Stormcast Eternals – Lord-Arcanum

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STORMCAST ETERNALS WARSCROLL
Lord-Arcanum
5"
6
3+
2
Lord-Arcanums are masters of the Sacrosanct chambers. In battle, they unleash storms of celestial force or employ strange spirit-sorceries to rebind the souls of fallen comrades to their bodies, allowing them to fight on.
STORMCAST ETERNALS WARSCROLL
Lord-Arcanum
MELEE WEAPONS
AtkHitWndRndDmg
Aetherstave
Aetherstave43+3+12
BATTLE PROFILE

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

Passive
AETHERIC MANIPULATION: This wizard can manipulate the aetheric energies of the realms, channelling them into powerful spells to summon manifestations.

Effect: Add 1 to casting rolls for this unit when it uses a SUMMON ability.

End of Any Turn
MAGICAL MENDING: A Lord-Arcanum can reknit structures formed from magic with their incantations, allowing them to repair nearby arcane conjurations.

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

Effect: Heal (D6) the target.

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

© Vyacheslav Maltsev 2013-2024