Stormcast Eternals – Lord-Terminos

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STORMCAST ETERNALS WARSCROLL
Lord-Terminos
5"
6
3+
2
A Lord-Terminos's axe culls their enemies in great measure, but so too does it take the heads of fellow Stormcasts. These grim figures do not seek out the afflicted like merciless angels of death, however: these damaged souls come forth willingly, knowing that their time in the Mortal Realms has come to its inevitable end.
STORMCAST ETERNALS WARSCROLL
Lord-Terminos
MELEE WEAPONS
AtkHitWndRndDmg
The Blade Terminos [Crit (Mortal)]
The Blade Terminos
Crit (Mortal)
43+2+23
BATTLE PROFILE

Unit Size: 1      Points: 150
Can be reinforced: No
Regiment Options: 0-1 STORMCAST EXEMPLAR, 0-1 Gryph-hounds, Any RUINATION CHAMBER, Any WARRIOR CHAMBER

Once Per Turn (Army), Reaction: This unit was picked as the target of a non-CORE ability
RUINATION CHAMBER: These veterans march where others cannot tread, fighting upon battlefields transformed into scenes of apocalypse. Even the most corrosive magics find no purchase on their souls.

Effect: Make a resistance roll of D6. On a 4+, that ability has no effect on this unit.

Reaction: You declared a FIGHT ability for this unit
EARN AN HONOURABLE DEATH: The Lord-Terminos accompanies their Ruination chamber, the Stormcasts seeking to earn their final rest by proving themselves one last time in battle.

Effect: Pick a friendly non-HERO RUINATION CHAMBER INFANTRY 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. If it is picked to do so, add 1 to hit rolls for the target’s attacks for the rest of the turn.

Passive
MEMORIAN: Memorians serve to remind soul-damaged Stormcasts of their humanity.

Effect: This unit’s Memorian is a token. Add 3 to the control scores of friendly RUINATION CHAMBER units wholly within 12" of this unit while its Memorian is on the battlefield.

If you make an unmodified save roll of 1 for this unit, remove its Memorian from the battlefield after the Attack ability has been resolved (the damage point is still inflicted).

KEYWORDS
HERO, INFANTRY
ORDER, STORMCAST ETERNALS, RUINATION CHAMBER
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.
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
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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.
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
Those HEROES can join an eligible regiment as a Stormcast Exemplar.

Infantry Hero

The RUINATION CHAMBER keyword is used in the following Stormcast Eternals warscrolls:

The RUINATION CHAMBER keyword is used in the following Stormcast Eternals warscrolls:

32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.

The non-HERO RUINATION CHAMBER and INFANTRY keywords are used in the following Stormcast Eternals warscrolls:

© Vyacheslav Maltsev 2013-2024