Stormcast Eternals – Hamilcar Bear-Eater

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STORMCAST ETERNALS WARSCROLL
Hamilcar Bear-Eater
5"
6
3+
2
5+
Tales of Hamilcar’s prowess and charmed fortune are told across the realms - often by himself. Even for an Astral Templar he is a roaring, bellowing champion, eyes alight with both bellicose joy and a cunning that few would guess at. Wherever there is a great victory to be won, one can be sure that the Bear-Eater will not be far away.
STORMCAST ETERNALS WARSCROLL
Hamilcar Bear-Eater
MELEE WEAPONS
AtkHitWndRndDmg
Hamilcar’s Halberd [Anti-MONSTER (+1 Rend), Crit (Mortal)]
Hamilcar’s Halberd
Anti-MONSTER (+1 Rend), Crit (Mortal)
53+3+12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 1      Points: 230
Can be reinforced: No
Regiment Options: Any ASTRAL TEMPLARS units
Notes: Legends Warscroll

Start of Any Turn
'BECAUSE I'M HAMILCAR': With his uncanny wits, braggadocious spirit and Sigmar's share of luck, Hamilcar Bear-Eater undeniably possesses a charmed fate.

Effect: Roll a dice. You gain a number of charmed fate points equal to the roll.

During the turn, you can spend your charmed fate points. For each charmed fate point you spend, you can re-roll 1 hit roll, 1 wound roll, 1 save roll or 1 ward roll for this unit. For every 2 charmed fate points you spend, you can re-roll 1 charge roll for this unit.

At the end of the turn, any unspent charmed fate points are lost.

Any Combat Phase
'THAT ONE’S MINE!': Laughing raucously, Hamilcar calls out the largest enemies, halberd brandished and grin spreading from ear to ear.

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

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (5+)
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER
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.
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).

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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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.

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

© Vyacheslav Maltsev 2013-2025