Stormcast Eternals – Celestar Ballista

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STORMCAST ETERNALS WARSCROLL
Celestar Ballista
3"
6
3+
2
Mobile artillery of the Ordinatos conclaves, Celestar Ballistas are weapons of terrible power. Their Sacristan operators are skilled combat engineers, and the sigmarite bolts these weapons spit forth explode with the force of the thunderbolt.
STORMCAST ETERNALS WARSCROLL
Celestar Ballista
RANGED WEAPONS
RngAtkHitWndRndDmg
Celestar Stormbolts [Crit (2 Hits), Anti-MONSTER (+1 Rend)]
Celestar Stormbolts
Crit (2 Hits), Anti-MONSTER (+1 Rend)
18"D6+64+2+11
MELEE WEAPONS
AtkHitWndRndDmg
Sacristan Engineers’ Blades
Sacristan Engineers’ Blades23+3+11
BATTLE PROFILE

Unit Size: 1      Points: 140
MODELBASE SIZE
Celestar Ballista60mm
Celestar Ballista Crew40mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2025.

This unit’s Sacristan Engineers are tokens.

Once Per Battle (Army), Any Combat Phase
STORMBOLT TEMPEST: Should a foe charge their position, Sacristan Engineers can loose a quick-fire volley at close range.

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

Effect: Roll a dice. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
WAR MACHINE, SACROSANCT CHAMBER
ORDER, STORMCAST ETERNALS
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
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

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 (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
23.0 Tokens
Tokens are not considered to be models for rules purposes and can be ignored or moved out of the way for purposes of visibility, coherency or abilities. They cannot be picked as the target of abilities. Their purpose is to indicate persisting effects on units they are placed next to. Each time a unit with a token finishes a move or is set up, place the token next to the unit.

The WAR MACHINE keyword is used in the following Stormcast Eternals warscrolls:

© Vyacheslav Maltsev 2013-2024