Stormcast Eternals – Stormstrike Chariot

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STORMCAST ETERNALS WARSCROLL
Stormstrike Chariot
10"
10
3+
2
Swift war-carriages of the Angelos conclaves, Stormstrike Chariots are potent linebreakers. As they build up speed, they draw the energies of Azyr to themselves before unleashing them in thunderous blasts amidst the enemy ranks.
STORMCAST ETERNALS WARSCROLL
Stormstrike Chariot
RANGED WEAPONS
RngAtkHitWndRndDmg
Great Stormbow [Crit (2 Hits), Anti-INFANTRY (+1 Rend)]
Great Stormbow
Crit (2 Hits), Anti-INFANTRY (+1 Rend)
18"23+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Stormstrike Axe [Charge (+1 Damage)]
Stormstrike Axe
Charge (+1 Damage)
33+3+11
Gryph-chargers’ Razor Beaks [Companion]
Gryph-chargers’ Razor Beaks
Companion
64+3+11
Tempestuous Spear
Tempestuous Spear23+3+21
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 120 × 92mm
Can be reinforced: No

This unit is armed with a Stormstrike Axe, Gryph-chargers’ Razor Beaks and 1 of the following options:

  • Tempestuous Spear
  • Great Stormbow

Passive
CELESTIAL BLAZE: The Stormstrike Chariot smashes through lesser foes in a blaze of celestial power.

Effect: When this unit uses the ‘Power Through’ command, inflict an additional D3 mortal damage on the target and add D6" to the distance this unit can move as part of that ability.

Any Charge Phase
AZYR UNLEASHED: The impact of a Stormstrike Chariot on the charge can obliterate even the most durable of shieldwalls.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
WAR MACHINE
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER
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.
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).
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.

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
Warscrolls collated

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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.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.

The WAR MACHINE keyword is used in the following Stormcast Eternals warscrolls:

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
© Vyacheslav Maltsev 2013-2024