Stormcast Eternals – Iridan the Witness

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STORMCAST ETERNALS WARSCROLL
Iridan the Witness
12"
12
3+
5
Iridan the Witness is determined to preserve the memory of the Ruination chambers’ warriors as they once were, before the nightmare of the flaw and the slow degradation of their souls. Through the power of remembrance and the shattering power of their martial might, the Witness will fight for those who have sacrificed everything in the name of the God-King. Accompanying them on this sombre journey is the mighty Morrgryph Ariax, a deadly beast who bears the favour of the Bleak Raven.
STORMCAST ETERNALS WARSCROLL
Iridan the Witness
MELEE WEAPONS
AtkHitWndRndDmg
Axe of the Final Threshold [Crit (Mortal)]
Axe of the Final Threshold
Crit (Mortal)
43+3+2D3
Ariax’s Talons [Crit (2 Hits), Companion]
Ariax’s Talons
Crit (2 Hits), Companion
64+2+22
BATTLE PROFILE

Unit Size: 1      Points: 330
Base size: 120 × 92mm
Can be reinforced: Yes
Regiment Options: Any RUINATION CHAMBER, Any WARRIOR CHAMBER

Your Hero Phase
4
PRAYER OF THE WITNESS: Iridan serves as a beacon of light that guides the souls of those in the Ruination chambers, giving their actions purpose and calming the storm that churns within each of them.

Declare: Make a chanting roll of D6.

Effect: For the rest of the turn, each time a friendly RUINATION CHAMBER unit uses a FIGHT ability while it is wholly within 18" of this unit, after that ability has been resolved:
  • Heal (D3) that unit. If the chanting roll was 8+, Heal (3) that unit instead.
  • That unit has WARD (6+) for the rest of the turn.
KEYWORDSPRAYER

Once Per Turn (Army), End of Any Turn
DARK FLIGHT: A hapless foe is crushed in the talons of Ariax before the Morrgryph takes flight once more with a beat of their ebon wings.

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

Effect: Roll a dice. If the roll exceeds the target’s Health characteristic:
  • 1 model in the target unit is slain.
  • This unit can immediately use the ‘Retreat’ ability without any mortal damage being inflicted upon it.
KEYWORDSRAMPAGE

Once Per Turn (Army), Reaction: This unit was picked as the target of a non-Core ability
RUINATION CHAMBER: These veterans march where others cannot tread, fighting upon battlefields transformed into scenes of apocalypse. Even the most corrosive magics find no purchase on their souls.

Effect: Make a resistance roll of D6. On a 4+, that ability has no effect on this unit.

KEYWORDS
UNIQUE, HERO, MONSTER, PRIEST (1), FLY
ORDER, STORMCAST ETERNALS, RUINATION 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’).
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 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...
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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.
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.

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).

The RUINATION CHAMBER keyword is used in the following Stormcast Eternals warscrolls:

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

The RUINATION CHAMBER keyword is used in the following Stormcast Eternals warscrolls:

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On a chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

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

© Vyacheslav Maltsev 2013-2024