Stormcast Eternals – Knight-Incantor

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STORMCAST ETERNALS WARSCROLL
Knight-Incantor
5"
6
3+
2
The Knight-Incantors are veteran mages of the Sacrosanct chambers. With their powerful voices, they summon furious tempests and howling gales to unleash against the foe, wielding potent artefacts to nullify enemy sorceries.
STORMCAST ETERNALS WARSCROLL
Knight-Incantor
MELEE WEAPONS
AtkHitWndRndDmg
Incantor’s Staff
Incantor’s Staff33+3+12
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Gryph-hounds, Any SACROSANCT CHAMBER INFANTRY
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Passive
AETHERIC DESTABILISATION: Expert summoners all, Knight-Incantors can detect and disable similar spells cast by their enemies.

Effect: While they are within 30" of this unit, subtract 1 from casting rolls for enemy units when they use SUMMON abilities.

Once Per Battle, Reaction: Opponent declared a SPELL ability for a Wizard within 30" of this unit
VOIDSTORM SCROLL: Each Knight-Incantor bears a scroll infused with potent void magic.

Effect: The spell is unbound and its effect is not resolved.
KEYWORDSUNBIND

KEYWORDS
HERO, WIZARD (1), INFANTRY, SACROSANCT CHAMBER
ORDER, STORMCAST ETERNALS

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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6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
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.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

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.

The SACROSANCT CHAMBER and INFANTRY keywords are used in the following Stormcast Eternals warscrolls:

© Vyacheslav Maltsev 2013-2024