Stormcast Eternals – Aventis Firestrike, Magister of Hammerhal

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STORMCAST ETERNALS WARSCROLL
Aventis Firestrike
Magister of Hammerhal
14"
12
3+
5
Aventis Firestrike, Magister of Hammerhal, is a mage with a heart of flame. In battle, he is a formidable force, channelling the energies of Azyr and Aqshy both as he soars atop the Tauralon Loithar.
STORMCAST ETERNALS WARSCROLL
Aventis Firestrike
Magister of Hammerhal
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Hammerhal
Staff of Hammerhal43+3+22
Loithar’s Stamping Hooves [Companion]
Loithar’s Stamping Hooves
Companion
34+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 310
Base size: 100mm
Can be reinforced: No
Regiment Options: Any STORMCAST ETERNALS
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Your Hero Phase
6
PYROELECTRIC BLAST: By combining the magic of Aqshy and Azyr, Aventis can channel a blast of power that can melt even solid stone.

Declare: Pick a visible enemy unit within 12" of this unit to be the target.

Effect: Inflict 3 mortal damage on the target, then inflict 1 mortal damage on each other enemy unit within 3" of the target.
KEYWORDSSPELL

Your Hero Phase
THUNDERHEAD CROWN: Aventis’s helm taps into the Anvil of Apotheosis, renewing him even in the thick of battle.

Effect: Heal (3) this unit.

Once Per Turn (Army), Any Combat Phase
COMET TRAIL: The flight of a Tauralon is accompanied by sparkling Azyrite energies that serve as a beacon to keen-eyed Sigmarite warriors.

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

Effect: For the rest of the phase, add 1 to hit rolls for combat attacks that target that enemy unit.
KEYWORDSRAMPAGE

KEYWORDS
UNIQUE, HERO, MONSTER, WIZARD (2), FLY, 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).
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 model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • 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!

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
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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).
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.
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.
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).
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.
© Vyacheslav Maltsev 2013-2024