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
Damage calculator
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: 120
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
FAQ
Q:Can I use the ‘Ruination Chamber’ ability to react to enemy abilities that target a friendly unit with that ability if that ability takes place outside of the regular turn sequence (e.g. a Deployment Phase ability)?
A:
Yes.
Q:If I use the ‘Ruination Chamber’ ability to react to an ability that targets multiple units and/or has multiple effects (e.g. ‘Power Through’), and the roll is successful, should my opponent still resolve the parts of the ability that affect other units?
A:
Yes. The ‘Ruination Chamber’ ability only allows you to ignore the effect of that ability on that unit; it does not stop the effect from being resolved for other units.
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).

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

The STORMCAST ETERNALS keyword is used in the following Stormcast Eternals warscrolls:

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Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
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
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.

FAQ / Errata

FAQ
Q:If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model?
A:
No.
Errata
Addenda: 7.0 Combat Range
Add the following:

‘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.’
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.

Errata

Addenda: fought
Add the following definition:

‘fought: A unit has fought if it used any FIGHT abilities in the same turn.’

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

Infantry

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

Infantry
End of Any Turn
1
POWER THROUGH: The warriors use their sheer mass or resilience to drive through a group of weaker foes, leaving broken bodies in their wake.

Declare: Pick a friendly unit that charged this turn to use this ability, then you must pick an enemy unit in combat with it to be the target. The target must have a lower Health characteristic than the unit using this ability.

Effect: Inflict D3 mortal damage on the target. Then, the unit using this ability can move a distance up to its Move characteristic. It can pass through and end that move within the combat ranges of enemy units that were in combat with it at the start of the move, but not those of other enemy units. It does not have to end the move in combat.
KEYWORDSMOVE
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 after any non-FIGHT combat phase abilities have been used, 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.

FAQ / Errata

FAQ
Q:Can I use an ability that allows a friendly unit that does not have STRIKE-FIRST to fight immediately after a friendly unit that has STRIKE-FIRST if there are one or more enemy units with STRIKE-FIRST that have not yet been picked to fight?
A:
No. As mentioned in the sidebar next to 19.0, abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST constraints, so you cannot pick a unit that does not have STRIKE-FIRST to fight until all other units that have STRIKE-FIRST have fought.
Q:If a friendly unit is the only unit that has STRIKE-FIRST on the battlefield and it has an ability that allows a friendly unit to fight immediately after it, in what order would units be picked to fight?
A:
If you are the active player, the unit that has STRIKE-FIRST would fight first, then you could use the ability to allow another friendly unit to fight immediately after it, and then you would pick the next unit to fight (i.e. three friendly units would fight back to back). If your opponent is the active player, the unit that has STRIKE-FIRST would fight first, you could still use the ability to allow another friendly unit to fight, and then your opponent would pick the next unit to fight.
Q:In the combat phase, if all eligible non-STRIKE‑LAST units have used a FIGHT ability, which player gets to pick the first STRIKE-LAST unit to fight?
A:
The alternating sequence of picking units to use a FIGHT ability would continue and so the player who did not pick the last non-STRIKE-LAST unit would get to pick the first eligible STRIKE-LAST unit in their army to use a FIGHT ability.
Errata
19.0 STRIKE-FIRST and STRIKE-LAST
In the first sentence, replace ‘at the start of the phase’ with ‘after any non-FIGHT Combat Phase abilities have been used’.
STRIKE-LAST
Remove the following text from STRIKE-LAST:
‘If both players have units with STRIKE-LAST, they alternate fighting with those units after all other eligible units have fought, starting with the active player.’
STRIKE-LAST
In the glossary entry for STRIKE-LAST, remove ‘, starting with the active player’.

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

Infantry
© Vyacheslav Maltsev 2013-2026