Stormcast Eternals – Yndrasta, the Celestial Spear

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STORMCAST ETERNALS WARSCROLL
Yndrasta
the Celestial Spear
12"
8
3+
2
With the resplendent white pinions granted unto her, no beast is beyond Yndrasta’s reach. Her spear, Thengavar, relentlessly seeks out its prey when thrown. There are those in the courts of Azyr who observe the cold satisfaction Yndrasta takes in slaughter and whisper that lifetimes of battle have hollowed out her soul.
STORMCAST ETERNALS WARSCROLL
Yndrasta
the Celestial Spear
RANGED WEAPONS
RngAtkHitWndRndDmg
Thengavar [Anti-MONSTER (+1 Rend)]
Thengavar
Anti-MONSTER (+1 Rend)
12"13+2+24
MELEE WEAPONS
AtkHitWndRndDmg
Thengavar [Anti-MONSTER (+1 Rend)]
Thengavar
Anti-MONSTER (+1 Rend)
22+2+23
Blade of the High Heavens
Blade of the High Heavens53+3+23
BATTLE PROFILE

Unit Size: 1      Points: 340
Base size: 60mm
Can be reinforced: No
Regiment Options: 0-1 STORMCAST EXEMPLAR, Any STORMCAST ETERNALS

Passive
THE PRIME HUNTRESS: Celestial strength, lifetimes of experience and the power of the spear Thengavar see even the most behemothic of terrors swiftly fall before Yndrasta’s fury.

Effect: Double the Damage characteristic of this unit’s Thengavar for attacks that target MONSTERS.

Passive
DAZZLING RADIANCE: Yndrasta’s god-touched brilliance casts a protective aura of light around nearby Stormcasts.

Effect: Ignore negative modifiers to the control scores of friendly STORMCAST ETERNALS units while they are wholly within 12" of this unit.

Passive
ON WINGS OF BRILLIANCE: Yndrasta soars across the battlefield to strike at the heart of Sigmar’s enemies.

Effect: Add 1 to the number of dice rolled when making charge rolls for this unit, to a maximum of 3.

KEYWORDS
WARMASTER, UNIQUE, HERO, INFANTRY, FLY, WARD (5+)
ORDER, STORMCAST ETERNALS
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.
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.
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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18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

14.3 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

Those HEROES can join an eligible regiment as a Stormcast Exemplar.

Infantry Hero

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

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

Endless Spell
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.
© Vyacheslav Maltsev 2013-2024