Stormcast Eternals – Lord-Commander Bastian Carthalos

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STORMCAST ETERNALS WARSCROLL
Lord-Commander
Bastian Carthalos
5"
8
3+
2
Bastian Carthalos is Lord-Commander of the Hammers of Sigmar. As a mortal, he led his warriors in a daring assault against the Everchosen himself, buying time for the God-King to lead the retreat to Azyr. Sigmar looked upon Bastian’s valour with favour, calling on the ninth Great Bolt, Skjordamar, to Reforge his shattered form.
STORMCAST ETERNALS WARSCROLL
Lord-Commander
Bastian Carthalos
RANGED WEAPONS
RngAtkHitWndRndDmg
Thunderbolts of Azyr
Thunderbolts of Azyr18"22+2+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Uskavar, the Sunderer [Crit (Auto-wound)]
Uskavar, the Sunderer
Crit (Auto-wound)
43+2+24
BATTLE PROFILE

Unit Size: 1      Points: 270
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 STORMCAST EXEMPLAR, Any STORMCAST ETERNALS

Passive
VOICE OF THUNDER: Lord‑Commanders are among the few faithful who can commune with Sigmar in the heat of battle. Their words are like booming thunderclaps, each order ringing across the battlefield.

Effect: Each time a friendly STORMCAST ETERNALS unit wholly within 12" of this unit uses the ‘All-out Attack’ command, no command points are spent.

Deployment Phase
CASTELLAN OF AZYR: Centuries spent commanding Sigmar’s prime Stormhost have sharpened Bastian’s tactical nous to a deadly edge. There are few warlords more adept than he in all the armies of Order.

Declare: Pick up to 3 friendly STORMCAST ETERNALS INFANTRY units to be the targets.

Effect: Each target can use the ‘Normal Move’ ability as if it were your movement phase.

End of Any Turn
MANTLE OF THE FIRST STORM: Bastian’s armour is among the first of its kind, laboured over by Grungni himself and charged with the same holy energies as the Anvil of Apotheosis. It is a symbol of, and potent boon to, the Thunderborn’s already legendary willpower.

Effect: If any enemy models were slain by this unit’s attacks this turn, Heal (4) this unit.

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (5+)
ORDER, STORMCAST ETERNALS
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).
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.

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).
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.

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

Infantry Hero

The WARD keyword is used in the following Stormcast Eternals warscrolls:

Endless Spell
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

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.
Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with a frenzied vigour.

Used By: The unit using that ATTACK ability.

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability.
© Vyacheslav Maltsev 2013-2024