Stormcast Eternals – Lord-Celestant on Dracoth

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STORMCAST ETERNALS WARSCROLL
Lord-Celestant
on Dracoth
10"
8
3+
2
Some Lord-Celestants will undergo the Trials of Starwalking, a series of perilous tests that, if passed, earn them the right to ride a Dracoth mount as well as the creature’s respect. These storied commanders lead from the front atop their draconic steeds, and they are utterly devastating in combat.
STORMCAST ETERNALS WARSCROLL
Lord-Celestant
on Dracoth
RANGED WEAPONS
RngAtkHitWndRndDmg
Stormblast [Crit (2 Hits), Companion]
Stormblast
Crit (2 Hits), Companion
10"13+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Weapons of Legend [Crit (Auto-wound)]
Weapons of Legend
Crit (Auto-wound)
53+3+12
Dracoth’s Claws and Fangs [Companion]
Dracoth’s Claws and Fangs
Companion
34+2+22
BATTLE PROFILE

Unit Size: 1      Points: 190
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: 0-1 STORMCAST EXEMPLAR, Any EXTREMIS CHAMBER, Any WARRIOR CHAMBER

Passive
EXTREMIS CHAMBER: Most scarce of Sigmar’s forces are the Extremis chambers, with each Stormcast mounted on a living weapon. To draw near these warriors is to risk being scoured by lightning or flame.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Reaction: You declared a FIGHT ability for this unit
RIGHTEOUS AVENGERS: Lord-Celestants inspire their brethren to mete out Sigmar’s justice; nearby Stormcasts strike the instant they are given the order.

Effect: Pick a friendly non-HERO EXTREMIS CHAMBER CAVALRY unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.

KEYWORDS
HERO, CAVALRY
ORDER, STORMCAST ETERNALS, EXTREMIS 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.
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).
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
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.

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.
Those HEROES can join an eligible regiment as a Stormcast Exemplar.

Infantry Hero
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