Stormcast Eternals – Tornus the Redeemed

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•STORMCAST ETERNALS WARSCROLL•
Tornus the Redeemed
12"
8
3+
5
Tornus the Redeemed is living proof that even the most tainted souls are not beyond salvation. A former devotee of the Plague God, he now serves Sigmar with an unshakeable faith. Reforged as a Knight-Azyros, he has dedicated himself to providing some degree of succour to the troubled warriors of the Ruination chambers.
•STORMCAST ETERNALS WARSCROLL•
Tornus the Redeemed
Damage calculator
RANGED WEAPONS
RngAtkHitWndRndDmg
Hallowed Greatspear [Crit (2 Hits)]
Hallowed Greatspear
Crit (2 Hits)
12"13+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Hallowed Greatspear [Crit (2 Hits)]
Hallowed Greatspear
Crit (2 Hits)
53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 50mm
Can be reinforced: Yes
Regiment Options: 0-1 STORMCAST EXEMPLAR, Any STORMCAST ETERNALS

Passive
HERALD OF REDEMPTION: In Tornus, the troubled warriors of the Ruination chambers see a kindred spirit and heed his rallying call in battle.

Effect: If a friendly RUINATION CHAMBER unit wholly within 12" of this unit uses the ‘Rally’ command, you receive 3 additional rally points.

Any Combat Phase
THE LIGHT OF SIGMAR: With its shutters closed, the lantern of a Knight-Azyros soothes nearby allies. Opening it wide blinds the enemy with the full majesty of Sigmar’s light.

Effect: Roll a dice. On a 3+, pick 1 of the following effects:
  • For the rest of the turn, subtract 1 from hit rolls for attacks made by enemy units while they are in combat with this unit.
  • Heal (D3) each friendly STORMCAST ETERNALS unit within this unit’s combat range

Once Per Turn (Army), Reaction: This unit was picked as the target of a non-CORE ability
RUINATION CHAMBER: These veterans march where others cannot tread, fighting upon battlefields transformed into scenes of apocalypse. Even the most corrosive magics find no purchase on their souls.

Effect: Make a resistance roll of D6. On a 4+, that ability has no effect on this unit.

KEYWORDS
UNIQUE, HERO, INFANTRY, FLY
ORDER, STORMCAST ETERNALS, RUINATION CHAMBER
FAQ
Q:Can I use the ‘Ruination Chamber’ ability to react to enemy abilities that target a friendly unit with that ability if that ability takes place outside of the regular turn sequence (e.g. a Deployment Phase ability)?
A:
Yes.
Q:If I use the ‘Ruination Chamber’ ability to react to an ability that targets multiple units and/or has multiple effects (e.g. ‘Power Through’), and the roll is successful, should my opponent still resolve the parts of the ability that affect other units?
A:
Yes. The ‘Ruination Chamber’ ability only allows you to ignore the effect of that ability on that unit; it does not stop the effect from being resolved for other units.
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.
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).

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

The STORMCAST ETERNALS keyword is used in the following Stormcast Eternals warscrolls:

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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).
Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT
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.

FAQ / Errata

FAQ
Q:If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model?
A:
No.
Errata
Addenda: 7.0 Combat Range
Add the following:

‘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.’
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.
Passive
SEED OF REBIRTH: Should the bearer of this seed ever fall, its rejuvenating energies will grant them new life.

Effect: The first time this unit would be destroyed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then, Heal (D3) this unit.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

FAQ

Q:If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed?
A:
Yes.
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE
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!

FAQ

Q:If an ability that allows a unit to move states that the unit cannot move into combat (e.g. Normal Move), does FLY allow that unit to move across an enemy unit’s combat range?
A:
Yes.

The RUINATION CHAMBER keyword is used in the following Stormcast Eternals warscrolls:

Infantry

The RUINATION CHAMBER keyword is used in the following Stormcast Eternals warscrolls:

Infantry
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
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
© Vyacheslav Maltsev 2013-2026