Stormcast Eternals – Scourge of Ghyran Iridan the Witness

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STORMCAST ETERNALS WARSCROLL
Scourge of Ghyran Iridan the Witness
12"
12
3+
5
6+
The heart and soul of the Ruination chambers is Iridan the Witness, chosen champion of the mysterious death god Morrda. Dispatched to the battlefields of the Everspring Swathe, they lead a great detachment of silent, storm-eyed champions. Iridan rides the Morrgryph Ariax, a winged menace whose unearthly presence on the battlefield fills the enemies of Order with a bone-deep terror and robs them of their will to fight.
STORMCAST ETERNALS WARSCROLL
Scourge of Ghyran Iridan the Witness
MELEE WEAPONS
AtkHitWndRndDmg
Axe of the Final Threshold [Crit (Mortal)]
Axe of the Final Threshold
Crit (Mortal)
43+3+23
Ariax’s Plunging Talons [Charge (+1 Damage), Companion]
Ariax’s Plunging Talons
Charge (+1 Damage), Companion
64+2+22
BATTLE PROFILE

Unit Size: 1      Points: 320
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 STORMCAST EXEMPLAR, Any STORMCAST ETERNALS
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Passive
THE FLAMES OF HOPE: The billowing flames borne by Iridan are instantly recognisable by all of Sigmar’s greatest warriors, even those who have lost nearly every part of themselves in his name.

Effect: You can re-roll resistance rolls for friendly RUINATION CHAMBER units while they are wholly within 12" of this unit.

Once Per Turn, Reaction: This unit was picked to be the target of a non-CORE ability
GUARDIAN OF THE FINAL THRESHOLD: Iridan does battle where others cannot tread, fighting in lands transformed into scenes of apocalypse. Even the most corrosive magics find no purchase on this shepherd of lost souls, their faith granting them near immunity to such impurities.

Effect: Make a resistance roll of D6. On a 3+, that ability has no effect on this unit.

Your Hero Phase
3
DEMANDS OF THE WITNESS: Iridan understands better than any that the most assured way to avoid the incremental erosion of the flaw in the Reforging process is to avoid being cut down, and so they exhort their charges to vanquish their foes quickly, mercilessly and without hesitation.

Declare: Pick a visible friendly RUINATION CHAMBER unit wholly within 12" of this unit to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, add 1 to the Rend characteristic of the target’s melee weapons. If the chanting roll was 7+, you can pick another eligible unit to be a second target.
KEYWORDSPRAYER

Once Per Turn (Army), Any Combat Phase
ON WINGS OF DEATH: Ariax swoops over the heads of the foe, wrong-footing charging enemies.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Effect: Roll a dice. On a 3+:
  • You can remove this unit from the battlefield and set it up again on the battlefield within 1" of the target.
  • If the target charged this turn, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
UNIQUE, HERO, MONSTER, PRIEST (1), FLY, WARD (6+)
ORDER, STORMCAST ETERNALS, RUINATION CHAMBER
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).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
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’).
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Universal Core Abilities - 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

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.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

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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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.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
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.

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
Those HEROES can join an eligible regiment as a Stormcast Exemplar.

Infantry Hero
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On an unmodified chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

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

© Vyacheslav Maltsev 2013-2025