Stormcast Eternals – Celestant-Prime, Hammer of Sigmar

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STORMCAST ETERNALS WARSCROLL
Celestant-Prime
Hammer of Sigmar
12"
10
3+
2
The Celestant-Prime serves as Sigmar’s hand. Armed with Ghal Maraz and the Cometstrike Sceptre, a celestial relic capable of snatching meteors from the firmament and hurling them to the battlefield, few can stand before him. When unleashed, the Celestant-Prime is a force of vengeance and redemption alike, guided on his holy mission by a swirling cosmic orrery that offers glimpses of future paths.
STORMCAST ETERNALS WARSCROLL
Celestant-Prime
Hammer of Sigmar
RANGED WEAPONS
RngAtkHitWndRndDmg
Cometstrike Sceptre
Cometstrike Sceptre18"12+
MELEE WEAPONS
AtkHitWndRndDmg
Ghal Maraz [Crit (Mortal)]
Ghal Maraz
Crit (Mortal)
63+2+24
BATTLE PROFILE

Unit Size: 1      Points: 320
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 STORMCAST EXEMPLAR, Any STORMCAST ETERNALS

Once Per Battle, Your Movement Phase
RETRIBUTION FROM ON HIGH: The Celestant-Prime descends from Azyr into the thickest fighting, Ghal Maraz glowing with power as it smites the foe.

Declare: Pick this unit if it is in the Celestial Realm.

Effect: Subtract the current battle round number from 10 to determine this unit’s strike zone. Set up this unit on the battlefield more than a number of inches equal to its strike zone from all enemy units.

Passive
COMETSTRIKE SCEPTRE: Blazing with celestial might, the Celestant-Prime raises his sceptre high before letting it fall, causing comets to rain from above.

Effect: Each time this unit attacks with its Cometstrike Sceptre, if the attack scores a hit, inflict D3 mortal damage on the target.

KEYWORDS
WARMASTER, UNIQUE, HERO, INFANTRY, FLY, WARD (5+)
ORDER, STORMCAST ETERNALS
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 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
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).
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.
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.

3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Stormcast Exemplar.

Infantry Hero

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

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

Endless Spell
© Vyacheslav Maltsev 2013-2024