Stormcast Eternals – Prosecutors

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SPEARHEAD WARSCROLL
Prosecutors
12"
2
3+
1
Though the Prosecutors once shone with the light of Azyr, Be’lakor’s fell rituals forced a great many of them to share the skies with billowing clouds of Chaos corruption. Whilst their unshakeable faith in the God-King has afforded them protection against the worst effects of the Cursed Skies, their exposure has left the majority of them hollow-eyed and eerily quiet. Each Reforging claims much more from these warriors than it does their kin. Now they swoop alongside the Ruination chambers, their crumbling souls watched closely by their Lord-Veritants. To see them vent their righteous fury in a death-defying, breakneck charge is to see something of the simmering anger within.
SPEARHEAD WARSCROLL
Prosecutors
RANGED WEAPONS
RngAtkHitWndRndDmg
Stormcall Javelin
Stormcall Javelin10"13+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Stormcall Javelin
Stormcall Javelin33+3+11
Passive
SKIRMISHERS: These warriors fight in a dispersed formation.

Effect: This unit has a coherency range of 2".

Passive
HERALDS OF RIGHTEOUSNESS: Prosecutors speed across the battlefield in blurs of light.

Effect: When you make a charge roll for this unit, roll 1 additional dice.

KEYWORDS
INFANTRY, FLY, REINFORCEMENTS
15.1 Coherency
Any time a unit is set up or ends a move, it must be in a single group. A unit is considered to be in a coherent group if each model in that unit is within coherency range, measured horizontally, of at least 1 other model in that unit (ignore differences in height between the two models).

For the majority of units, coherency range is 1/2", though some units (particularly those with large models with overhanging parts) have a longer coherency range noted on their warscroll for ease of play. While there are 7 or more models in a unit, that unit is considered to be in a coherent group if each model in that unit is within coherency range of at least 2 other models in that unit.

If it is not possible for a unit to end a move in a single coherent group, that move cannot be made.

  • After finishing a move, a unit must be in a single group.
  • Coherency range is 1/2" horizontally.
  • Each model must be within coherency range of a different model from the same unit.
  • While a unit has 7+ models, each model must be in coherency with 2 other models in the unit.
Army List
Warscrolls collated

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14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

© Vyacheslav Maltsev 2013-2026