Stormcast Eternals – Stormstrike Chariot

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SPEARHEAD WARSCROLL
Stormstrike Chariot
10"
10
3+
2
Stormstrike Chariots are potent linebreakers. When the clarion call to attack sounds, they thunder across even the most rugged terrain, with the archer in their carriage sending killing shafts from their great stormbow as they come. The chariot’s most devastating weapon, however, is its charge. As the charioteers build up speed, they draw the energies of Azyr to themselves until a crackling aurora surrounds them. Upon impact into the enemy lines, the Stormcasts unleash this energy in thunderous blasts even as they strike out with axe and blade.
SPEARHEAD WARSCROLL
Stormstrike Chariot
RANGED WEAPONS
RngAtkHitWndRndDmg
Great Stormbow
Great Stormbow18"23+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Stormstrike Axe
Stormstrike Axe33+3+11
Gryph-chargers’ Beaks and Claws [Companion]
Gryph-chargers’ Beaks and Claws
Companion
64+3+11
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 and roll a dice.

Effect: On a 2+, inflict D3 mortal damage on the target.

KEYWORDS
WAR MACHINE
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’).
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

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