Stormcast Eternals – Knight-Azyros

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STORMCAST ETERNALS WARSCROLL
Knight-Azyros
12"
6
3+
5
A winged herald borne aloft on wings of flame, the Knight-Azyros is a symbol of hope and faith to the followers of Sigmar. Each carries a sacred lantern the light from which guides and heals the righteous even as it sears the eyes of Sigmar's enemies.
STORMCAST ETERNALS WARSCROLL
Knight-Azyros
MELEE WEAPONS
AtkHitWndRndDmg
Star-blessed Weapons
Star-blessed Weapons53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 WARRIOR CHAMBER, Any RUINATION CHAMBER

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.

Any Combat Phase
THE LIGHT OF SIGMAR: With its shutters closed, the lantern of a Knight-Azyros soothes nearby allies. Opening it wide blinds the enemy with the full majesty of Sigmar's light.

Effect: Roll a dice. On a 3+, pick 1 of the following effects:
  • For the rest of the turn, subtract 1 from hit rolls for attacks made by enemy units while they are in combat with this unit.
  • Heal (D3) each friendly STORMCAST ETERNALS unit within this unit’s combat range.

Once Per Turn (Army), End of Any Turn
LIGHT IN THE DARK: This warrior's celestial beacon serves as a guiding light to their fellow Prosecutors.

Declare: Pick a friendly Prosecutors unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, pick 1 of the following effects:
  • If the target is in combat, the target can immediately use the ’Retreat’ ability as if it were your movement phase without any mortal damage being inflicted on it.
  • If the target is not in combat, the target can immediately use the ’Normal Move’ ability as if it were your movement phase.

KEYWORDS
HERO, INFANTRY, FLY
ORDER, STORMCAST ETERNALS, RUINATION CHAMBER
15.1 Coherency
Any time a unit is set up or ends a move, it must be in a single group. A unit is considered to be in a coherent group if each model in that unit is within coherency range, measured horizontally, of at least 1 other model in that unit (ignore differences in height between the two models).

For the majority of units, coherency range is 1/2", though some units (particularly those with large models with overhanging parts) have a longer coherency range noted on their warscroll for ease of play. While there are 7 or more models in a unit, that unit is considered to be in a coherent group if each model in that unit is within coherency range of at least 2 other models in that unit.

If it is not possible for a unit to end a move in a single coherent group, that move cannot be made.

  • After finishing a move, a unit must be in a single group.
  • Coherency range is 1/2" horizontally.
  • Each model must be within coherency range of a different model from the same unit.
  • While a unit has 7+ models, each model must be in coherency with 2 other models in the unit.
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).
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
15.0 Movement
Some abilities allow a unit to move. When a unit moves, each model in that unit can move, one at a time, in the order chosen by that unit’s commander.

When a model moves, it can pivot and change direction as often as you like, but no part of that model’s base can move a greater total distance than the maximum allowed by the ability used. Models cannot move beyond the edge of the battlefield or through other models, and they can never end a move standing on top of another model (the base counts as part of the model).

A model’s base is assumed to remain parallel with the battlefield as it moves. If a model ends its move on an uneven surface, it must be able to stand up by itself with its base as close to parallel with the battlefield as possible (in other words, models cannot lie flat on the battlefield or lean against terrain to stop them from falling over).

This Grey Seer is using the ‘Normal Move’ ability to change its position on the battlefield. No part of that move can be within the combat range of the Liberators, so the Grey Seer has to stay outside the area marked in blue.

  • When moving a unit, move any number of models in that unit.
  • Each model can turn and pivot, but no part of its base can move farther than the maximum distance.
  • Units can move any distance up to the maximum specified in the ability.
  • Units must end their move in coherency.
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

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

© Vyacheslav Maltsev 2013-2024