Stormcast Eternals – Astreia Solbright

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STORMCAST ETERNALS WARSCROLL
Astreia Solbright
10"
8
3+
2
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.
STORMCAST ETERNALS WARSCROLL
Astreia Solbright
MELEE WEAPONS
AtkHitWndRndDmg
Kazra’s Monstrous Claws [Companion]
Kazra’s Monstrous Claws
Companion
33+3+12
Astreia’s Aetherstave [Crit (Mortal)]
Astreia’s Aetherstave
Crit (Mortal)
43+3+12
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: Any STORMCAST ETERNALS
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Your Hero Phase
5
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.

Declare: Pick up to 3 enemy units in combat with this unit to be the targets, then make a casting roll of 2D6.

Effect: If you picked 1 unit, inflict 3 mortal damage on the target. If you picked 2 units, inflict 2 mortal damage on each target. If you picked 3 units, inflict 1 mortal damage on each target.
KEYWORDSSPELL

Your Charge Phase
THUNDEROUS POUNCE: After years of commanding Dracolines, Astreia’s orders can send an entire pack sprinting into battle without hesitation, her own mount Kazra leading the charge.

Effect: Add 2 to charge rolls for friendly SACROSANCT CHAMBER CAVALRY units while they are wholly within 12" of this unit.

Any Combat Phase
SOUL ENERGY OF THE FIRST HOST: Astreia Solbright can enhance the soul energy of nearby Sacrosanct warriors, allowing them to perform extraordinary deeds.

Declare: Pick a visible friendly SACROSANCT CHAMBER unit wholly within 12" of this unit to be the target.

Effect: Add 1 to wound rolls for the target’s attacks for the rest of the turn.

KEYWORDS
UNIQUE, HERO, WIZARD (1), CAVALRY, SACROSANCT CHAMBER
ORDER, STORMCAST ETERNALS
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’).
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).

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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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).
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.
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
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.
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.

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

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

The SACROSANCT CHAMBER and CAVALRY keywords are used in the following Stormcast Eternals warscrolls:

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.
© Vyacheslav Maltsev 2013-2024