Stormcast Eternals – Stormdrake Guard (1 model)

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STORMCAST ETERNALS WARSCROLL
Stormdrake Guard (1 model)
12"
9
3+
5
The Stormdrake Guard are the result of the alliance between Azyr and the Draconith. In battle, they are holy terrors, the Stormcasts fighting with consummate skill while the drakes' burning breath and vicious claws annihilate their foes.
STORMCAST ETERNALS WARSCROLL
Stormdrake Guard (1 model)
RANGED WEAPONS
RngAtkHitWndRndDmg
Draconic Flamestream [Shoot in Combat, Companion]
Draconic Flamestream
Shoot in Combat, Companion
10"42+3+21
MELEE WEAPONS
AtkHitWndRndDmg
Draconith’s Fangs and Talons [Companion]
Draconith’s Fangs and Talons
Companion
44+2+22
Drakerider’s Warblade
Drakerider’s Warblade63+3+11
Drakerider’s Lance [Anti-INFANTRY (+1 Rend), Charge (+1 Damage)]
Drakerider’s Lance
Anti-INFANTRY (+1 Rend), Charge (+1 Damage)
33+3+11
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 105 × 70mm
Can be reinforced: No
Notes: You can include 1 unit of this type for each Knight-Draconis in your army.

Each model in this unit is armed with a Draconic Flamestream, Draconith’s Fangs and Talons and 1 of the following options:
  • Drakerider’s Lance
  • Drakerider’s Warblade

Passive
DISPERSED FORMATION: These warriors maintain a wide formation, enabling more precise strikes and greater battlefield control.

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

Passive
EXTREMIS CHAMBER: Most scarce of Sigmar’s forces are the Extremis chambers, with each Stormcast mounted on a living weapon. To draw near these warriors is to risk being scoured by lightning or flame.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Once Per Turn (Army), Any Combat Phase
DRACONIC ONSLAUGHT: To reclaim their old empire, the Draconith and their riders fight together as a single furious whole, savaging any who cross their path.

Effect: If this unit charged this turn, roll a dice. On a 3+, this unit can move 2D6". It can pass through the combat ranges of enemy units and can end that move in combat. Then, pick an enemy unit that this unit passed across during that move. Inflict D3 mortal damage on that enemy unit.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, CHAMPION, FLY
ORDER, STORMCAST ETERNALS, EXTREMIS CHAMBER
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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’).
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
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).
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.
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 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.

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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