Stormcast Eternals – Vandus Hammerhand

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STORMCAST ETERNALS WARSCROLL
Vandus Hammerhand
10"
8
3+
2
To Vandus’s warriors, he is still the same golden demigod as he was at the dawn of the Age of Sigmar. However, it is within this immortal shell that Vandus’s maddened soul is trapped, haunted by endless visions. As countless Reforgings slowly erode the last of his personhood, he dwells in his Stormhost’s Bleak Citadel between battles, watched closely by the Ruination chamber’s wardens.
STORMCAST ETERNALS WARSCROLL
Vandus Hammerhand
RANGED WEAPONS
RngAtkHitWndRndDmg
Stormblast [Crit (2 Hits), Companion]
Stormblast
Crit (2 Hits), Companion
10"13+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Heldensen [Crit (Auto-wound)]
Heldensen
Crit (Auto-wound)
63+2+12
Calanax’s Claws and Fangs [Companion]
Calanax’s Claws and Fangs
Companion
44+2+22
BATTLE PROFILE

Unit Size: 1      Points: 210
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: 0-1 STORMCAST EXEMPLAR, Any EXTREMIS CHAMBER, Any WARRIOR CHAMBER

Passive
LORD OF THE HAMMERHANDS: Vandus is a mighty champion of the Hammers of Sigmar and a consummate commander.

Effect: Add 3 to the control scores of friendly WARRIOR CHAMBER units while they are wholly within 12" of this unit.

Reaction: You declared a FIGHT ability for this unit
VENGEANCE UNLEASHED: Vandus inspires nearby members of the Warrior chambers to strike forth and deliver justice in the God-King’s name.

Effect: Pick a friendly non-HERO WARRIOR CHAMBER unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to hit rolls for the target’s attacks for the rest of the turn.

KEYWORDS
UNIQUE, HERO, CAVALRY
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’).
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.
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.
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.
Those HEROES can join an eligible regiment as a Stormcast Exemplar.

Infantry Hero
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
© Vyacheslav Maltsev 2013-2024