Stormcast Eternals – Drakesworn Templar

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STORMCAST ETERNALS WARSCROLL
Drakesworn Templar
12"
18
3+
5
When they are not manning the Drakesworn Temples of their Stormhost, the Drakesworn Templars fight as martial champions alongside their Lord‑Celestant. Such is their skill and the cosmic might of their mounts that they are able to overwhelm entire sections of the enemy’s battleline on their own, the Stardrakes incinerating foes with cascades of fire and lightning even as their riders send forth celestial blasts from their skybolt bows.
STORMCAST ETERNALS WARSCROLL
Drakesworn Templar
RANGED WEAPONS
RngAtkHitWndRndDmg
Rain of Stars [Companion]
Rain of Stars
Companion
24"43+2+22
Skybolt Bow [Crit (Auto-wound)]
Skybolt Bow
Crit (Auto-wound)
18"23+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Stardrake’s Cavernous Jaws [Companion]
Stardrake’s Cavernous Jaws
Companion
74+2+23
Templar Weapons [Anti-HERO (+1 Rend), Anti-MONSTER (+1 Rend)]
Templar Weapons
Anti-HERO (+1 Rend), Anti-MONSTER (+1 Rend)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 440
Base size: 170 × 105mm
Can be reinforced: No
Regiment Options: 0-1 STORMCAST EXEMPLAR, Any EXTREMIS CHAMBER, Any WARRIOR CHAMBER

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Stardrake’s Cavernous Jaws is 4.

Reaction: Passive
EXTREMIS CHAMBER: Most scarce of Sigmar’s forces are the Extremis chambers, with each Stormcast mounted on a living weapon. To draw near these warriors is to risk being scoured by lightning or flame.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the Fight ability has been resolved.

Once Per Turn (Army), Your Combat Phase
MONSTROUS CHALLENGE: Though not strictly holding the rank of knight, the Drakesworn Templars fulfil a similar role within the Extremis chambers, charging off to face the greatest threats in single combat.

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

Effect: Roll a dice. On a 2+, for the rest of the turn:
  • Add 1 to the Damage characteristic of this unit’s Stardrake’s Cavernous Jaws for attacks that target that enemy MONSTER.
  • If that enemy MONSTER is also a HERO, add 1 to the Damage characteristic of this unit’s Templar Weapon for attacks that target that unit.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, FLY
ORDER, STORMCAST ETERNALS, EXTREMIS CHAMBER
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’).
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.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
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).
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
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).
Those HEROES can join an eligible regiment as a Stormcast Exemplar.

Infantry Hero
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
© Vyacheslav Maltsev 2013-2024