Stormcast Eternals – Annihilators

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STORMCAST ETERNALS WARSCROLL
Annihilators
4"
3
2+
1
Wielding hammers and shields hewn from enchanted meteoric rock, Annihilators are sometimes held to be unkillable. They do not descend from the heavens but emerge horizontally through rifts of crackling lightning, and their brutal momentum is a weapon in itself.
STORMCAST ETERNALS WARSCROLL
Annihilators
MELEE WEAPONS
AtkHitWndRndDmg
Meteoric Hammer
Meteoric Hammer33+3+12
BATTLE PROFILE

Unit Size: 3      Points: 160
Base size: 40mm
Can be reinforced: Yes

Your Movement Phase
BLAZING IMPACT: Annihilators arrive upon the field with devastating force, twin tailed trails streaking behind them as an earth-shattering shock-wave blasts apart the foes of Sigmar.

Declare: If this unit was set up this turn using the ‘Scions of the Storm’ ability, pick up to 3 enemy units within 10" of 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.

Any Charge Phase
BRACE FOR IMPACT: Annihilators brace behind their mighty shields to hold off even the most ferocious charge.

Declare: Pick an enemy unit that charged this turn and is in combat with this unit to be the target.

Effect: Roll a dice for each model in this unit. If any of the rolls are a 6, the target has STRIKE-LAST for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER
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).
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

1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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


and others...

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


and others...
Army List
Warscrolls collated

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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.
© Vyacheslav Maltsev 2013-2024