Stormcast Eternals – Knight-Venator

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STORMCAST ETERNALS WARSCROLL
Knight-Venator
12"
6
3+
2
Not even the mightiest adversaries can escape the vengeance of a Knight-Venator. Accompanied by their faithful Star-eagles, these winged hunters prowl the skies with incredible swiftness, loosing blessed arrows that unerringly seek their targets.
STORMCAST ETERNALS WARSCROLL
Knight-Venator
RANGED WEAPONS
RngAtkHitWndRndDmg
Realmhunter’s Bow [Crit (2 Hits), Anti-MONSTER (+1 Rend)]
Realmhunter’s Bow
Crit (2 Hits), Anti-MONSTER (+1 Rend)
24"63+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Star-eagle’s Celestial Talons [Companion]
Star-eagle’s Celestial Talons
Companion
24+3+-1
Bowstave
Bowstave33+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 190
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 Gryph-hounds, Any WARRIOR CHAMBER INFANTRY
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Once Per Battle (Army), Your Shooting Phase
STAR-FATED ARROW: Whispering the name of a powerful foe, the Knight-Venator looses an arrow destined to end that enemy’s life.

Declare: Pick a visible enemy unit within 24" of this unit to be the target.

Effect: If the target is a non-MONSTER unit, inflict D6 mortal damage on it. If the target is a MONSTER, inflict D6+3 mortal damage on it.
KEYWORDSCORE, ATTACK, SHOOT

KEYWORDS
HERO, INFANTRY, FLY
ORDER, STORMCAST ETERNALS, WARRIOR 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.
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 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
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).
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.
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.
© Vyacheslav Maltsev 2013-2024