Stormcast Eternals – Lord-Vigilant on Gryph-Stalker

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STORMCAST ETERNALS WARSCROLL
Lord-Vigilant
on Gryph-Stalker
12"
8
3+
2
The Lord-Vigilants are the commanders and wardens of the Ruination chambers, who sequester their soul-stricken warriors away until the hour of the direst need. Much like their kin, their sense of self has begun to decay, but grim means allow them to maintain enough lucidity to command their brethren in battle.
STORMCAST ETERNALS WARSCROLL
Lord-Vigilant
on Gryph-Stalker
MELEE WEAPONS
AtkHitWndRndDmg
Hallowed Greataxe
Hallowed Greataxe53+3+22
Gryph-stalker’s Beak and Talons [Companion]
Gryph-stalker’s Beak and Talons
Companion
34+3+12
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 90 × 52mm
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.

Once Per Battle (Army), Any Combat Phase
DELIVER JUDGEMENT: The Lord-Vigilant orders their soul-hollowed brethren to deliver Sigmar's wrath unto their enemies.

Declare: Pick a friendly non-HERO RUINATION CHAMBER unit wholly within 12" of this unit to be the target.

Effect: The target can use 2 FIGHT abilities this phase. After the first is used, however, the target has STRIKE-LAST for the rest of the turn.

KEYWORDS
HERO, CAVALRY
ORDER, STORMCAST ETERNALS, RUINATION 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’).
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.

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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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:

15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.

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

© Vyacheslav Maltsev 2013-2024