Stormcast Eternals – Questor Soulsworn

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STORMCAST ETERNALS WARSCROLL
Questor Soulsworn
5"
3
3+
1
Stormcast Questors are typically solitary figures, carrying the burden of their divine missions alone, yet there are those labours so vital or challenging that even a Stormcast may not be able to complete them by themselves. In these instances, they are forged into gatherings of might known as Questor Soulsworn.
STORMCAST ETERNALS WARSCROLL
Questor Soulsworn
MELEE WEAPONS
AtkHitWndRndDmg
Questor Weapons
Questor Weapons33+3+12
BATTLE PROFILE

Unit Size: 6      Points: 230
Base size: 40mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Once Per Battle, Your Movement Phase
RELICTOR SOULGUIDE: The Knight-Relictor who accompanies the Soulsworn uses the winds of Sigmar’s Tempest to translocate the Questors to where they are most needed.

Declare: You can pick a friendly Knight-Questor within this unit’s combat range to be the target.

Effect: Remove this unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units. Then, if you picked a target, remove it from the battlefield and set it up again within this unit’s combat range and more than 9" from all enemy units.
KEYWORDSCORE

Once Per Battle (Army), Deployment Phase
ORDAINED QUEST: Questors travel deep into enemy territory to gain control of vital landmarks with hidden secrets.

Effect: Pick an objective wholly outside friendly territory. That objective is considered by you to be questmarked.

Passive
HIS WILL BE DONE: Questors will stop at nothing to fulfil the sacred task given to them by the God-King himself.

Effect: While this unit is contesting a questmarked objective:
  • Add 3 to this unit’s control score.
  • This unit has WARD (5+).

KEYWORDS
INFANTRY, CHAMPION
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER
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.
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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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32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
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.

32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
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.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
© Vyacheslav Maltsev 2013-2024