Stormcast Eternals – Lord-Castellant

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STORMCAST ETERNALS WARSCROLL
Lord-Castellant
5"
6
3+
2
Masters of defensive warfare, the Lord-Castellants oversee the fortification of Sigmar’s empire. The mystical lanterns they carry are empowered by celestial energies, bolstering their wounded Stormcast brethren even as they hurl back the tainted foe.
STORMCAST ETERNALS WARSCROLL
Lord-Castellant
MELEE WEAPONS
AtkHitWndRndDmg
Gryph-hound’s Beak [Companion]
Gryph-hound’s Beak
Companion
44+4+-1
Castellant’s Halberd [Crit (Auto-wound)]
Castellant’s Halberd
Crit (Auto-wound)
33+3+12
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 40mm
Can be reinforced: No
Regiment Options: Any WARRIOR CHAMBER INFANTRY
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Passive
DUTIFUL GRYPH-HOUND: Each Lord-Castellant is accompanied by a Gryph-hound trained to fight alongside them.

Effect: This unit’s Gryph-hound is a token. If this unit’s Gryph-hound has been removed, it can no longer attack with its Gryph-hound’s Beak and it cannot use the ‘Loyal Companion’ ability.

Once Per Battle, Any Combat Phase
LOYAL COMPANION: A Lord-Castellant’s Gryph-hound will protect its master to the bitter end.

Effect: For the rest of the turn, this unit has WARD (4+). Remove this unit’s Gryph-hound from the battlefield at the end of the turn.

Your Hero Phase
WARDING LANTERN: Filled with holy energies, a warding lantern either imbues nearby Stormcast Eternals with power or burns their foes.

Declare: Pick an objective within 12" of this unit to be the target.

Effect: For the rest of the turn:
  • Friendly STORMCAST ETERNALS units have WARD (6+) while they are contesting the target.
  • Ward rolls cannot be made for enemy units while they are contesting the target.

KEYWORDS
HERO, INFANTRY
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’).
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.

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).
23.0 Tokens
Tokens are not considered to be models for rules purposes and can be ignored or moved out of the way for purposes of visibility, coherency or abilities. They cannot be picked as the target of abilities. Their purpose is to indicate persisting effects on units they are placed next to. Each time a unit with a token finishes a move or is set up, place the token next to the unit.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
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.

32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
© Vyacheslav Maltsev 2013-2024