll was 8+, HEAL (2D3) the target instead.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
4
SANCTIFICATION: Holy energies radiate from the cleric, disrupting the works of spellcasters who bear hostile intent.

Declare: Pick a friendly DRACONITH SKYWING PRIEST to chant this prayer, then make a chanting roll of D6.

Effect: Until the start of your next turn, subtract 1 from casting rolls for enemy WIZARDS while they are within 30" of the chanter. If the chanting roll was 12+, subtract 1 from casting rolls for enemy WIZARDS for the rest of the battle and friendly PRIESTS cannot use this ability again for the rest of the battle.
KEYWORDSPRAYER


Manifestation Lore

Your Hero Phase
8
SUMMON EVERBLAZE COMET: Reaching an arm to the heavens, the wizard calls down a comet of pure Azyrite energy that crashes into the foe’s ranks with devastating effect.

Declare: If there is not a friendly Everblaze Comet on the battlefield, pick a friendly DRACONITH SKYWING WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up an Everblaze Comet wholly within 18" of the caster.
KEYWORDSSUMMON, SPELL

Army of Renown

Heroes of the First-Forged

When you pick the Stormcast Eternals faction for your army, you can choose for it to be a Heroes of the First-Forged Army of Renown. If you do so, use the faction rules on these pages instead of the Stormcast Eternals faction rules. Every unit in your army must be drawn from the units listed in the roster options box opposite. All units in your army gain the FIRST-FORGED keyword.

ROSTER OPTIONS

Battle Traits

Deployment Phase
THE CELESTIAL REALM: In High Azyr, the Stormcast Eternals await their call to deliver retribution.

Declare: If there are more friendly STORMCAST ETERNALS units on the battlefield than there are set up in reserve, pick a friendly STORMCAST ETERNALS unit that has not been deployed.

Effect: Set up that unit in reserve in the Celestial Realm. It has now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
SCIONS OF THE STORM: Upon blessed bolts of lightning do the Stormcast Eternals ride to war, the furious rumble of thunder heralding their arrival.

Declare: Pick a friendly STORMCAST ETERNALS unit that is in the Celestial Realm.

Effect: Set up that unit anywhere on the battlefield more than 9" from all enemy units.

Once Per Turn (Army) Your Charge Phase
PUNCH THROUGH: Like a plated fist, the warriors of the First-Forged drive deep into the enemy's ranks, smashing aside those in their path.

Declare: Pick a friendly INFANTRY unit in combat that has not charged this turn to use this ability.

Effect: That unit can immediately use the ’Charge’ ability and can move through enemy models when it does so.

Once Per Turn (Army), Your Movement Phase
SUMMON THE STORM: With a voice of booming thunder, Bastian can call forth his warriors, bringing them down in the heart of the enemy army.

Declare: If a friendly Bastian Carthalos is on the battlefield and was not set up this turn, you can pick a friendly Stormcast Eternals unit that is in the Celestial Realm.

Effect: Set up that unit wholly within 6" of a friendly Bastian Carthalos and more than 3" from all enemy units. If the target is a unit of Annihilators or Annihilators with Meteoric Grandhammers, for the rest of the turn, the target counts as having used the ’Scions of the Storm’ ability for the purposes of the ’Blazing Impact’ ability.


Heroic Traits

HERO only
Passive
THEGN OF BELLICOS: In their mortal life, this warrior fought alongside Bastian at the Battle of Burning Skies and still does so after their Reforging.

Effect: Add 1 to the Attacks characteristic of this unit’s melee weapons while it is wholly within 6" of a friendly Bastian Carthalos.


Artefacts of Power

HERO only
Any Combat Phase
SHIELD OF SKJORDAMAR: Said to have been forged with a sliver of the Great Bolt Skjordamar, this shield delivers a blast of celestial energy that can banish the corruption spread by malign magics.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On a 4+, ward rolls cannot be made for the target for the rest of the battle.


Spell Lore

Your Hero Phase
7
WREATHED IN THE STORM: Lightning ripples across the armour of these warriors, delivering a lethal shock to enemies who approach them.

Declare: Pick a friendly FIRST-FORGED WIZARD to cast this spell, pick a visible friendly STORMCAST ETERNALS unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: For the rest of the turn, each time you make an unmodified save roll of 6 for a combat attack that targets the target unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
STORM’S WRATH: The mage calls down a barrage of colossal lightning blasts that boom across the battlefield, blasting to ash clusters of the foe.

Declare: Pick a friendly FIRST-FORGED WIZARD to cast this spell, pick up to 3 visible enemy units within 9" of them to be the targets, then make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on each target.
KEYWORDSSPELL


Prayer Lore

Your Hero Phase
4
SPEED OF THE RIGHTEOUS: The warrior-priest calls upon Sigmar to speed their brethren with the winds aetheric so that they might enact his judgement with greater haste.

Declare: Pick a friendly FIRST-FORGED PRIEST to chant this prayer, pick a visible friendly STORMCAST ETERNALS unit wholly within 12" of them to be a target, then make a chanting roll of D6.

Effect: Add 2" to the Move characteristic of the target for the rest of the turn. If the chanting roll was 6+, you can pick another eligible unit to be a second target.
KEYWORDSPRAYER, UNLIMITED


Manifestation Lore

Your Hero Phase
8
SUMMON EVERBLAZE COMET: Reaching an arm to the heavens, the wizard calls down a comet of pure Azyrite energy that crashes into the foe's ranks with devastating effect.

Declare: If there is not a friendly Everblaze Comet on the battlefield, pick a friendly FIRST-FORGED WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up an Everblaze Comet wholly within 18" of the caster.
KEYWORDSSPELL, SUMMON

Army of Renown

Ruination Brotherhood

When you pick the Stormcast Eternals faction for your army, you can choose for it to be a Ruination Brotherhood Army of Renown. If you do so, use the faction rules on these pages instead of the Stormcast Eternals faction rules. Every unit in your army must be drawn from the units listed in the roster options box opposite. All units in your army gain the RUINATION BROTHERHOOD keyword.

ROSTER OPTIONS

Battle Traits

Once Per Turn (Army) Any Hero Phase
ANCIENT AURA: Storm-charged energy ebbs and flows around the warriors of the Ruination chambers, surrounding them in a scouring aura of power. Finding purchase with a weapon on these ancient heroes can be a difficult task for even the mightiest of mortal foes.

Declare: Pick a friendly RUINATION CHAMBER unit.

Effect: That unit has WARD (5+) for the rest of the turn.

Once Per Turn (Army), End of Any Turn
TEMPER THE FLAW: The warriors of the Ruination chambers must be shepherded by the mentors of the Bleak Citadels, else they risk losing what little remains of their soul.

Declare: You must use this ability at the end of each turn. Each friendly non-HERO RUINATION CHAMBER unit that used a FIGHT ability this turn is a target.

Effect: For each target, pick 1 of the following effects:
  • Guided: If the target is wholly within 12" of any friendly RUINATION CHAMBER HEROES, return 1 slain model to it.
  • Tormented: If the target is not wholly within 12" of any friendly RUINATIONS CHAMBER HEROES, it becomes tormented until the end of the next turn. While a unit is tormented, add 1 to the Attacks characteristic of its melee weapons but it cannot contest objectives or use commands.

Passive
HALLOWED PRESENCE: While fighting alongside the Ruination chambers, those of the Warrior chambers are granted a measure of the incorruptible nature of their solemn brethren.

Effect: While friendly WARRIOR CHAMBER units are wholly within 12" of any friendly RUINATION CHAMBER units, those friendly WARRIOR CHAMBER units have WARD (6+).

Once Per Turn (Army), Any Combat Phase
ENTROPIC SCREECH: Cocking its head back, the Morrgryph unleashes a soul-piercing screech that causes foes to wither and collapse under its necrotic onslaught.

Declare: Pick a friendly RUINATION CHAMBER MONSTER that has not used any RAMPAGE abilities this turn to use this ability. Then, pick up to 3 enemy units in combat with it to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll. The unit using this ability cannot use any more RAMPAGE abilities for the rest of the turn.
KEYWORDSRAMPAGE


Heroic Traits

HERO only
Once Per Battle, Start of Any Turn
CORVEN LORD: The souls of those who lead the Ruination chambers are anathema to malign influence.

Effect: If this unit has the ’Ruination Chamber’, ability, it can use that ability once per turn regardless of whether another friendly unit has used it during the same turn.


Artefacts of Power

HERO only
Passive
HALLOWED SCROLLS: Parchments inscribed with Sigmarite blessings adorn this warrior's armour.

Effect: If this unit is INFANTRY, it has WARD (5+). Otherwise, it has WARD (6+).


Prayer Lore

Your Hero Phase
5
MORRDA’S EMBRACE: Sinister shadows converge above the priest's head before enveloping a foe in a deadly embrace.

Declare: Pick a friendly RUINATION BROTHERHOOD PRIEST to chant this prayer, pick a visible enemy unit within 18" of them to be the target, then make a chanting roll of D6.

Effect: Roll a dice. If the roll exceeds the target’s Health characteristic, 1 model in the target unit is slain. If the chanting roll was 10+, roll 2D6 instead.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
4
MURDEROUS FLOCK: A flight of phantasmal ravens is summoned from the darkened skies, diving down into the enemy's ranks to peck out eyes and pierce throats.

Declare: Pick a friendly RUINATION BROTHERHOOD PRIEST to chant this prayer, pick a visible enemy unit within 12" of them to be the target, then make a chanting roll of D6.

Effect: Roll a dice for each model in the target unit. For each 5+, inflict 1 mortal damage on the target unit. If the chanting roll was 10+, inflict 1 mortal damage on the target unit for each 4+ instead.
KEYWORDSPRAYER

Your Hero Phase
4
RAVEN’S FLIGHT: Wings of jet black frame the priest as they summon a chill wind that speeds their allies.

Declare: Pick a friendly Ruination Brotherhood PRIEST to chant this prayer, pick a visible friendly unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Add 2" to the target’s Move characteristic. If the chanting roll was 8+, in addition, for the rest of the turn, the target can use CHARGE abilities even if they have used a RUN ability in the same turn.
KEYWORDSPRAYER

24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.

The RUINATION CHAMBER keyword is used in the following Stormcast Eternals warscrolls:

18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
Your Movement Phase
SCIONS OF THE STORM: Upon blessed bolts of lightning do the Stormcast Eternals ride to war, the furious rumble of thunder heralding their arrival.

Declare: Pick a friendly STORMCAST ETERNALS unit that is in the Celestial Realm.

Effect: Set up that unit anywhere on the battlefield more than 9" from all enemy units.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.

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

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On a chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.

The WARRIOR CHAMBER and HERO keywords are used in the following Stormcast Eternals warscrolls:

13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.

The non-HERO RUINATION CHAMBER keyword is used in the following Stormcast Eternals warscrolls:

The HERO and RUINATION CHAMBER keywords are used in the following Stormcast Eternals warscrolls:

32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.

The RUINATION CHAMBER and MONSTER keywords are used in the following Stormcast Eternals warscrolls:

Army List
Warscrolls collated

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