Stormcast Eternals – Warscrolls

Contents

Cavalry Hero


STORMCAST ETERNALS WARSCROLL
Astreia Solbright
10"
8
3+
2
Lord-Arcanum Solbright of the Shimmersouls chamber wields the magics of the storm with remarkable proficiency. Mounted atop the Dracoline Kazra, she crackles with static charge, blasting enemies to cinders while leaving her allies unscathed.
STORMCAST ETERNALS WARSCROLL
Astreia Solbright
MELEE WEAPONS
AtkHitWndRndDmg
Kazra’s Monstrous Claws [Companion]
Kazra’s Monstrous Claws
Companion
33+3+12
Astreia’s Aetherstave [Crit (Mortal)]
Astreia’s Aetherstave
Crit (Mortal)
43+3+12
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: Any STORMCAST ETERNALS
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Your Hero Phase
5
LIGHTNING PULSE: With electricity pulsing from her eyes, Astreia gathers the power of Azyr into herself and then releases it as a blinding, expanding dome of lightning.

Declare: Pick up to 3 enemy units in combat with this unit to be the targets, then make a casting roll of 2D6.

Effect: If you picked 1 unit, inflict 3 mortal damage on the target. If you picked 2 units, inflict 2 mortal damage on each target. If you picked 3 units, inflict 1 mortal damage on each target.
KEYWORDSSPELL

Your Charge Phase
THUNDEROUS POUNCE: After years of commanding Dracolines, Astreia’s orders can send an entire pack sprinting into battle without hesitation, her own mount Kazra leading the charge.

Effect: Add 2 to charge rolls for friendly SACROSANCT CHAMBER CAVALRY units while they are wholly within 12" of this unit.

Any Combat Phase
SOUL ENERGY OF THE FIRST HOST: Astreia Solbright can enhance the soul energy of nearby Sacrosanct warriors, allowing them to perform extraordinary deeds.

Declare: Pick a visible friendly SACROSANCT CHAMBER unit wholly within 12" of this unit to be the target.

Effect: Add 1 to wound rolls for the target’s attacks for the rest of the turn.

KEYWORDS
UNIQUE, HERO, WIZARD (1), CAVALRY, SACROSANCT CHAMBER
ORDER, STORMCAST ETERNALS


STORMCAST ETERNALS WARSCROLL
Lord-Aquilor
14"
8
3+
2
The Lord-Aquilors are the leaders of the Vanguard Auxiliary chambers, hunters and warriors both who ride ahead of the Stormhosts to deliver an arrow-swift assault. Keen of eye and wit alike, they are capable of enacting blisteringly swift hit-and-run assaults thanks to the winds aetheric, magical currents that surge unseen across the realms.
STORMCAST ETERNALS WARSCROLL
Lord-Aquilor
RANGED WEAPONS
RngAtkHitWndRndDmg
Heavy Boltstorm Pistol [Shoot in Combat]
Heavy Boltstorm Pistol
Shoot in Combat
12"43+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Starbound Blade and Shock Handaxe
Starbound Blade and Shock Handaxe53+3+12
Gryph-charger’s Razor Beak [Companion]
Gryph-charger’s Razor Beak
Companion
34+3+11
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: Any Gryph-hounds, Any VANGUARD CHAMBER

Passive
VANGUARD CHAMBER: Through swiftness, guile and more than a hint of savagery, the warriors of the Vanguard chamber are able to outfight forces many times their own limited numbers.

Effect: This unit can use SHOOT and/or CHARGE abilities even if it used a RUN or RETREAT ability in the same turn.

Your Movement Phase
RIDE THE WINDS AETHERIC: Gryph-chargers can move faster than the eye can follow along the winds aetheric.

Declare: If this unit is not in combat, you can pick up to 2 friendly VANGUARD-PALLADORS units that are not in combat to be the targets.

Effect: Remove this unit and the targets (if any) from the battlefield. Set this unit up again on the battlefield more than 9" from all enemy units. Then, set up each target wholly within 12" of this unit and more than 9" from all enemy units.

KEYWORDS
HERO, CAVALRY
ORDER, STORMCAST ETERNALS, VANGUARD CHAMBER


STORMCAST ETERNALS WARSCROLL
Lord-Arcanum
on Celestial Dracoline
10"
8
3+
2
Lord-Arcanums who ride Dracolines favour bombastic, aggressive magics above all. They are often found hurling spears of scouring elemental force into the foe’s ranks while their bestial companion lopes forward to pounce.
STORMCAST ETERNALS WARSCROLL
Lord-Arcanum
on Celestial Dracoline
MELEE WEAPONS
AtkHitWndRndDmg
Aetherstave
Aetherstave43+3+12
Celestial Dracoline’s Claws [Companion]
Celestial Dracoline’s Claws
Companion
33+3+12
BATTLE PROFILE

Unit Size: 1      Points: 210
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: Any SACROSANCT CHAMBER CAVALRY
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Once Per Turn (Army), Any Charge Phase
STORM WAVE: The Lord-Arcanum channels thunderous Azyrite force through allied cavalry just as they impact with the foe.

Declare: Pick a visible friendly SACROSANCT CHAMBER CAVALRY unit that charged this phase and is wholly within 12" of this unit to be the target.

Effect: Inflict D3 mortal damage on each enemy unit in combat with the target.

Any Combat Phase
PACK ALPHA: A Lord-Arcanum on Dracoline can urge their mount to issue a great roar to its loyal pack-mates, stoking their rage and ferocity to untold heights.

Declare: If this unit is in combat, pick this unit and up to 1 other visible friendly SACROSANCT CHAMBER CAVALRY unit within its combat range to be the targets.

Effect: Add 1 to the Attacks characteristic of the targets’ Companion melee weapons for the rest of the turn.

KEYWORDS
HERO, WIZARD (1), CAVALRY, SACROSANCT CHAMBER
ORDER, STORMCAST ETERNALS


STORMCAST ETERNALS WARSCROLL
Lord-Arcanum
on Gryph-charger
12"
8
3+
2
It is not easy for a Lord-Arcanum to earn a Gryph-charger’s respect. Those who succeed gain an impossibly fleet mount, ensuring their sorceries can be unleashed wherever they are most needed.
STORMCAST ETERNALS WARSCROLL
Lord-Arcanum
on Gryph-charger
MELEE WEAPONS
AtkHitWndRndDmg
Gryph-charger’s Razor Beak [Companion]
Gryph-charger’s Razor Beak
Companion
34+3+11
Aetherstave
Aetherstave43+3+12
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: Any SACROSANCT CHAMBER
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Your Movement Phase
ON THE WINDS AETHERIC: Gryph-chargers can move faster than the eye can follow along the winds aetheric.

Effect: If this unit is not in combat, remove it from the battlefield and set it up again on the battlefield more than 9" from all enemy units.

End of Any Turn
HEALING LIGHT: A Lord-Arcanum gathers aetheric energy and uses it to revitalise the depleted life energies of nearby Sacrosanct warriors.

Declare: Pick a visible friendly SACROSANCT CHAMBER unit that is not in combat and is within 12" of this unit to be the target.

Effect: If the target is damaged, Heal (D6) the target. If the target is not damaged, return a slain model to it.

KEYWORDS
HERO, WIZARD (1), CAVALRY, SACROSANCT CHAMBER
ORDER, STORMCAST ETERNALS


STORMCAST ETERNALS WARSCROLL
Lord-Celestant
on Dracoth
10"
8
3+
2
Some Lord-Celestants will undergo the Trials of Starwalking, a series of perilous tests that, if passed, earn them the right to ride a Dracoth mount as well as the creature’s respect. These storied commanders lead from the front atop their draconic steeds, and they are utterly devastating in combat.
STORMCAST ETERNALS WARSCROLL
Lord-Celestant
on Dracoth
RANGED WEAPONS
RngAtkHitWndRndDmg
Stormblast [Crit (2 Hits), Companion]
Stormblast
Crit (2 Hits), Companion
10"13+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Weapons of Legend [Crit (Auto-wound)]
Weapons of Legend
Crit (Auto-wound)
53+3+12
Dracoth’s Claws and Fangs [Companion]
Dracoth’s Claws and Fangs
Companion
34+2+22
BATTLE PROFILE

Unit Size: 1      Points: 190
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: 0-1 STORMCAST EXEMPLAR, Any EXTREMIS CHAMBER, Any WARRIOR CHAMBER

Passive
EXTREMIS CHAMBER: Most scarce of Sigmar’s forces are the Extremis chambers, with each Stormcast mounted on a living weapon. To draw near these warriors is to risk being scoured by lightning or flame.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Reaction: You declared a FIGHT ability for this unit
RIGHTEOUS AVENGERS: Lord-Celestants inspire their brethren to mete out Sigmar’s justice; nearby Stormcasts strike the instant they are given the order.

Effect: Pick a friendly non-HERO EXTREMIS CHAMBER CAVALRY 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.

KEYWORDS
HERO, CAVALRY
ORDER, STORMCAST ETERNALS, EXTREMIS CHAMBER


STORMCAST ETERNALS WARSCROLL
Lord-Vigilant
on Gryph-Stalker
12"
8
3+
2
The Lord-Vigilants are the commanders and wardens of the Ruination chambers, who sequester their soul-stricken warriors away until the hour of the direst need. Much like their kin, their sense of self has begun to decay, but grim means allow them to maintain enough lucidity to command their brethren in battle.
STORMCAST ETERNALS WARSCROLL
Lord-Vigilant
on Gryph-Stalker
MELEE WEAPONS
AtkHitWndRndDmg
Hallowed Greataxe
Hallowed Greataxe53+3+22
Gryph-stalker’s Beak and Talons [Companion]
Gryph-stalker’s Beak and Talons
Companion
34+3+12
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: 0-1 STORMCAST EXEMPLAR, 0-1 Gryph-hounds, Any RUINATION CHAMBER, Any WARRIOR CHAMBER

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.

Once Per Battle (Army), Any Combat Phase
DELIVER JUDGEMENT: The Lord-Vigilant orders their soul-hollowed brethren to deliver Sigmar's wrath unto their enemies.

Declare: Pick a friendly non-HERO RUINATION CHAMBER unit wholly within 12" of this unit to be the target.

Effect: The target can use 2 FIGHT abilities this phase. After the first is used, however, the target has STRIKE-LAST for the rest of the turn.

KEYWORDS
HERO, CAVALRY
ORDER, STORMCAST ETERNALS, RUINATION CHAMBER


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

Infantry Hero


STORMCAST ETERNALS WARSCROLL
Celestant-Prime
Hammer of Sigmar
12"
10
3+
2
The Celestant-Prime serves as Sigmar’s hand. Armed with Ghal Maraz and the Cometstrike Sceptre, a celestial relic capable of snatching meteors from the firmament and hurling them to the battlefield, few can stand before him. When unleashed, the Celestant-Prime is a force of vengeance and redemption alike, guided on his holy mission by a swirling cosmic orrery that offers glimpses of future paths.
STORMCAST ETERNALS WARSCROLL
Celestant-Prime
Hammer of Sigmar
RANGED WEAPONS
RngAtkHitWndRndDmg
Cometstrike Sceptre
Cometstrike Sceptre18"12+
MELEE WEAPONS
AtkHitWndRndDmg
Ghal Maraz [Crit (Mortal)]
Ghal Maraz
Crit (Mortal)
63+2+24
BATTLE PROFILE

Unit Size: 1      Points: 320
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 STORMCAST EXEMPLAR, Any STORMCAST ETERNALS

Once Per Battle, Your Movement Phase
RETRIBUTION FROM ON HIGH: The Celestant-Prime descends from Azyr into the thickest fighting, Ghal Maraz glowing with power as it smites the foe.

Declare: Pick this unit if it is in the Celestial Realm.

Effect: Subtract the current battle round number from 10 to determine this unit’s strike zone. Set up this unit on the battlefield more than a number of inches equal to its strike zone from all enemy units.

Passive
COMETSTRIKE SCEPTRE: Blazing with celestial might, the Celestant-Prime raises his sceptre high before letting it fall, causing comets to rain from above.

Effect: Each time this unit attacks with its Cometstrike Sceptre, if the attack scores a hit, inflict D3 mortal damage on the target.

KEYWORDS
WARMASTER, UNIQUE, HERO, INFANTRY, FLY, WARD (5+)
ORDER, STORMCAST ETERNALS


STORMCAST ETERNALS WARSCROLL
Gardus Steel Soul
5"
6
3+
2
Lord-Celestant Gardus is revered by many mortals as a warrior-saint, and since his second Reforging, a halo of gleaming light has surrounded him. His warriors believe this to be the purity of their Lord‑Celestant’s spirit made manifest, and they would follow him into the mouth of ruin itself if he so required.
STORMCAST ETERNALS WARSCROLL
Gardus Steel Soul
MELEE WEAPONS
AtkHitWndRndDmg
Sigmarite Runeblade and Warhammer [Crit (Auto-wound)]
Sigmarite Runeblade and Warhammer
Crit (Auto-wound)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 STORMCAST EXEMPLAR, 0-1 Gryph-hounds, Any WARRIOR CHAMBER

Passive
AURA OF PURITY: Gardus’s faith is so strong when he is in full flow that even Nurgle’s garden was unable to corrupt him.

Effect: If this unit charged this turn, for the rest of the turn, friendly STORMCAST ETERNALS units have WARD (5+) while they are wholly within 12" of this unit.

Once Per Battle, Your Charge Phase
SAINTLY ASSAULT: Calling upon the celestial grace of Sigmar, the lords of the Steel Souls engage the foe with zealous wrath.

Declare: Pick up to 3 visible friendly STORMCAST ETERNALS INFANTRY units wholly within 6" of this unit to be the targets.

Effect: For the rest of the turn:
  • Add 1 to charge rolls for the targets.
  • Add 1 to the Attacks characteristic of the targets’ melee weapons.

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (5+)
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Gavriel Sureheart
5"
6
3+
2
Gavriel Sureheart is an unstoppable force of righteousness and liberation. The Lord-Celestant is only satisfied when on the attack, relentlessly leading from the front and cutting down his foes in a whirlwind of blows.
STORMCAST ETERNALS WARSCROLL
Gavriel Sureheart
MELEE WEAPONS
AtkHitWndRndDmg
Starbound Blade [Crit (Mortal)]
Starbound Blade
Crit (Mortal)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Gryph-hounds, Any INFANTRY
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Your Charge Phase
ONCE MORE, FOR SIGMAR, CHARGE!: Gavriel’s unshakeable devotion to Sigmar sees his warriors charging straight into the front lines, no matter the dangers before them.

Declare: Pick this unit and another visible friendly WARRIOR CHAMBER unit within 3" of it to be the targets.

Effect: For the rest of the phase, when making charge rolls for the targets, add 1 to the number of dice rolled, then remove 1 dice of your choice and use the remaining dice as the charge roll.

Passive
SIGMARITE THUNDERSHIELD: When struck with sufficient force, thundershields unleash stored storm energy to blast those attempting to attack.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

KEYWORDS
UNIQUE, HERO, INFANTRY
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Knight-Arcanum
5"
6
3+
2
A Knight-Arcanum is an arcane warrior privy to secrets beyond the ken of their martial-minded comrades. Their consciousness expanded by the Hyshian gemstones embedded in their wargear, the Knight-Arcanums unleash storms of celestial fury upon their foes, slamming them with stunning cosmic winds or deadly hails of razor-sharp ice.
STORMCAST ETERNALS WARSCROLL
Knight-Arcanum
MELEE WEAPONS
AtkHitWndRndDmg
Valedictor’s Stave [Anti-MANIFESTATION (+1 Rend)]
Valedictor’s Stave
Anti-MANIFESTATION (+1 Rend)
33+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Gryph-hounds, Any WARRIOR CHAMBER

Passive
INDOMITABLE LORESEEKERS: The thick tomes carried by Knight-Arcanums are filled with the magical secrets they have learnt, including how to resist the raging sorcerous energies of the realms.

Effect: Add 1 to casting rolls for this unit when it uses a SUMMON ability and add 1 to banishment rolls for this unit.

Enemy MANIFESTATIONS cannot pass through or end any move within this unit’s combat range unless they started that move within this unit’s combat range.

This unit has WARD (4+) against mortal damage inflicted by MANIFESTATIONS.

KEYWORDS
HERO, WIZARD (1), INFANTRY
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Knight-Azyros
12"
6
3+
5
A winged herald borne aloft on wings of flame, the Knight-Azyros is a symbol of hope and faith to the followers of Sigmar. Each carries a sacred lantern the light from which guides and heals the righteous even as it sears the eyes of Sigmar's enemies.
STORMCAST ETERNALS WARSCROLL
Knight-Azyros
MELEE WEAPONS
AtkHitWndRndDmg
Star-blessed Weapons
Star-blessed Weapons53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 WARRIOR CHAMBER, Any RUINATION CHAMBER

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.

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), End of Any Turn
LIGHT IN THE DARK: This warrior's celestial beacon serves as a guiding light to their fellow Prosecutors.

Declare: Pick a friendly Prosecutors unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, pick 1 of the following effects:
  • If the target is in combat, the target can immediately use the ’Retreat’ ability as if it were your movement phase without any mortal damage being inflicted on it.
  • If the target is not in combat, the target can immediately use the ’Normal Move’ ability as if it were your movement phase.

KEYWORDS
HERO, INFANTRY, FLY
ORDER, STORMCAST ETERNALS, RUINATION CHAMBER


STORMCAST ETERNALS WARSCROLL
Knight-Heraldor
5"
6
3+
2
Thunderous notes resounding from their enchanted battle-horn, a Knight-Heraldor is an immovable beacon of defiance. So powerful are the clarion blasts they unleash that the resulting shockwave can topple buildings, uproot trees and shatter monoliths.
STORMCAST ETERNALS WARSCROLL
Knight-Heraldor
MELEE WEAPONS
AtkHitWndRndDmg
Sigmarite Broadsword
Sigmarite Broadsword33+3+12
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Gryph-hounds, Any WARRIOR CHAMBER
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Passive
CALL TO BATTLE: The enchanted battle horn of the Knight- Heraldor can be heard in distant Azyr, summoning reinforcements from the storm itself.

Effect: If a friendly WARRIOR CHAMBER unit wholly within 12" of this unit uses the ‘Rally’ command, you can make 3 additional rally rolls of D6.

Your Shooting Phase
THUNDERBLAST: The strident peal of a battlehorn can summon a localised tempest above an enemy structure, hammering it with repeated lightning strikes and fist-sized hailstones.

Declare: Pick a visible faction terrain feature within 18" of this unit to be the target.

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

KEYWORDS
HERO, INFANTRY
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Knight-Incantor
5"
6
3+
2
The Knight-Incantors are veteran mages of the Sacrosanct chambers. With their powerful voices, they summon furious tempests and howling gales to unleash against the foe, wielding potent artefacts to nullify enemy sorceries.
STORMCAST ETERNALS WARSCROLL
Knight-Incantor
MELEE WEAPONS
AtkHitWndRndDmg
Incantor’s Staff
Incantor’s Staff33+3+12
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Gryph-hounds, Any SACROSANCT CHAMBER INFANTRY
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Passive
AETHERIC DESTABILISATION: Expert summoners all, Knight-Incantors can detect and disable similar spells cast by their enemies.

Effect: While they are within 30" of this unit, subtract 1 from casting rolls for enemy units when they use SUMMON abilities.

Once Per Battle, Reaction: Opponent declared a SPELL ability for a Wizard within 30" of this unit
VOIDSTORM SCROLL: Each Knight-Incantor bears a scroll infused with potent void magic.

Effect: The spell is unbound and its effect is not resolved.
KEYWORDSUNBIND

KEYWORDS
HERO, WIZARD (1), INFANTRY, SACROSANCT CHAMBER
ORDER, STORMCAST ETERNALS


STORMCAST ETERNALS WARSCROLL
Knight-Judicator
with Gryph Hounds
6"
6
3+
2
Officers of the Justicar conclaves, the Knight-Judicators are more akin to living artillery pieces than marksmen. One of these Stormcasts typically looses the opening shot of battle, pulling back the string of their colossal terminus greatbow before releasing an arrow that unerringly finds its mark.
STORMCAST ETERNALS WARSCROLL
Knight-Judicator
with Gryph Hounds
RANGED WEAPONS
RngAtkHitWndRndDmg
Terminus Greatbow
Terminus Greatbow18"33+3+23
MELEE WEAPONS
AtkHitWndRndDmg
Judicator’s Warblade
Judicator’s Warblade33+3+11
BATTLE PROFILE

Unit Size: 1      Points: 160
MODELBASE SIZE
Knight-Judicator90 × 52mm
Gryph-hounds40mm
Can be reinforced: No
Regiment Options: Any Gryph-hounds, Any WARRIOR CHAMBER

Passive
FAITHFUL GRYPH-HOUNDS: A Knight-Judicator is often accompanied into battle by a pair of these loyal beasts of Azyr.

Effect: This unit’s Gryph-hounds are tokens. After setting up this unit on the battlefield for the first time, place both Gryph-hounds next to it.

Once Per Turn (Army), Your Movement Phase
HUNTING HOUNDS: The Knight-Judicator sends one of their Gryph-hounds to harass an enemy unit.

Declare: If this unit was not set up this turn and any of this unit’s Gryph-hounds are on the battlefield, pick an enemy unit within 12" of this unit to be the target.

Effect: Roll a dice. On a 1, remove 1 of this unit’s Gryph-hounds from the battlefield. On a 2+, pick 1 of this unit’s Gryph-hounds that is next to this unit or next to an enemy unit and place it next to the target instead.

While any of this unit’s Gryph-hounds are next to an enemy unit, add 1 to hit rolls and wound rolls for this unit’s shooting attacks that target that unit.

If an enemy unit is destroyed or removed from the battlefield while any of this unit’s Gryph-hounds are next to it, place those Gryph-hounds next to this unit.

KEYWORDS
HERO, INFANTRY
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Knight-Questor
5"
6
3+
2
Standing apart from their fellow officers, the Knight-Questors are unburdened by the pressures of command; rather, these errant heroes possess more singular burdens. Each has been chosen by the God-King for a mission of the utmost import, and they will go to any lengths to see it done.
STORMCAST ETERNALS WARSCROLL
Knight-Questor
MELEE WEAPONS
AtkHitWndRndDmg
Questor Warblade [Anti-HERO (+1 Rend), Crit (Mortal)]
Questor Warblade
Anti-HERO (+1 Rend), Crit (Mortal)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Questor Soulsworn, 0-1 Gryph-hounds, Any RUINATION CHAMBER
Notes: This HERO can join an eligible regiment as a STORMCAST EXEMPLAR.

Once Per Battle (Army), Deployment Phase
ORDAINED QUEST: Questors travel deep into enemy territory to gain control of vital landmarks with hidden secrets.

Effect: Pick an objective wholly outside friendly territory. That objective is considered by you to be questmarked.

Reaction: You declared a FIGHT ability for this unit
HEROIC RETRIBUTION: Should the need arise, the Knight-Questor will call upon their Soulsworn brethren to make the God-King’s justice a reality.

Effect: Pick a friendly Questor Soulsworn 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.

Passive
HIS WILL BE DONE: Questors will stop at nothing to fulfil the sacred task given to them by the God-King himself.

Effect: While this unit is contesting a questmarked objective:
  • Add 3 to this unit’s control score.
  • This unit has WARD (5+).

KEYWORDS
HERO, INFANTRY
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Knight-Relictor
5"
6
3+
2
As they chant dolorous lays of retribution, a Knight-Relictor will burn the bones of saints and martyrs in their skull-faced censer. The incense released from this sacrifice is imbued with warding magic that swallows heretical powers and protects their fellow Stormcasts from the imprecations of dark deities.
STORMCAST ETERNALS WARSCROLL
Knight-Relictor
MELEE WEAPONS
AtkHitWndRndDmg
Relic Maul
Relic Maul33+3+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Gryph-hounds, Any WARRIOR CHAMBER

Your Shooting Phase
RELIC CENSER: The censers of the Relictor temple emanate purifying incense that can burn through the very fabric of heretical falsehoods and mystical hexes.

Declare: Pick an enemy unit within 12" of this unit to be the target.

Effect: Roll a dice. On a 2+, subtract 1 from ward rolls made by the target for the rest of the turn.

KEYWORDS
HERO, PRIEST (1), INFANTRY
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Knight-Venator
12"
6
3+
2
Not even the mightiest adversaries can escape the vengeance of a Knight-Venator. Accompanied by their faithful Star-eagles, these winged hunters prowl the skies with incredible swiftness, loosing blessed arrows that unerringly seek their targets.
STORMCAST ETERNALS WARSCROLL
Knight-Venator
RANGED WEAPONS
RngAtkHitWndRndDmg
Realmhunter’s Bow [Crit (2 Hits), Anti-MONSTER (+1 Rend)]
Realmhunter’s Bow
Crit (2 Hits), Anti-MONSTER (+1 Rend)
24"63+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Star-eagle’s Celestial Talons [Companion]
Star-eagle’s Celestial Talons
Companion
24+3+-1
Bowstave
Bowstave33+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 190
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 Gryph-hounds, Any WARRIOR CHAMBER INFANTRY
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Once Per Battle (Army), Your Shooting Phase
STAR-FATED ARROW: Whispering the name of a powerful foe, the Knight-Venator looses an arrow destined to end that enemy’s life.

Declare: Pick a visible enemy unit within 24" of this unit to be the target.

Effect: If the target is a non-MONSTER unit, inflict D6 mortal damage on it. If the target is a MONSTER, inflict D6+3 mortal damage on it.
KEYWORDSCORE, ATTACK, SHOOT

KEYWORDS
HERO, INFANTRY, FLY
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Knight-Vexillor
5"
6
3+
5
Only the Knight-Vexillors are entrusted with the sacred standards of Azyr. Those known as Banners of Apotheosis are imbued with energies drawn from the great artefact upon which the Stormcast Eternals are remade; when such a standard is planted near to them, they are invigorated by the magic of the heavens.
STORMCAST ETERNALS WARSCROLL
Knight-Vexillor
MELEE WEAPONS
AtkHitWndRndDmg
Sigmarite Warblade
Sigmarite Warblade43+3+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Gryph-hounds, Any WARRIOR CHAMBER
Notes: This HERO can join an eligible regiment as a STORMCAST EXEMPLAR.

Any Hero Phase
THE BANNER OF THE REFORGED: When the Knight-Vexillor plants their banner, the fortifying energy that emanates from it hardens flesh and seals sundered armour, empowering the faithful with new resolve.

Declare: Pick D3 friendly STORMCAST ETERNALS units wholly within 12" of this unit to be the targets.

Effect: Add 3 to each target’s control score for the rest of the turn. In addition, Heal (D3) each target.

KEYWORDS
HERO, INFANTRY
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Knight-Zephyros
7"
6
3+
2
A Knight-Zephyros serves as one of Sigmar’s assassins. Once a target is marked, they employ their god-wrought blessings to travel the winds aetheric and run down their prey, eventually overcoming them in a flurry of lightning-swift violence.
STORMCAST ETERNALS WARSCROLL
Knight-Zephyros
RANGED WEAPONS
RngAtkHitWndRndDmg
Stormshot Pistol [Anti-HERO (+1 Rend)]
Stormshot Pistol
Anti-HERO (+1 Rend)
12"33+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Tempest Axes [Crit (2 Hits), Anti-HERO (+1 Rend)]
Tempest Axes
Crit (2 Hits), Anti-HERO (+1 Rend)
63+3+11
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Gryph-hounds, Any VANGUARD CHAMBER
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Passive
VANGUARD CHAMBER: Through swiftness, guile and more than a hint of savagery, the warriors of the Vanguard chamber are able to outfight forces many times their own limited numbers.

Effect: This unit can use SHOOT and/or CHARGE abilities even if it used a RUN or RETREAT ability in the same turn.

Once Per Turn (Army), Your Movement Phase
TIRELESS HUNTER: This determined warrior never stops moving in pursuit of their prey.

Effect: Remove this unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units.

KEYWORDS
HERO, INFANTRY
ORDER, STORMCAST ETERNALS, VANGUARD CHAMBER


STORMCAST ETERNALS WARSCROLL
Lorai
Child of the Abyss
6"
5
4+
2
The elegant Soulscryer known as Lorai has accompanied the Blacktalons for as long as they can remember. As an Idoneth of the deepest seas, she is pallid, constantly cold and somehow seems young and old at the same time. Her ageless looks conceal her long lifespan spent in service to her enclave, of which none save Hendrick is truly aware.
STORMCAST ETERNALS WARSCROLL
Lorai
Child of the Abyss
MELEE WEAPONS
AtkHitWndRndDmg
Abyssal Touch
Abyssal Touch33+4+-D3
BATTLE PROFILE

Unit Size: 1      Points: 0
Base size: 40mm
Can be reinforced: No
Regiment Options: None
Notes: This unit can only be taken in Neave Blacktalon’s regiment.

Passive
AQUATIC ILLUSIONS: Lorai conjures liquid figures out of the ethersea that mystify and confuse nearby enemies.

Effect: Subtract 1 from hit rolls for attacks that target this unit.

Your Hero Phase
6
NEBULOUS SEA-FOG: A hazy mist coalesces into a thick, obscuring fog around Lorai.

Declare: Make a casting roll of 2D6.

Effect: Until the start of your next turn, while a friendly <KY>THE BLACKTALONS</KY> unit is wholly within 6" of this unit, if the unmodified hit roll for a shooting attack that targets that unit is 1-5, the attack fails and the attack sequence ends.
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (1), INFANTRY, WARD (5+)
ORDER, IDONETH DEEPKIN, THE BLACKTALONS


STORMCAST ETERNALS WARSCROLL
Lord-Arcanum
5"
6
3+
2
Lord-Arcanums are masters of the Sacrosanct chambers. In battle, they unleash storms of celestial force or employ strange spirit-sorceries to rebind the souls of fallen comrades to their bodies, allowing them to fight on.
STORMCAST ETERNALS WARSCROLL
Lord-Arcanum
MELEE WEAPONS
AtkHitWndRndDmg
Aetherstave
Aetherstave43+3+12
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 40mm
Can be reinforced: No
Regiment Options: Any SACROSANCT CHAMBER INFANTRY
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Passive
AETHERIC MANIPULATION: This wizard can manipulate the aetheric energies of the realms, channelling them into powerful spells to summon manifestations.

Effect: Add 1 to casting rolls for this unit when it uses a SUMMON ability.

End of Any Turn
MAGICAL MENDING: A Lord-Arcanum can reknit structures formed from magic with their incantations, allowing them to repair nearby arcane conjurations.

Declare: Pick a visible friendly MANIFESTATION wholly within 12" of this unit to be the target.

Effect: Heal (D6) the target.

KEYWORDS
HERO, WIZARD (1), INFANTRY, SACROSANCT CHAMBER
ORDER, STORMCAST ETERNALS


STORMCAST ETERNALS WARSCROLL
Lord-Castellant
5"
6
3+
2
Masters of defensive warfare, the Lord-Castellants oversee the fortification of Sigmar’s empire. The mystical lanterns they carry are empowered by celestial energies, bolstering their wounded Stormcast brethren even as they hurl back the tainted foe.
STORMCAST ETERNALS WARSCROLL
Lord-Castellant
MELEE WEAPONS
AtkHitWndRndDmg
Gryph-hound’s Beak [Companion]
Gryph-hound’s Beak
Companion
44+4+-1
Castellant’s Halberd [Crit (Auto-wound)]
Castellant’s Halberd
Crit (Auto-wound)
33+3+12
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 40mm
Can be reinforced: No
Regiment Options: Any WARRIOR CHAMBER INFANTRY
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Passive
DUTIFUL GRYPH-HOUND: Each Lord-Castellant is accompanied by a Gryph-hound trained to fight alongside them.

Effect: This unit’s Gryph-hound is a token. If this unit’s Gryph-hound has been removed, it can no longer attack with its Gryph-hound’s Beak and it cannot use the ‘Loyal Companion’ ability.

Once Per Battle, Any Combat Phase
LOYAL COMPANION: A Lord-Castellant’s Gryph-hound will protect its master to the bitter end.

Effect: For the rest of the turn, this unit has WARD (4+). Remove this unit’s Gryph-hound from the battlefield at the end of the turn.

Your Hero Phase
WARDING LANTERN: Filled with holy energies, a warding lantern either imbues nearby Stormcast Eternals with power or burns their foes.

Declare: Pick an objective within 12" of this unit to be the target.

Effect: For the rest of the turn:
  • Friendly STORMCAST ETERNALS units have WARD (6+) while they are contesting the target.
  • Ward rolls cannot be made for enemy units while they are contesting the target.

KEYWORDS
HERO, INFANTRY
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Lord-Celestant
5"
6
3+
2
The Lord-Celestants are all cunning tacticians, ferocious fighters and formidably effective leaders. To the people of the realms, they are the avenging hand of the heavens walking amongst them; to their warriors, they are lieges who shoulder the unimaginable burden of choosing where their kin shall endure another death.
STORMCAST ETERNALS WARSCROLL
Lord-Celestant
MELEE WEAPONS
AtkHitWndRndDmg
Weapons of Legend [Crit (Auto-wound)]
Weapons of Legend
Crit (Auto-wound)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 STORMCAST EXEMPLAR, 0-1 Gryph-hounds, Any WARRIOR CHAMBER

Reaction: You declared a FIGHT ability for this unit
FURIOUS RETRIBUTION: Lord‑Celestants lead their brethren in assaults upon the enemy lines, breaking the foe beneath their immortal fury.

Effect: Pick a friendly non-HERO WARRIOR CHAMBER INFANTRY 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 wound rolls for the target’s attacks for the rest of the turn.

KEYWORDS
HERO, INFANTRY
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Lord-Commander
Bastian Carthalos
5"
8
3+
2
Bastian Carthalos is Lord-Commander of the Hammers of Sigmar. As a mortal, he led his warriors in a daring assault against the Everchosen himself, buying time for the God-King to lead the retreat to Azyr. Sigmar looked upon Bastian’s valour with favour, calling on the ninth Great Bolt, Skjordamar, to Reforge his shattered form.
STORMCAST ETERNALS WARSCROLL
Lord-Commander
Bastian Carthalos
RANGED WEAPONS
RngAtkHitWndRndDmg
Thunderbolts of Azyr
Thunderbolts of Azyr18"22+2+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Uskavar, the Sunderer [Crit (Auto-wound)]
Uskavar, the Sunderer
Crit (Auto-wound)
43+2+24
BATTLE PROFILE

Unit Size: 1      Points: 270
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 STORMCAST EXEMPLAR, Any STORMCAST ETERNALS

Passive
VOICE OF THUNDER: Lord‑Commanders are among the few faithful who can commune with Sigmar in the heat of battle. Their words are like booming thunderclaps, each order ringing across the battlefield.

Effect: Each time a friendly STORMCAST ETERNALS unit wholly within 12" of this unit uses the ‘All-out Attack’ command, no command points are spent.

Deployment Phase
CASTELLAN OF AZYR: Centuries spent commanding Sigmar’s prime Stormhost have sharpened Bastian’s tactical nous to a deadly edge. There are few warlords more adept than he in all the armies of Order.

Declare: Pick up to 3 friendly STORMCAST ETERNALS INFANTRY units to be the targets.

Effect: Each target can use the ‘Normal Move’ ability as if it were your movement phase.

End of Any Turn
MANTLE OF THE FIRST STORM: Bastian’s armour is among the first of its kind, laboured over by Grungni himself and charged with the same holy energies as the Anvil of Apotheosis. It is a symbol of, and potent boon to, the Thunderborn’s already legendary willpower.

Effect: If any enemy models were slain by this unit’s attacks this turn, Heal (4) this unit.

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (5+)
ORDER, STORMCAST ETERNALS


STORMCAST ETERNALS WARSCROLL
Lord-Exorcist
5"
6
3+
2
The bane of the daemon and the gheist, the mystical Lord-Exorcists hold great power over the cleansing of soul-stuff. With their magics, they banish unclean entities while saving the spirits of any who may prove redeemable.
STORMCAST ETERNALS WARSCROLL
Lord-Exorcist
MELEE WEAPONS
AtkHitWndRndDmg
Redemption Stave
Redemption Stave33+3+12
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 40mm
Can be reinforced: No
Regiment Options: Any SACROSANCT CHAMBER INFANTRY
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Passive
REDEMPTOR CASKET: Each redemption stave incorporates a casket for the containment of malicious spirits.

Effect: Models cannot be returned to enemy units within 12" of this unit.

Your Hero Phase
PURIFYING BLAST: Lord-Exorcists specialise in the dissolution of fell rituals, disrupting them with the scouring light of Azyr.

Declare: Pick a visible enemy PRIEST within 18" of this unit to be the target.

Effect: Roll a dice. On a 2+:
  • If the target has any ritual points, remove a number of ritual points from it equal to the roll.
  • If the target has no ritual points, inflict D3 mortal damage on it.

KEYWORDS
HERO, WIZARD (1), INFANTRY, SACROSANCT CHAMBER
ORDER, STORMCAST ETERNALS


STORMCAST ETERNALS WARSCROLL
Lord-Imperatant
5"
6
3+
2
While the other commanders claim authority over a singular chamber, the Lord-Imperatants are charged with marshalling the combined forces of the Stormhosts. To them, the chambers of the host are as shield and sword, each echelon and conclave a tool to be wielded as necessary.
STORMCAST ETERNALS WARSCROLL
Lord-Imperatant
MELEE WEAPONS
AtkHitWndRndDmg
Blessed Warhammer [Crit (Auto-wound)]
Blessed Warhammer
Crit (Auto-wound)
43+3+12
BATTLE PROFILE

Unit Size: 1      Points: 150
MODELBASE SIZE
Lord-Imperatant40mm
Gryph-hound32mm
Can be reinforced: No
Regiment Options: 0-1 STORMCAST EXEMPLAR, 0-1 Gryph-hounds, Any WARRIOR CHAMBER

Passive
LOYAL GRYPH-HOUND: The Gryphhound that accompanies the Lord-Imperatant is the most faithful guard.

Effect: This unit’s Gryph-hound is a token. This unit has WARD (5+) while its Gryph-hound is on the battlefield.

If you make an unmodified save roll of 1 for this unit, remove its Gryph-hound from the battlefield after the ATTACK ability has been resolved (the damage point is still inflicted).

Once Per Battle, Your Movement Phase
GUIDED BY LIGHTNING: With the aid of their enchanted stormcaller baton, a Lord-Imperatant can direct the arrival of their brethren with the utmost precision.

Declare: Pick up to 3 friendly STORMCAST ETERNALS units wholly within 12" of this unit that were set up this turn using the ‘Scions of the Storm’ ability to be the targets.

Effect: Each target can immediately move D3". The targets cannot move into combat during any part of that move.

KEYWORDS
HERO, INFANTRY
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Lord-Ordinator
5"
6
3+
2
Proficient in arcane engineering and the reading of portents, the Lord-Ordinators are a potent force. Such traits make them excellent artillery commanders, and they expertly direct the war machinery of their allies to annihilate their foes.
STORMCAST ETERNALS WARSCROLL
Lord-Ordinator
MELEE WEAPONS
AtkHitWndRndDmg
Astral Weapons [Crit (Auto-wound)]
Astral Weapons
Crit (Auto-wound)
33+3+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 40mm
Can be reinforced: No
Regiment Options: Any SACROSANCT CHAMBER INFANTRY, Any SACROSANCT CHAMBER WAR MACHINE
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Once Per Turn (Army), Any Shooting Phase
ARCANE ENGINEER: A Lord-Ordinator is a scryer of possibilities. Those under their command gain insights into the movements of the enemy.

Declare: Pick a visible friendly SACROSANCT CHAMBER WAR MACHINE wholly within 12" of this unit to be the target.

Effect: The target’s attacks score critical hits on unmodified hit rolls of 4+ for the rest of the phase.

KEYWORDS
HERO, INFANTRY, SACROSANCT CHAMBER
ORDER, STORMCAST ETERNALS


STORMCAST ETERNALS WARSCROLL
Lord-Relictor
5"
6
3+
2
The high priests of the God-King’s legions, Lord‑Relictors call upon the fulminating energies of Azyr to annihilate the foe or energise their flagging brethren. As battle rages, these grim champions ward the souls of their kin and use their strange powers to guide them safely back to the Realm of Heavens.
STORMCAST ETERNALS WARSCROLL
Lord-Relictor
MELEE WEAPONS
AtkHitWndRndDmg
Relic Hammer [Crit (Auto-wound)]
Relic Hammer
Crit (Auto-wound)
43+3+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 STORMCAST EXEMPLAR, 0-1 Gryph-hounds, Any RUINATION CHAMBER, Any WARRIOR CHAMBER

Passive
MORTIS PRIEST: Though all mortals chosen by the God-King demonstrate their martial strength, those selected to become Lord-Relictors possess a rare wisdom that sets them apart.

Effect: Add 1 to chanting rolls for this unit.

KEYWORDS
HERO, PRIEST (1), INFANTRY
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Lord-Terminos
5"
6
3+
2
A Lord-Terminos's axe culls their enemies in great measure, but so too does it take the heads of fellow Stormcasts. These grim figures do not seek out the afflicted like merciless angels of death, however: these damaged souls come forth willingly, knowing that their time in the Mortal Realms has come to its inevitable end.
STORMCAST ETERNALS WARSCROLL
Lord-Terminos
MELEE WEAPONS
AtkHitWndRndDmg
The Blade Terminos [Crit (Mortal)]
The Blade Terminos
Crit (Mortal)
43+2+23
BATTLE PROFILE

Unit Size: 1      Points: 150
Can be reinforced: No
Regiment Options: 0-1 STORMCAST EXEMPLAR, 0-1 Gryph-hounds, Any RUINATION CHAMBER, Any WARRIOR CHAMBER

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.

Reaction: You declared a FIGHT ability for this unit
EARN AN HONOURABLE DEATH: The Lord-Terminos accompanies their Ruination chamber, the Stormcasts seeking to earn their final rest by proving themselves one last time in battle.

Effect: Pick a friendly non-HERO RUINATION CHAMBER INFANTRY 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.

Passive
MEMORIAN: Memorians serve to remind soul-damaged Stormcasts of their humanity.

Effect: This unit’s Memorian is a token. Add 3 to the control scores of friendly RUINATION CHAMBER units wholly within 12" of this unit while its Memorian is on the battlefield.

If you make an unmodified save roll of 1 for this unit, remove its Memorian from the battlefield after the Attack ability has been resolved (the damage point is still inflicted).

KEYWORDS
HERO, INFANTRY
ORDER, STORMCAST ETERNALS, RUINATION CHAMBER


STORMCAST ETERNALS WARSCROLL
Lord-Veritant
5"
6
3+
2
The Lord-Veritants are chosen from those whose hatred of Chaos eclipses all else. They have the uncanny ability to detect the merest sliver of corruption: a skill that has seen many reassigned to the Ruination chambers, where their assistance in monitoring warriors after exposure to the most hellish environment has proved invaluable.
STORMCAST ETERNALS WARSCROLL
Lord-Veritant
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Abjuration
Staff of Abjuration13+3+13
Judgement Blade [Anti-PRIEST (+1 Rend), Anti-WIZARD (+1 Rend)]
Judgement Blade
Anti-PRIEST (+1 Rend), Anti-WIZARD (+1 Rend)
33+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 STORMCAST EXEMPLAR, 0-1 Gryph-hounds, Any RUINATION CHAMBER, Any WARRIOR CHAMBER

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.

Passive
STAFF OF ABJURATION: The blessed light that shines from this staff can banish even the most potent sorceries.

Effect: This unit can use Unbind abilities as if it had WIZARD (1).

Passive
SENSE UNHOLY SORCERY: Gryph‑crows are sensitive to corruption and immediately alert their masters whenever unholy energies are nearby.

Effect: This unit’s Gryph-crow is a token. Subtract 1 from casting rolls and chanting rolls for enemy units within 12" of this unit while its Gryph-crow is on the battlefield.

If you make an unmodified save roll of 1 for this unit, remove its Gryph-crow from the battlefield after the ATTACK ability has been resolved (the damage point is still inflicted).

KEYWORDS
HERO, PRIEST (1), INFANTRY
ORDER, STORMCAST ETERNALS, RUINATION CHAMBER


STORMCAST ETERNALS WARSCROLL
Neave Blacktalon
7"
6
3+
2
Neave Blacktalon is Sigmar’s foremost assassin. With the winds aetheric swirling at her feet, she can move with such speed that she appears to have teleported, sinking her axes into an enemy’s neck and darting away before they can react. Having beaten back the forces of Nurgle time and time again, Neave’s accolades across Aqshy and Ghyran have seen her ascend into legend.
STORMCAST ETERNALS WARSCROLL
Neave Blacktalon
RANGED WEAPONS
RngAtkHitWndRndDmg
Relic Boltstorm Pistol [Shoot in Combat]
Relic Boltstorm Pistol
Shoot in Combat
10"33+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Whirlwind Axes [Crit (2 Hits)]
Whirlwind Axes
Crit (2 Hits)
72+3+22
BATTLE PROFILE

Unit Size: 1      Points: 340
Base size: 40mm
Can be reinforced: No
Regiment Options: Neave’s Companions (required), Lorai (required), Any VANGUARD CHAMBER

Passive
JUSTICE FROM AZYR: When the chance to eliminate her mark presents itself, Neave is merciless in bringing them to justice.

Effect: Add 1 to the Damage characteristic of this unit’s Whirlwind Axes for attacks that target a HERO.

Passive
VANGUARD CHAMBER: Through swiftness, guile and more than a hint of savagery, the warriors of the Vanguard chamber are able to outfight forces many times their own limited numbers.

Effect: This unit can use SHOOT and/or CHARGE abilities even if it used a RUN or RETREAT ability in the same turn.

Your Combat Phase
WINDRIDER: Neave Blacktalon has a natural talent at translocating in a blur of lightning to ride the winds aetheric.

Declare: If this unit is in combat or charged this turn, this unit can make a pile-in move. Then, if this unit is in combat, you must pick 1 or more enemy units to be the target(s) of this unit’s attacks.

Effect: Resolve combat attacks against the target unit(s). Then, roll a dice. On a 3+, remove this unit from the battlefield and set it up again on the battlefield more than 3" from all enemy units and wholly within the combat range of a friendly THE BLACKTALONS unit that is not in combat.
KEYWORDSCORE, ATTACK, FIGHT

KEYWORDS
UNIQUE, HERO, INFANTRY
ORDER, STORMCAST ETERNALS, VANGUARD CHAMBER, THE BLACKTALONS


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
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: 220
Base size: 50mm
Can be reinforced: Yes
Regiment Options: Any RUINATION CHAMBER

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


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

Monster Hero


STORMCAST ETERNALS WARSCROLL
Aventis Firestrike
Magister of Hammerhal
14"
12
3+
5
Aventis Firestrike, Magister of Hammerhal, is a mage with a heart of flame. In battle, he is a formidable force, channelling the energies of Azyr and Aqshy both as he soars atop the Tauralon Loithar.
STORMCAST ETERNALS WARSCROLL
Aventis Firestrike
Magister of Hammerhal
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Hammerhal
Staff of Hammerhal43+3+22
Loithar’s Stamping Hooves [Companion]
Loithar’s Stamping Hooves
Companion
34+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 310
Base size: 100mm
Can be reinforced: No
Regiment Options: Any STORMCAST ETERNALS
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Your Hero Phase
6
PYROELECTRIC BLAST: By combining the magic of Aqshy and Azyr, Aventis can channel a blast of power that can melt even solid stone.

Declare: Pick a visible enemy unit within 12" of this unit to be the target.

Effect: Inflict 3 mortal damage on the target, then inflict 1 mortal damage on each other enemy unit within 3" of the target.
KEYWORDSSPELL

Your Hero Phase
THUNDERHEAD CROWN: Aventis’s helm taps into the Anvil of Apotheosis, renewing him even in the thick of battle.

Effect: Heal (3) this unit.

Once Per Turn (Army), Any Combat Phase
COMET TRAIL: The flight of a Tauralon is accompanied by sparkling Azyrite energies that serve as a beacon to keen-eyed Sigmarite warriors.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: For the rest of the phase, add 1 to hit rolls for combat attacks that target that enemy unit.
KEYWORDSRAMPAGE

KEYWORDS
UNIQUE, HERO, MONSTER, WIZARD (2), FLY, SACROSANCT CHAMBER
ORDER, STORMCAST ETERNALS


STORMCAST ETERNALS WARSCROLL
Drakesworn Templar
12"
18
3+
5
When they are not manning the Drakesworn Temples of their Stormhost, the Drakesworn Templars fight as martial champions alongside their Lord‑Celestant. Such is their skill and the cosmic might of their mounts that they are able to overwhelm entire sections of the enemy’s battleline on their own, the Stardrakes incinerating foes with cascades of fire and lightning even as their riders send forth celestial blasts from their skybolt bows.
STORMCAST ETERNALS WARSCROLL
Drakesworn Templar
RANGED WEAPONS
RngAtkHitWndRndDmg
Rain of Stars [Companion]
Rain of Stars
Companion
24"43+2+22
Skybolt Bow [Crit (Auto-wound)]
Skybolt Bow
Crit (Auto-wound)
18"23+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Stardrake’s Cavernous Jaws [Companion]
Stardrake’s Cavernous Jaws
Companion
74+2+23
Templar Weapons [Anti-HERO (+1 Rend), Anti-MONSTER (+1 Rend)]
Templar Weapons
Anti-HERO (+1 Rend), Anti-MONSTER (+1 Rend)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 440
Base size: 170 × 105mm
Can be reinforced: No
Regiment Options: 0-1 STORMCAST EXEMPLAR, Any EXTREMIS CHAMBER, Any WARRIOR CHAMBER

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Stardrake’s Cavernous Jaws is 4.

Reaction: Passive
EXTREMIS CHAMBER: Most scarce of Sigmar’s forces are the Extremis chambers, with each Stormcast mounted on a living weapon. To draw near these warriors is to risk being scoured by lightning or flame.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the Fight ability has been resolved.

Once Per Turn (Army), Your Combat Phase
MONSTROUS CHALLENGE: Though not strictly holding the rank of knight, the Drakesworn Templars fulfil a similar role within the Extremis chambers, charging off to face the greatest threats in single combat.

Declare: Pick an enemy MONSTER in combat with this unit to be the target.

Effect: Roll a dice. On a 2+, for the rest of the turn:
  • Add 1 to the Damage characteristic of this unit’s Stardrake’s Cavernous Jaws for attacks that target that enemy MONSTER.
  • If that enemy MONSTER is also a HERO, add 1 to the Damage characteristic of this unit’s Templar Weapon for attacks that target that unit.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, FLY
ORDER, STORMCAST ETERNALS, EXTREMIS CHAMBER


STORMCAST ETERNALS WARSCROLL
Ionus Cryptborn
Warden of Lost Souls
12"
16
3+
5
After several lifetimes in Sigmar’s service, Ionus has been called by the God-King to a higher purpose. He serves as his champion across every realm, reinforcing Stormhosts that have been repeatedly ground down and helping to guide their diminishing souls back towards the path of light. However, once a protracted campaign is finally shepherded to its end, he gathers up those Stormcasts barely clinging to their humanity and leads them to the Bleak Citadels of the Ruination chambers.
STORMCAST ETERNALS WARSCROLL
Ionus Cryptborn
Warden of Lost Souls
RANGED WEAPONS
RngAtkHitWndRndDmg
Spirit-scouring Flames [Shoot in Combat, Companion]
Spirit-scouring Flames
Shoot in Combat, Companion
10"92+4+21
MELEE WEAPONS
AtkHitWndRndDmg
Soulbreaker
Soulbreaker43+3+12
Cthorak’s Ancient Claws [Companion]
Cthorak’s Ancient Claws
Companion
64+2+23
BATTLE PROFILE

Unit Size: 1      Points: 400
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 STORMCAST EXEMPLAR, Any STORMCAST ETERNALS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of Cthorak’s Ancient Claws is 4.

Once Per Turn (Army), Any Shooting Phase
SPIRIT-SCOURING FLAMES: Enemies engulfed by Cthorak’s pale-flame breath feel their very souls begin to burn away.

Declare: Pick an enemy unit that had any damage points allocated to it this turn by attacks made with this unit’s Spirit-scouring Flames to be the target.

Effect: The target has the SOULBURNED keyword for the rest of the battle.

Any Shooting Phase
SOULBURNED: Once an enemy has been burnt by Cthorak’s scouring flames, their soul ignites deep within their body.

Declare: This unit can use this ability even if it has been destroyed. Pick any number of SOULBURNED enemy units to be the targets.

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

Your Hero Phase
5
LIGHTNING TEMPEST: Ionus calls upon Sigmar to unleash the wrath of Azyr.

Declare: Pick a visible enemy unit within 12" of this unit to be struck by lightning, then make a chanting roll of D6.

Effect: Inflict D3 mortal damage on that unit, then roll a dice. On a 1-2, the sequence ends. On a 3+, pick another enemy unit within 3" of that unit to be struck by lightning and inflict D3 mortal damage on it. If the chanting roll was 10+, you can pick another enemy unit within 6" of that unit instead of 3". Keep rolling dice in this way until the sequence ends or there are no other enemy units eligible to be struck by lightning. A unit cannot be struck by lightning more than once per turn.
KEYWORDSPRAYER

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, PRIEST (2), FLY
ORDER, STORMCAST ETERNALS


STORMCAST ETERNALS WARSCROLL
Iridan the Witness
12"
12
3+
5
Iridan the Witness is determined to preserve the memory of the Ruination chambers’ warriors as they once were, before the nightmare of the flaw and the slow degradation of their souls. Through the power of remembrance and the shattering power of their martial might, the Witness will fight for those who have sacrificed everything in the name of the God-King. Accompanying them on this sombre journey is the mighty Morrgryph Ariax, a deadly beast who bears the favour of the Bleak Raven.
STORMCAST ETERNALS WARSCROLL
Iridan the Witness
MELEE WEAPONS
AtkHitWndRndDmg
Axe of the Final Threshold [Crit (Mortal)]
Axe of the Final Threshold
Crit (Mortal)
43+3+2D3
Ariax’s Talons [Crit (2 Hits), Companion]
Ariax’s Talons
Crit (2 Hits), Companion
64+2+22
BATTLE PROFILE

Unit Size: 1      Points: 330
Base size: 120 × 92mm
Can be reinforced: Yes
Regiment Options: Any RUINATION CHAMBER, Any WARRIOR CHAMBER

Your Hero Phase
4
PRAYER OF THE WITNESS: Iridan serves as a beacon of light that guides the souls of those in the Ruination chambers, giving their actions purpose and calming the storm that churns within each of them.

Declare: Make a chanting roll of D6.

Effect: For the rest of the turn, each time a friendly RUINATION CHAMBER unit uses a FIGHT ability while it is wholly within 18" of this unit, after that ability has been resolved:
  • Heal (D3) that unit. If the chanting roll was 8+, Heal (3) that unit instead.
  • That unit has WARD (6+) for the rest of the turn.
KEYWORDSPRAYER

Once Per Turn (Army), End of Any Turn
DARK FLIGHT: A hapless foe is crushed in the talons of Ariax before the Morrgryph takes flight once more with a beat of their ebon wings.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. If the roll exceeds the target’s Health characteristic:
  • 1 model in the target unit is slain.
  • This unit can immediately use the ‘Retreat’ ability without any mortal damage being inflicted upon it.
KEYWORDSRAMPAGE

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, MONSTER, PRIEST (1), FLY
ORDER, STORMCAST ETERNALS, RUINATION CHAMBER


STORMCAST ETERNALS WARSCROLL
Karazai
the Scarred
12"
20
3+
5
Karazai does not so much lead Azyrite armies as simply arrive on the eve of battle. None would ever turn him away, though his draconic kin often find themselves unnerved by his spectacular shows of violence. He is capable of taking on entire enemy detachments alone, attacking without discrimination with jets of flame, cavernous jaws and great lashing tail alike.
STORMCAST ETERNALS WARSCROLL
Karazai
the Scarred
RANGED WEAPONS
RngAtkHitWndRndDmg
Blazing Tempest [Shoot in Combat]
Blazing Tempest
Shoot in Combat
12"12+3+2D3+3
MELEE WEAPONS
AtkHitWndRndDmg
Drake-lord’s Talons
Drake-lord’s Talons63+2+22
Annihilating Jaws [Anti-INFANTRY (+1 Rend)]
Annihilating Jaws
Anti-INFANTRY (+1 Rend)
43+2+24
BATTLE PROFILE

Unit Size: 1      Points: 480
Base size: 160mm
Can be reinforced: No
Regiment Options: 0-1 STORMCAST EXEMPLAR, Any STORMCAST ETERNALS

Passive
FIRES OF RETRIBUTION: Vengeance burns blinding and everlasting in Karazai’s soul.

Effect: While this unit has 5-9 damage points, add 1 to the Attacks characteristic of its melee weapons.

While this unit has 10 or more damage points, add 2 to the Attacks characteristic of its melee weapons instead.

Once Per Turn (Army), Any Combat Phase
CALAMITOUS TAIL SWEEP: With a sweep of his tail, Karazai can lay waste to enemy formations.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice for each model in the target unit. For each 5+, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

Any Combat Phase
ANCIENT MASTER OF WAR: Karazai has seen countless battles over the heady span of his life, and the reptilian fury he displays can overpower any foe.

Declare: Pick an enemy unit within this unit’s combat range to be the target.

Effect: Subtract 1 from the Attacks characteristic of the target’s melee weapons for the rest of the turn.

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, FLY
ORDER, STORMCAST ETERNALS


STORMCAST ETERNALS WARSCROLL
Knight-Draconis
12"
11
3+
5
Only one who has truly bonded with a Draconith can become a Knight-Draconis. Such unity is symbolised by the flaming blades these champions wield, and they eagerly bring burning death to any foe that stands before them.
STORMCAST ETERNALS WARSCROLL
Knight-Draconis
RANGED WEAPONS
RngAtkHitWndRndDmg
Draconic Flamestream [Shoot in Combat, Companion]
Draconic Flamestream
Shoot in Combat, Companion
10"42+3+21
MELEE WEAPONS
AtkHitWndRndDmg
Aeonfire Blade
Aeonfire Blade53+2+22
Draconith’s Fangs and Talons [Companion]
Draconith’s Fangs and Talons
Companion
44+2+22
BATTLE PROFILE

Unit Size: 1      Points: 250
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: Any EXTREMIS CHAMBER

Reaction: Opponent declared a SPELL ability
ARCANE HERITAGE: Some exceptional Draconith are able to awaken their kind's innate resistance to magic within their broodmates.

Effect: If this unit or a friendly Stormdrake Guard unit wholly within 12" of this unit was picked to be the target of that spell, roll a dice. On a 4+, ignore the effect of that spell on this unit or that friendly unit. This unit can use this ability more than once per phase but only once per SPELL ability.

Passive
EXTREMIS CHAMBER: Most scarce of Sigmar’s forces are the Extremis chambers, with each Stormcast mounted on a living weapon. To draw near these warriors is to risk being scoured by lightning or flame.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Once Per Turn (Army), Any Combat Phase
WRATH OF THE DRACONITH: At their champion's command, the Stormdrake Guard bring to bear the full power of their mounts when the foe least expects it.

Declare: Pick a friendly Stormdrake Guard unit within this unit’s combat range to be the target.

Effect: Roll a dice. On a 2+, add 1 to the Attacks characteristic of both this unit’s and the target’s Draconith’s Fangs and Talons for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, FLY
ORDER, STORMCAST ETERNALS, EXTREMIS CHAMBER


STORMCAST ETERNALS WARSCROLL
Krondys
Son of Dracothion
12"
20
3+
5
Few beings can claim to be as ancient as Krondys. Once ruler of the Draconith empire and now father to a broken race, Krondys is a relic of a time before the gods walked. Aeons ago, he presided over an empire of sorcerer-drakes that spanned much of Ghur. When Kragnos, scion of the equally ancient Drogrukh race, waged war against the Draconith, Krondys was there. It was he who brokered a deal with the Seraphon, seeking their aid in protecting the last eggs of his people in return for helping to stop Kragnos.
STORMCAST ETERNALS WARSCROLL
Krondys
Son of Dracothion
RANGED WEAPONS
RngAtkHitWndRndDmg
Blazing Tempest [Shoot in Combat]
Blazing Tempest
Shoot in Combat
12"12+3+2D3+3
MELEE WEAPONS
AtkHitWndRndDmg
Drake-lord’s Talons
Drake-lord’s Talons63+2+22
Apex Maw [Anti-INFANTRY (+1 Rend)]
Apex Maw
Anti-INFANTRY (+1 Rend)
43+2+24
BATTLE PROFILE

Unit Size: 1      Points: 560
Base size: 160mm
Can be reinforced: No
Regiment Options: 0-1 STORMCAST EXEMPLAR, Any STORMCAST ETERNALS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Apex Maw is 2.

Your Hero Phase
8
ATAVISTIC TEMPEST: Wielding the power of Azyr alongside the lost magics of the Draconith empire, Krondys barrages the enemy with elemental storms.

Declare: Pick a visible enemy unit within 18" of the caster to be the target, then make a casting roll of 2D6.

Effect: Pick 1 of the following effects to apply to the target until the start of your next turn:

Blinding Gales: Subtract 1 from hit rolls for the target’s attacks.

Meteor-hail: Subtract 1 from the Rend characteristic of the target’s weapons.

Flash-freezing Blizzard: Subtract 1 from save rolls for the target.
KEYWORDSSPELL

Once Per Turn (Army), Any Combat Phase
SOUL-SHAKING ROAR: Defiant in the face of any foe, Krondys issues an ear shattering roar at those who dare face him.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, the target cannot use commands for the rest of the turn.
KEYWORDSRAMPAGE

Passive
REGALIA FULMENTARUS: A symbol of the Draconith–Stormcast alliance, this mastersmithed mantle enhances Krondys’s arcane strength to even greater heights.

Effect: Add 2 to casting rolls for this unit.

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (2), FLY
ORDER, STORMCAST ETERNALS


STORMCAST ETERNALS WARSCROLL
Lord-Arcanum
on Tauralon
14"
12
3+
5
Lord-Arcanums who ride Tauralons are masters of the heavens. From their lofty vantage point, they unleash a hurricane of Azyrite magics, while those who fight in their wake are invigorated by the magical wake left by the great winged beast.
STORMCAST ETERNALS WARSCROLL
Lord-Arcanum
on Tauralon
MELEE WEAPONS
AtkHitWndRndDmg
Aetherstave
Aetherstave43+3+12
Tauralon’s Hooves [Companion]
Tauralon’s Hooves
Companion
34+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 100mm
Can be reinforced: No
Regiment Options: Any SACROSANCT CHAMBER
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Passive
TRAILS OF ASTRAL LIGHT: The aetheric glow that trails in a Tauralon’s wake guides the spells of nearby Stormcasts.

Effect: Add 1 to casting rolls for friendly STORMCAST ETERNALS WIZARDS while they are wholly within 12" of this unit.

Once Per Turn (Army), Enemy Hero Phase
AETHERIC DEFLECTION: From their high perch, the Lord- Arcanum can locate enemy casters and turn the target’s spells back upon them.

Declare: Pick a visible enemy WIZARD that used a SPELL ability this phase and is within 30" of this unit to be the target.

Effect: Roll X+1 dice, where X is an amount equal to the target’s power level. For each 2+, inflict 1 mortal damage on the target.

Once Per Turn (Army), Any Combat Phase
STARLIGHT MANTLE: At a command from its rider, the Tauralon spreads its wings to shed celestial motes that settle upon nearby Stormcasts, providing them with a lingering mantle of protective force.

Declare: Declare: If this unit is in combat, pick each visible friendly STORMCAST ETERNALS unit within its combat range to be the targets.

Effect: For the rest of the turn, the targets have WARD (5+) and this unit has STRIKE-LAST.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, WIZARD (1), FLY, SACROSANCT CHAMBER
ORDER, STORMCAST ETERNALS


STORMCAST ETERNALS WARSCROLL
Lord-Celestant
on Stardrake
12"
18
3+
5
The partnership of Stormcast and Stardrake is a potent force indeed upon the battlefield, both beings committed to holding off the collapse of order and sanity. Even the greater daemons of Chaos must be wary around a Lord-Celestant and their draconic ally, for they can annihilate any foe in a barrage of lightning-charged blows and summoned meteors.
STORMCAST ETERNALS WARSCROLL
Lord-Celestant
on Stardrake
RANGED WEAPONS
RngAtkHitWndRndDmg
Rain of Stars [Companion]
Rain of Stars
Companion
24"43+2+22
MELEE WEAPONS
AtkHitWndRndDmg
Weapons of Legend [Crit (Auto-wound)]
Weapons of Legend
Crit (Auto-wound)
53+3+12
Stardrake’s Cavernous Jaws [Companion]
Stardrake’s Cavernous Jaws
Companion
74+2+23
BATTLE PROFILE

Unit Size: 1      Points: 480
Base size: 170 × 105mm
Can be reinforced: No
Regiment Options: 0-1 STORMCAST EXEMPLAR, Any EXTREMIS CHAMBER, Any WARRIOR CHAMBER

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Stardrake’s Cavernous Jaws is 4.

Once Per Turn (Army), Any Combat Phase
CAVERNOUS JAWS: The enormous maw of a Stardrake can bite a foe in half.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll 3 dice. For each roll that equals or exceeds the target’s Health characteristic, 1 model in the target unit is slain.
KEYWORDSRAMPAGE

Passive
EXTREMIS CHAMBER: Most scarce of Sigmar’s forces are the Extremis chambers, with each Stormcast mounted on a living weapon. To draw near these warriors is to risk being scoured by lightning or flame.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Once Per Battle, Any Combat Phase
LORD OF THE HOST: Each Lord-Celestant is a renowned and respected leader – their very presence steels the souls of those under their command who fight nearby.

Effect: Add 1 to the Attacks characteristic of other friendly EXTREMIS CHAMBER units wholly within 12" of this unit for the rest of the turn.

KEYWORDS
HERO, MONSTER, FLY
ORDER, STORMCAST ETERNALS, EXTREMIS CHAMBER


STORMCAST ETERNALS WARSCROLL
Lord-Vigilant
on Morrgryph
12"
12
3+
5
A rare few Lord-Vigilants earn the trust and companionship of a Morrgryph, a creature sacred to the Bleak Raven. Their riders usually wield a long-hafted glaive for the reach it provides from their high saddle and its devastating power on the charge.
STORMCAST ETERNALS WARSCROLL
Lord-Vigilant
on Morrgryph
MELEE WEAPONS
AtkHitWndRndDmg
Hallowed Glaive [Charge (+1 Damage)]
Hallowed Glaive
Charge (+1 Damage)
53+3+12
Morrgryph’s Talons [Companion]
Morrgryph’s Talons
Companion
64+2+22
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any RUINATION CHAMBER, Any WARRIOR CHAMBER

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.

Once Per Turn (Army), Your Hero Phase
DIRECT THE ASSAULT: Surveying the battlefield, the Lord-Vigilant perceives a weak point in the enemy lines and orders their brethren to follow them into the breach.

Declare: Pick a friendly non-HERO RUINATION CHAMBER unit wholly within 12" of this unit to be the target.

Effect: For the rest of the turn, while the target is wholly within 12" of this unit, add 5 to the target’s control score.

Once Per Turn (Army), Any Charge Phase
VICE-LIKE GRIP: The Morrgryph pounces on an enemy leader, pinning them in the grip of its talons.

Declare: Pick an enemy non-MONSTER HERO in combat with this unit to be the target.

Effect: Roll 2D6. If the result exceeds the target’s Health characteristic, for the rest of the turn:
  • The target has STRIKE-LAST.
  • The target cannot use commands.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, FLY
ORDER, STORMCAST ETERNALS, RUINATION CHAMBER

Beast


STORMCAST ETERNALS WARSCROLL
Aetherwings
14"
2
6+
1
Said to be swifter than the winds themselves, Aetherwings are often found racing across the skies in shimmering flocks or circling above their Vanguard allies, descending upon any who would menace the Stormcasts in a flurry of razor‑sharp talons.
STORMCAST ETERNALS WARSCROLL
Aetherwings
MELEE WEAPONS
AtkHitWndRndDmg
Beak and Claws [Companion]
Beak and Claws
Companion
24+4+-1
BATTLE PROFILE

Unit Size: 3      Points: 80
Base size: 32mm
Can be reinforced: Yes

Passive
BEAST
Effect: This unit has a maximum control score of 1.

Passive
MARKED FOR DESTRUCTION: Those who oppose the masters of these loyal beasts hear doom approaching in the beating of celestial wings.

Effect: Add 1 to hit rolls for shooting attacks made by friendly VANGUARD CHAMBER units if the target is within 9" of this unit.

KEYWORDS
BEAST, FLY
ORDER, STORMCAST ETERNALS, VANGUARD CHAMBER


STORMCAST ETERNALS WARSCROLL
Gryph-hounds
9"
2
6+
1
Gryph-hounds have senses as sharp as their retractable claws and heavy, hooked beaks. These nimble quadrupeds are possessed of a noble disposition and an innate hatred of Chaos, and they will ferociously attack on sight anyone or anything tainted by the Dark Gods.
STORMCAST ETERNALS WARSCROLL
Gryph-hounds
MELEE WEAPONS
AtkHitWndRndDmg
Vicious Beak and Claws [Companion]
Vicious Beak and Claws
Companion
44+4+-1
BATTLE PROFILE

Unit Size: 6      Points: 80
Base size: 40mm
Can be reinforced: Yes

Any Shooting Phase
WARNING CRY: It is said that it is impossible to sneak up on a Gryph-hound.

Declare: Pick an enemy unit within 12" of this unit that was set up this turn. Then, pick up to 3 friendly STORMCAST ETERNALS units armed with ranged weapons that are within 12" of that enemy unit to be the targets.

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

Passive
BEAST
Effect: This unit has a maximum control score of 1.

KEYWORDS
BEAST, CHAMPION
ORDER, STORMCAST ETERNALS

Cavalry


STORMCAST ETERNALS WARSCROLL
Dracothian Guard
Concussors
10"
5
3+
2
Thunder cracks with every weighty blow delivered by the Concussors. Those foes not slain outright by bludgeoning strikes are battered into submission, stunned by the azure shockwaves released by those resounding impacts.
STORMCAST ETERNALS WARSCROLL
Dracothian Guard
Concussors
RANGED WEAPONS
RngAtkHitWndRndDmg
Stormblast [Crit (2 Hits), Companion]
Stormblast
Crit (2 Hits), Companion
10"13+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Dracoth’s Claws and Fangs [Companion]
Dracoth’s Claws and Fangs
Companion
34+2+22
Lightning Hammer [Crit (Mortal)]
Lightning Hammer
Crit (Mortal)
33+2+12
BATTLE PROFILE

Unit Size: 2      Points: 230
Base size: 90 × 52mm
Can be reinforced: Yes

Passive
EXTREMIS CHAMBER: Most scarce of Sigmar’s forces are the Extremis chambers, with each Stormcast mounted on a living weapon. To draw near these warriors is to risk being scoured by lightning or flame.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Once Per Turn (Army), Any Combat Phase
THUNDERSTRUCK: When a lightning hammer finds its mark, enemies are paralysed by crackling energy and a flash of blinding light.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, the target cannot use commands for the rest of the turn.

KEYWORDS
CAVALRY
ORDER, STORMCAST ETERNALS, EXTREMIS CHAMBER


STORMCAST ETERNALS WARSCROLL
Dracothian Guard
Concussors (1 model)
10"
5
3+
2
Thunder cracks with every weighty blow delivered by the Concussors. Those foes not slain outright by bludgeoning strikes are battered into submission, stunned by the azure shockwaves released by those resounding impacts.
STORMCAST ETERNALS WARSCROLL
Dracothian Guard
Concussors (1 model)
RANGED WEAPONS
RngAtkHitWndRndDmg
Stormblast [Crit (2 Hits), Companion]
Stormblast
Crit (2 Hits), Companion
10"13+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Dracoth’s Claws and Fangs [Companion]
Dracoth’s Claws and Fangs
Companion
34+2+22
Lightning Hammer [Crit (Mortal)]
Lightning Hammer
Crit (Mortal)
33+2+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 90 × 52mm
Can be reinforced: No
Notes: You can include 1 unit of this type for each Lord-Celestant on Dracoth in your army.

Passive
EXTREMIS CHAMBER: Most scarce of Sigmar’s forces are the Extremis chambers, with each Stormcast mounted on a living weapon. To draw near these warriors is to risk being scoured by lightning or flame.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Once Per Turn (Army), Any Combat Phase
THUNDERSTRUCK: When a lightning hammer finds its mark, enemies are paralysed by crackling energy and a flash of blinding light.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, the target cannot use commands for the rest of the turn.

KEYWORDS
CAVALRY
ORDER, STORMCAST ETERNALS, EXTREMIS CHAMBER


STORMCAST ETERNALS WARSCROLL
Dracothian Guard Desolators
10"
5
3+
2
Those of the Desolator retinues swing biting greataxes capable of cleaning through multiple enemy footsoldiers at once. These bleak executioners are revered by their kin and feared by the God-King's enemies in equal measure for their sheer power and uncompromising drive.
STORMCAST ETERNALS WARSCROLL
Dracothian Guard Desolators
RANGED WEAPONS
RngAtkHitWndRndDmg
Stormblast [Crit (2 Hits), Companion]
Stormblast
Crit (2 Hits), Companion
10"13+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Thunderaxe [Anti-INFANTRY (+1 Rend)]
Thunderaxe
Anti-INFANTRY (+1 Rend)
33+3+12
Dracoth’s Claws and Fangs [Companion]
Dracoth’s Claws and Fangs
Companion
34+2+22
BATTLE PROFILE

Unit Size: 2      Points: 210
Base size: 90 × 52mm
Can be reinforced: Yes

Passive
EXTREMIS CHAMBER: Most scarce of Sigmar’s forces are the Extremis chambers, with each Stormcast mounted on a living weapon. To draw near these warriors is to risk being scoured by lightning or flame.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Passive
CLEAVING BLOW: A single swing of a thunderaxe can carve through several foes.

Effect: Add 1 to the Damage characteristic of this unit’s Thunderaxes if the target unit has 10 or more models.

KEYWORDS
CAVALRY
ORDER, STORMCAST ETERNALS, EXTREMIS CHAMBER


STORMCAST ETERNALS WARSCROLL
Dracothian Guard Desolators (1 model)
10"
5
3+
2
Those of the Desolator retinues swing biting greataxes capable of cleaning through multiple enemy footsoldiers at once. These bleak executioners are revered by their kin and feared by the God-King's enemies in equal measure for their sheer power and uncompromising drive.
STORMCAST ETERNALS WARSCROLL
Dracothian Guard Desolators (1 model)
RANGED WEAPONS
RngAtkHitWndRndDmg
Stormblast [Crit (2 Hits), Companion]
Stormblast
Crit (2 Hits), Companion
10"13+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Dracoth’s Claws and Fangs [Companion]
Dracoth’s Claws and Fangs
Companion
34+2+22
Thunderaxe [Anti-INFANTRY (+1 Rend)]
Thunderaxe
Anti-INFANTRY (+1 Rend)
33+3+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 90 × 52mm
Can be reinforced: No
Notes: You can include 1 unit of this type for each Lord-Celestant on Dracoth in your army.

Passive
EXTREMIS CHAMBER: Most scarce of Sigmar’s forces are the Extremis chambers, with each Stormcast mounted on a living weapon. To draw near these warriors is to risk being scoured by lightning or flame.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Passive
CLEAVING BLOW: A single swing of a thunderaxe can carve through several foes.

Effect: Add 1 to the Damage characteristic of this unit’s Thunderaxes if the target unit has 10 or more models.

KEYWORDS
CAVALRY
ORDER, STORMCAST ETERNALS, EXTREMIS CHAMBER


STORMCAST ETERNALS WARSCROLL
Dracothian Guard
Fulminators
10"
5
3+
2
Aggressive and bold, there is no foe the Fulminators dare not charge. A surge of celestial energy builds before the ground-shaking impetus of their onset, a crackling war-cloud that travels like a bow wave before their lowered stormstrike glaives.
STORMCAST ETERNALS WARSCROLL
Dracothian Guard
Fulminators
RANGED WEAPONS
RngAtkHitWndRndDmg
Stormblast [Crit (2 Hits), Companion]
Stormblast
Crit (2 Hits), Companion
10"13+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Stormstrike Glaive [Charge (+1 Damage)]
Stormstrike Glaive
Charge (+1 Damage)
33+3+12
Dracoth’s Claws and Fangs [Companion]
Dracoth’s Claws and Fangs
Companion
34+2+22
BATTLE PROFILE

Unit Size: 2      Points: 230
Base size: 90 × 52mm
Can be reinforced: Yes

Passive
EXTREMIS CHAMBER: Most scarce of Sigmar’s forces are the Extremis chambers, with each Stormcast mounted on a living weapon. To draw near these warriors is to risk being scoured by lightning or flame.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Any Charge Phase
IMPALING STRIKES: On the charge, the blade of a stormstrike glaive can impale several foes.

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
CAVALRY
ORDER, STORMCAST ETERNALS, EXTREMIS CHAMBER


STORMCAST ETERNALS WARSCROLL
Dracothian Guard
Fulminators (1 model)
10"
5
3+
2
Aggressive and bold, there is no foe the Fulminators dare not charge. A surge of celestial energy builds before the ground-shaking impetus of their onset, a crackling war-cloud that travels like a bow wave before their lowered stormstrike glaives.
STORMCAST ETERNALS WARSCROLL
Dracothian Guard
Fulminators (1 model)
RANGED WEAPONS
RngAtkHitWndRndDmg
Stormblast [Crit (2 Hits), Companion]
Stormblast
Crit (2 Hits), Companion
10"13+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Dracoth’s Claws and Fangs [Companion]
Dracoth’s Claws and Fangs
Companion
34+2+22
Stormstrike Glaive [Charge (+1 Damage)]
Stormstrike Glaive
Charge (+1 Damage)
33+3+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 90 × 52mm
Can be reinforced: No
Notes: You can include 1 unit of this type for each Lord-Celestant on Dracoth in your army.

Passive
EXTREMIS CHAMBER: Most scarce of Sigmar’s forces are the Extremis chambers, with each Stormcast mounted on a living weapon. To draw near these warriors is to risk being scoured by lightning or flame.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Any Charge Phase
IMPALING STRIKES: On the charge, the blade of a stormstrike glaive can impale several foes.

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
CAVALRY
ORDER, STORMCAST ETERNALS, EXTREMIS CHAMBER


STORMCAST ETERNALS WARSCROLL
Dracothian Guard
Tempestors
10"
5
3+
2
While their Dracoths charge forward spitting lightning, the Tempestors unleash the fury of their volleystorm crossbows, loosing a hail of bolts that burn like blazing meteorites. They can concentrate their fire to fell powerful foes or blast holes in enemy lines for other Dracothian Guard to exploit.
STORMCAST ETERNALS WARSCROLL
Dracothian Guard
Tempestors
RANGED WEAPONS
RngAtkHitWndRndDmg
Stormblast [Crit (2 Hits), Companion]
Stormblast
Crit (2 Hits), Companion
10"13+3+2D3
Volleystorm Crossbow [Crit (2 Hits)]
Volleystorm Crossbow
Crit (2 Hits)
12"33+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Warblade
Warblade23+3+11
Dracoth’s Claws and Fangs [Companion]
Dracoth’s Claws and Fangs
Companion
34+2+22
BATTLE PROFILE

Unit Size: 2      Points: 190
Base size: 90 × 52mm
Can be reinforced: Yes

Passive
EXTREMIS CHAMBER: Most scarce of Sigmar’s forces are the Extremis chambers, with each Stormcast mounted on a living weapon. To draw near these warriors is to risk being scoured by lightning or flame.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Any Shooting Phase
OVERWHELMING VOLLEYSTORM: The Tempestors fire charged crossbow bolts into the foe, weakening their defences and leaving them open to a follow-up assault.

Declare: Pick an enemy unit that had any damage points allocated to it this turn by attacks made with this unit’s Volleystorm Crossbows to be the target.

Effect: Roll a dice. On a 2+, the target cannot use the ‘All-out Defence’ command in the following combat phase.

KEYWORDS
CAVALRY
ORDER, STORMCAST ETERNALS, EXTREMIS CHAMBER


STORMCAST ETERNALS WARSCROLL
Dracothian Guard
Tempestors (1 model)
10"
5
3+
2
While their Dracoths charge forward spitting lightning, the Tempestors unleash the fury of their volleystorm crossbows, loosing a hail of bolts that burn like blazing meteorites. They can concentrate their fire to fell powerful foes or blast holes in enemy lines for other Dracothian Guard to exploit.
STORMCAST ETERNALS WARSCROLL
Dracothian Guard
Tempestors (1 model)
RANGED WEAPONS
RngAtkHitWndRndDmg
Volleystorm Crossbow [Crit (2 Hits)]
Volleystorm Crossbow
Crit (2 Hits)
12"33+3+11
Stormblast [Crit (2 Hits), Companion]
Stormblast
Crit (2 Hits), Companion
10"13+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Warblade
Warblade23+3+11
Dracoth’s Claws and Fangs [Companion]
Dracoth’s Claws and Fangs
Companion
34+2+22
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 90 × 52mm
Can be reinforced: No
Notes: You can include 1 unit of this type for each Lord-Celestant on Dracoth in your army.

Passive
EXTREMIS CHAMBER: Most scarce of Sigmar’s forces are the Extremis chambers, with each Stormcast mounted on a living weapon. To draw near these warriors is to risk being scoured by lightning or flame.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Any Shooting Phase
OVERWHELMING VOLLEYSTORM: The Tempestors fire charged crossbow bolts into the foe, weakening their defences and leaving them open to a follow-up assault.

Declare: Pick an enemy unit that had any damage points allocated to it this turn by attacks made with this unit’s Volleystorm Crossbows to be the target.

Effect: Roll a dice. On a 2+, the target cannot use the ‘All-out Defence’ command in the following combat phase.

KEYWORDS
CAVALRY
ORDER, STORMCAST ETERNALS, EXTREMIS CHAMBER


STORMCAST ETERNALS WARSCROLL
Evocators
on Celestial Dracolines
10"
5
3+
2
Dracolines are fearsome beasts of Azyr whose roars can unman even the staunchest foes. When their savagery is allied with the magical prowess of an Evocator, the result is a force to be reckoned with.
STORMCAST ETERNALS WARSCROLL
Evocators
on Celestial Dracolines
MELEE WEAPONS
AtkHitWndRndDmg
Celestial Dracoline’s Claws [Companion]
Celestial Dracoline’s Claws
Companion
33+3+12
Evocator Weapons [Crit (Mortal)]
Evocator Weapons
Crit (Mortal)
33+3+11
BATTLE PROFILE

Unit Size: 3      Points: 240
Base size: 90 × 52mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Passive
WARRIOR MAGES: Evocators are masters of the martial and the arcane.

Effect: This unit can use Unbind abilities as if it had WIZARD (1).

Passive
DRACOLINE FURY: Predators by nature, Dracolines prefer to roam and hunt rather than be held back in defence, ferociously tearing into those marked as prey.

Effect: While this unit is contesting an objective you do not control, it has STRIKE-FIRST.

KEYWORDS
CAVALRY, CHAMPION, SACROSANCT CHAMBER
ORDER, STORMCAST ETERNALS


STORMCAST ETERNALS WARSCROLL
Stormstrike Palladors
12"
5
3+
2
The hard-hitting cavalry of the Warrior chambers, Stormstrike Palladors are outfitted not solely to administer a devastating charge but also to engage in extended periods of melee fighting in which their heavy blades and the talons of their Gryph-chargers prove most effective killing tools.
STORMCAST ETERNALS WARSCROLL
Stormstrike Palladors
MELEE WEAPONS
AtkHitWndRndDmg
Stormstrike Lance or Blade [Anti-INFANTRY (+1 Rend), Charge (+1 Damage)]
Stormstrike Lance or Blade
Anti-INFANTRY (+1 Rend), Charge (+1 Damage)
33+3+11
Gryph-charger’s Talons [Companion]
Gryph-charger’s Talons
Companion
34+3+11
BATTLE PROFILE

Unit Size: 3      Points: 210
Base size: 90 × 52mm
Can be reinforced: Yes

Passive
RIDE FOR VENGEANCE: As Stormcast casualties increase and the battle seems poised upon a knife’s edge, an armoured wedge of Stormstrike Palladors crashes into the enemy lines. Driven by a desire to avenge their fallen brethren, these warriors and their avian mounts unleash the fury of the storm on the God-King’s foes.

Effect: If any friendly WARRIOR CHAMBER units have been destroyed this battle:
  • You can re-roll charge rolls for this unit.
  • This unit has STRIKE-FIRST if it charged in the same turn.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/3), STANDARD BEARER (1/3)
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Vanguard-Palladors
with Shock Handaxes
14"
5
3+
2
The Vanguard-Palladors are the Stormcast Eternals' elite skirmish cavalry, able to ride the winds aetheric to strike with great swiftness and accuracy. Those among their number who wield the shock handaxe over the starstrike javelin are better equipped for sustained engagements and sudden charges designed to scatter isolated formations.
STORMCAST ETERNALS WARSCROLL
Vanguard-Palladors
with Shock Handaxes
RANGED WEAPONS
RngAtkHitWndRndDmg
Boltstorm Pistol [Shoot in Combat]
Boltstorm Pistol
Shoot in Combat
10"24+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Gryph-charger’s Razor Beak [Companion]
Gryph-charger’s Razor Beak
Companion
34+3+11
Shock Handaxe [Charge (+1 Damage)]
Shock Handaxe
Charge (+1 Damage)
23+3+12
BATTLE PROFILE

Unit Size: 3      Points: 230
Base size: 75 × 42mm
Can be reinforced: Yes

Passive
VANGUARD CHAMBER: Through swiftness, guile and more than a hint of savagery, the warriors of the Vanguard chamber are able to outfight forces many times their own limited numbers.

Effect: This unit can use SHOOT and/or CHARGE abilities even if it used a RUN or RETREAT ability in the same turn.

Passive
SHOCKING STRIKES: Enemies struck with shock handaxes reel in pain as electricity courses through their veins.

Effect: If any damage points are allocated to an enemy unit by attacks made with this unit’s Shock Handaxes, subtract 1 from wound rolls for that enemy unit’s combat attacks for the rest of the turn.

KEYWORDS
CAVALRY, CHAMPION
ORDER, STORMCAST ETERNALS, VANGUARD CHAMBER, VANGUARD-PALLADORS


STORMCAST ETERNALS WARSCROLL
Vanguard-Palladors
with Starstrike Javelins
14"
5
3+
2
In addition to a boltstorm pistol, some Vanguard-Palladors are equipped with starstrike javelins, weapons that can not only be used in close combat but can also be hurled an impressive distance. Palladors so armed are highly flexible in battle, able to harry a foe's flank from afar or focus fire on enemy leaders caught out of position.
STORMCAST ETERNALS WARSCROLL
Vanguard-Palladors
with Starstrike Javelins
RANGED WEAPONS
RngAtkHitWndRndDmg
Boltstorm Pistol [Shoot in Combat]
Boltstorm Pistol
Shoot in Combat
10"24+4+11
Starstrike Javelin
Starstrike Javelin12"13+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Starstrike Javelin
Starstrike Javelin13+3+12
Gryph-charger’s Razor Beak [Companion]
Gryph-charger’s Razor Beak
Companion
34+3+11
BATTLE PROFILE

Unit Size: 3      Points: 220
Base size: 75 × 42mm
Can be reinforced: Yes

Passive
VANGUARD CHAMBER: Through swiftness, guile and more than a hint of savagery, the warriors of the Vanguard chamber are able to outfight forces many times their own limited numbers.

Effect: This unit can use SHOOT and/or CHARGE abilities even if it used a RUN or RETREAT ability in the same turn.

Your Charge Phase
CHARGING VOLLEY: Vanguard-Palladors unleash a deadly volley of missiles as they charge into their foes.

Declare: If this unit charged this phase, pick an enemy unit in combat with it to be the target.

Effect: This unit can immediately use a Shoot ability as if it were your shooting phase, but it must target that enemy unit. This unit’s Starstrike Javelins have Shoot in Combat this phase.

KEYWORDS
CAVALRY, CHAMPION
ORDER, STORMCAST ETERNALS, VANGUARD CHAMBER, VANGUARD-PALLADORS

Infantry


STORMCAST ETERNALS WARSCROLL
Annihilators
4"
3
2+
1
Wielding hammers and shields hewn from enchanted meteoric rock, Annihilators are sometimes held to be unkillable. They do not descend from the heavens but emerge horizontally through rifts of crackling lightning, and their brutal momentum is a weapon in itself.
STORMCAST ETERNALS WARSCROLL
Annihilators
MELEE WEAPONS
AtkHitWndRndDmg
Meteoric Hammer
Meteoric Hammer33+3+12
BATTLE PROFILE

Unit Size: 3      Points: 160
Base size: 40mm
Can be reinforced: Yes

Your Movement Phase
BLAZING IMPACT: Annihilators arrive upon the field with devastating force, twin tailed trails streaking behind them as an earth-shattering shock-wave blasts apart the foes of Sigmar.

Declare: If this unit was set up this turn using the ‘Scions of the Storm’ ability, pick up to 3 enemy units within 10" of it to be the targets.

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

Any Charge Phase
BRACE FOR IMPACT: Annihilators brace behind their mighty shields to hold off even the most ferocious charge.

Declare: Pick an enemy unit that charged this turn and is in combat with this unit to be the target.

Effect: Roll a dice for each model in this unit. If any of the rolls are a 6, the target has STRIKE-LAST for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Annihilators
with Meteoric Grandhammers
4"
3
3+
1
Only the Annihilators have the physique necessary to wield the meteoric grandhammer, a huge maul inset with a meteor fragment torn from the very firmament by the Six Smiths. Though the warriors’ advance is slow, it only takes them one well-placed blow to crush an adversary utterly.
STORMCAST ETERNALS WARSCROLL
Annihilators
with Meteoric Grandhammers
MELEE WEAPONS
AtkHitWndRndDmg
Meteoric Grandhammer
Meteoric Grandhammer33+2+23
BATTLE PROFILE

Unit Size: 3      Points: 210
Base size: 40mm
Can be reinforced: Yes

Any Charge Phase
FORCE OF A FALLING STAR: As Annihilators build up momentum, their charge carries the same force as the impact of their arrival.

Declare: If this unit charged this phase and the unmodified charge roll was 8+, pick an enemy unit within 1" of it to be the target.

Effect: The target has STRIKE-LAST for the rest of the turn.

Your Movement Phase
BLAZING IMPACT: Annihilators arrive upon the field with devastating force, twin tailed trails streaking behind them as an earth-shattering shock-wave blasts apart the foes of Sigmar.

Declare: If this unit was set up this turn using the ‘Scions of the Storm’ ability, pick up to 3 enemy units within 10" of it to be the targets.

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

KEYWORDS
INFANTRY, CHAMPION
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Castigators
5"
2
3+
1
When beings born out of the aether rear their heads, it is the Castigators who put them down. Channelling celestial powers through their thunderhead greatbows, they provide covering fire to their kindred, projectiles detonating with blazing force.
STORMCAST ETERNALS WARSCROLL
Castigators
RANGED WEAPONS
RngAtkHitWndRndDmg
Thunderhead Greatbow [Crit (2 Hits), Anti-Cavalry (+1 Rend)]
Thunderhead Greatbow
Crit (2 Hits), Anti-Cavalry (+1 Rend)
15"33+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Greatbow Stock
Greatbow Stock13+3+-1
BATTLE PROFILE

Unit Size: 3      Points: 130
Base size: 40mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Passive
DEPENDABLE GRYPH-HOUND: Some Castigators are accompanied by Gryph-hounds trained to aid them in battle.

Effect: This unit’s Gryph-hound is a token. If this unit’s Gryph-hound has been removed, it cannot use the ‘Scouting Companion’ ability.

Your Shooting Phase
CASTIGATOR AETHERIC CHANNELLING: Castigators can use their knowledge of the arcane to channel aetheric energy, making their weapons more accurate.

Effect: If this unit has not used a MOVE ability this turn and was not set up this turn, this unit’s shooting attacks score critical hits on unmodified hit rolls of 5+ for the rest of the turn.

Reaction: You declared a SHOOT ability for this unit
SCOUTING COMPANION: A Castigator’s Gryph-hound can be sent out into the fray to identify the enemy’s weak points.

Effect: Until the SHOOT ability is resolved, add 3" to the Range characterisic of this unit’s Thunderhead Greatbows and add 1 to hit rolls for this unit’s shooting attacks. Remove this unit’s Gryph hound from the battlefield after the SHOOT ability has been resolved.

KEYWORDS
INFANTRY, CHAMPION, SACROSANCT CHAMBER
ORDER, STORMCAST ETERNALS


STORMCAST ETERNALS WARSCROLL
Decimators
4"
3
3+
1
The advance of the Decimators is marked by piles of butchered corpses. These Paladins are remorseless in eradicating Sigmar’s enemies and, armed with their brutal thunderaxes, never tire when cleaving through hordes of the hateful foe.
STORMCAST ETERNALS WARSCROLL
Decimators
MELEE WEAPONS
AtkHitWndRndDmg
Decimator Thunderaxe [Crit (2 Hits)]
Decimator Thunderaxe
Crit (2 Hits)
43+3+11
Starsoul Mace [Crit (Mortal)]
Starsoul Mace
Crit (Mortal)
13+3+23
BATTLE PROFILE

Unit Size: 5      Points: 240
Base size: 40mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Each model in this unit is armed with a Decimator Thunderaxe.
  • 2/5 models can replace their Decimator Thunderaxe with a Starsoul Mace.

Passive
DECIMATING BLOW: A single swing of a thunderaxe can carve through several foes.

Effect: Add 1 to the Damage characteristic of this unit’s Decimator Thunderaxes if the target unit has 10 or more models.

KEYWORDS
INFANTRY, CHAMPION
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Evocators
5"
3
3+
2
Armed with sword and stave, Evocators are masterful warriors. Their true strength, however, lies in harnessing Azyr’s mystical energies to infuse their allies with tempestuous strength.
STORMCAST ETERNALS WARSCROLL
Evocators
MELEE WEAPONS
AtkHitWndRndDmg
Evocator Weapons [Crit (Mortal)]
Evocator Weapons
Crit (Mortal)
33+3+11
BATTLE PROFILE

Unit Size: 5      Points: 180
Base size: 40mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Passive
WARRIOR MAGES: Evocators are masters of the martial and the arcane.

Effect: This unit can use Unbind abilities as if it had WIZARD (1).

Any Combat Phase
EMPOWER: Evocators can draw magic from the sky itself, charging those around them with Azyr’s fulminating lightning and empowering weapons with thunderous energy.

Declare: If this unit is contesting an objective you control, pick a visible friendly non-HERO STORMCAST ETERNALS INFANTRY unit within 12" of this unit to be the target.

Effect: Add 1 to wound rolls for the target’s combat attacks for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION, SACROSANCT CHAMBER
ORDER, STORMCAST ETERNALS


STORMCAST ETERNALS WARSCROLL
Judicators
with Boltstorm Crossbows
5"
2
3+
1
Judicators who wield boltstorm crossbows are adept in the culling of enemy hordes. These rapid-firing weapons launch ammunition tipped with blessed sigmarite; by the time these strike home, they are thoroughly enveloped in coruscating storm-energies.
STORMCAST ETERNALS WARSCROLL
Judicators
with Boltstorm Crossbows
RANGED WEAPONS
RngAtkHitWndRndDmg
Boltstorm Crossbow [Anti-INFANTRY (+1 Rend)]
Boltstorm Crossbow
Anti-INFANTRY (+1 Rend)
15"33+3+-1
Thunderbolt Crossbow [Anti-INFANTRY (+1 Rend)]
Thunderbolt Crossbow
Anti-INFANTRY (+1 Rend)
15"33+3+-2
MELEE WEAPONS
AtkHitWndRndDmg
Storm Gladius
Storm Gladius13+3+11
BATTLE PROFILE

Unit Size: 5      Points: 160
Base size: 40mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Each model in this unit is armed with a Boltstorm Crossbow and Storm Gladius.
  • 1/5 models can replace their Boltstorm Crossbow with a Thunderbolt Crossbow.

Once Per Turn (Army), Any Shooting Phase
HAIL OF BOLTS: After shooting, the area around a Judicator’s target is riddled with stray bolts and corpses, creating obstacles for the enemy.

Declare: Pick a visible enemy INFANTRY unit that does not have Fly and that had any models slain this phase by this unit’s shooting attacks to be the target.

Effect: Roll a dice. On a 3+, until the start of your next turn, subtract 1 from the number of dice rolled when making charge rolls for the target, to a minimum of 1.

KEYWORDS
INFANTRY, CHAMPION
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Judicators
with Skybolt Bows
5"
2
3+
1
No foe can escape the keen gaze of the Judicators. Granted the ability to sense corruption, the storm of arrow fire unleashed by their skybolt bows fells ranks of enemies with relentless and merciless precision.
STORMCAST ETERNALS WARSCROLL
Judicators
with Skybolt Bows
RANGED WEAPONS
RngAtkHitWndRndDmg
Shockbolt Bow [Anti-MONSTER (+1 Rend)]
Shockbolt Bow
Anti-MONSTER (+1 Rend)
18"D3+33+3+11
Skybolt Bow [Crit (Auto-wound)]
Skybolt Bow
Crit (Auto-wound)
18"23+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Storm Gladius
Storm Gladius13+3+11
BATTLE PROFILE

Unit Size: 5      Points: 140
Base size: 40mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Each model in this unit is armed with a Skybolt Bow and Storm Gladius.
  • 1/5 models can replace their Skybolt Bow with a Shockbolt Bow.

Once Per Turn (Army), Any Shooting Phase
SUBDUING SHOTS: With eagle-eyed aim, Judicators can hit enemy beasts exactly where it hurts the most.

Declare: Pick a visible enemy MONSTER that had any damage points allocated to it this phase by this unit’s shooting attacks to be the target.

Effect: Roll a dice. On a 3+, the target cannot use RAMPAGE abilities until the start of your next turn.

KEYWORDS
INFANTRY, CHAMPION
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Liberators
5"
2
3+
1
The Liberators are the backbone of the God-King’s battlelines, trained to both enact sudden assaults and form unbreakable shieldwalls. To them falls the duty of casting down the warlords of ruin and stamping Sigmar’s claim upon the lands once more.
STORMCAST ETERNALS WARSCROLL
Liberators
MELEE WEAPONS
AtkHitWndRndDmg
Warhammer [Crit (Mortal)]
Warhammer
Crit (Mortal)
23+3+11
Grandhammer [Crit (Mortal)]
Grandhammer
Crit (Mortal)
23+3+12
BATTLE PROFILE

Unit Size: 5      Points: 110
Base size: 40mm
Can be reinforced: Yes

Each model in this unit is armed with a Warhammer.
  • 1/5 models can replace their Warhammer with a Grandhammer.
  • The champion cannot replace their weapon.

Passive
STALWART DEFENDERS: Liberators fiercely guard the lands brought into Sigmar’s domain.

Effect: Add 3 to this unit’s control score while it is contesting an objective wholly within friendly territory.

KEYWORDS
INFANTRY, CHAMPION
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Neave’s Companions
5"
3
3+
1
The first iteration of the Blacktalons was formed decades ago by Sigmar for the purpose of slaying an ancient god, though it eventually disbanded and passed into secrecy. Now it has been resurrected with Neave at its helm, with the intention that they will one day slay beings of a more ruinous kind.
STORMCAST ETERNALS WARSCROLL
Neave’s Companions
RANGED WEAPONS
RngAtkHitWndRndDmg
Typhoon Crossbow [Anti-HERO (+1 Rend)]
Typhoon Crossbow
Anti-HERO (+1 Rend)
18"33+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Cyclone Sword and Axe
Cyclone Sword and Axe63+3+11
Stormcharged Warhammer
Stormcharged Warhammer43+2+22
Anda’s Celestial Talons [Companion]
Anda’s Celestial Talons
Companion
24+3+-1
BATTLE PROFILE

Unit Size: 3      Points: 0
Base size: 40mm
Can be reinforced: No
Notes: This unit can only be taken in Neave Blacktalon’s regiment. This unit cannot be reinforced.

  • Hendrick, the Silver Wolf, is armed with a Cyclone Sword and Axe.
  • Rostus Oxenhammer is armed with a Stormcharged Warhammer.
  • Shakana Goldenblade is armed with a Typhoon Crossbow, and her Star-eagle Anda is armed with Celestial Talons.

Passive
SHIELD OF AZYR: These golden armoured warriors will willingly put themselves in mortal danger in order to protect Neave and Lorai.

Effect: While any friendly THE BLACKTALONS HEROES are wholly within this unit’s combat range, both this unit and those friendly units have WARD (5+).

KEYWORDS
UNIQUE, INFANTRY
ORDER, STORMCAST ETERNALS, THE BLACKTALONS


STORMCAST ETERNALS WARSCROLL
Praetors
5"
3
3+
1
The Praetors are the bodyguards of the Stormcast Eternals’ commanders. Their souls are practically entwined with those of their designated ward, allowing them to absorb their master’s wounds into their own flesh through mere physical contact, selflessly enduring while their lord fights on.
STORMCAST ETERNALS WARSCROLL
Praetors
MELEE WEAPONS
AtkHitWndRndDmg
Soulguard’s Halberd
Soulguard’s Halberd33+3+12
BATTLE PROFILE

Unit Size: 3      Points: 150
Base size: 40mm
Can be reinforced: Yes

Deployment Phase
SOUL-BONDED: Praetors are exemplary bodyguards, linked to their assigned wards at an arcane, spiritual level.

Effect: Pick a friendly STORMCAST ETERNALS HERO to be this unit’s soul-bonded charge for the rest of the battle. This unit can use this ability while it is in reserve.

Passive
SOUL-FORGED GUARDIANS: Praetors will protect their soul-bonded charges with every ounce of their being.

Effect: While this unit’s soul-bonded charge is within this unit’s combat range, both this unit and that soul-bonded charge have WARD (5+).

KEYWORDS
INFANTRY, CHAMPION
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Prosecutors
12"
2
3+
1
Many legends sing of the shining angels known as Prosecutors. However, long gone are the radiant winged heralds of yore. As the clouds churn with Chaos corruption, ever more Prosecutors have found their sense of self eroding, necessitating their reassignment to the Ruination chambers.
STORMCAST ETERNALS WARSCROLL
Prosecutors
RANGED WEAPONS
RngAtkHitWndRndDmg
Stormcall Javelin
Stormcall Javelin10"13+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Stormcall Javelin [Charge (+1 Damage)]
Stormcall Javelin
Charge (+1 Damage)
33+3+11
BATTLE PROFILE

Unit Size: 3      Points: 140
Base size: 40mm
Can be reinforced: Yes

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.

Passive
HERALDS OF RIGHTEOUSNESS: Prosecutors cross the battlefield in a blur of light.

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

Passive
DISPERSED FORMATION: These warriors maintain a wide formation, enabling more precise strikes and greater battlefield control.

Effect: This unit has a coherency range of 2".

KEYWORDS
INFANTRY, CHAMPION, FLY
ORDER, STORMCAST ETERNALS, RUINATION CHAMBER


STORMCAST ETERNALS WARSCROLL
Protectors
4"
3
3+
1
As a Protector retinue advances, they spin their stormstrike glaives in intricate arcs. By doing so, they create shields of celestial force, safeguarding their comrades while the Paladins eagerly put their warrior skills to work.
STORMCAST ETERNALS WARSCROLL
Protectors
MELEE WEAPONS
AtkHitWndRndDmg
Starsoul Mace [Crit (Mortal)]
Starsoul Mace
Crit (Mortal)
13+3+23
Protector Stormstrike Glaive
Protector Stormstrike Glaive43+3+11
BATTLE PROFILE

Unit Size: 5      Points: 220
Base size: 40mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Each model in this unit is armed with a Protector Stormstrike Glaive.
  • 2/5 models can replace their Protector Stormstrike Glaive with a Starsoul Mace.

Passive
SHIELD OF THE STORM: Attacks are deflected by the Protectors’ weaving glaives.

Effect: While any friendly STORMCAST ETERNALS INFANTRY HEROES are within this unit’s combat range, both this unit and those friendly units have WARD (5+).

KEYWORDS
INFANTRY, CHAMPION
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Questor Soulsworn
5"
3
3+
1
Stormcast Questors are typically solitary figures, carrying the burden of their divine missions alone, yet there are those labours so vital or challenging that even a Stormcast may not be able to complete them by themselves. In these instances, they are forged into gatherings of might known as Questor Soulsworn.
STORMCAST ETERNALS WARSCROLL
Questor Soulsworn
MELEE WEAPONS
AtkHitWndRndDmg
Questor Weapons
Questor Weapons33+3+12
BATTLE PROFILE

Unit Size: 6      Points: 230
Base size: 40mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Once Per Battle, Your Movement Phase
RELICTOR SOULGUIDE: The Knight-Relictor who accompanies the Soulsworn uses the winds of Sigmar’s Tempest to translocate the Questors to where they are most needed.

Declare: You can pick a friendly Knight-Questor within this unit’s combat range to be the target.

Effect: Remove this unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units. Then, if you picked a target, remove it from the battlefield and set it up again within this unit’s combat range and more than 9" from all enemy units.
KEYWORDSCORE

Once Per Battle (Army), Deployment Phase
ORDAINED QUEST: Questors travel deep into enemy territory to gain control of vital landmarks with hidden secrets.

Effect: Pick an objective wholly outside friendly territory. That objective is considered by you to be questmarked.

Passive
HIS WILL BE DONE: Questors will stop at nothing to fulfil the sacred task given to them by the God-King himself.

Effect: While this unit is contesting a questmarked objective:
  • Add 3 to this unit’s control score.
  • This unit has WARD (5+).

KEYWORDS
INFANTRY, CHAMPION
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Reclusians
5"
3
3+
1
The Reclusians are warriors of the Ruination chambers, their identities eroded by countless Reforgings over centuries in service to God-King. Though they are close to becoming more engine of war than human, their lightning-scoured souls are particularly resistant to Chaos as a result, allowing them to tread where no other servant of Sigmar could hope to survive.
STORMCAST ETERNALS WARSCROLL
Reclusians
MELEE WEAPONS
AtkHitWndRndDmg
Rune-blessed Weapons [Crit (Mortal)]
Rune-blessed Weapons
Crit (Mortal)
33+3+12
BATTLE PROFILE

Unit Size: 3      Points: 140
Base size: 40mm
Can be reinforced: Yes

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.

Passive
MEMORIAN DESCENDANTS: Reclusians are accompanied by Memorians who serve to remind them of their humanity.

Effect: This unit’s Memorians are tokens. There are 2 Memorians for every 3 models in this unit. While any of this unit’s Memorians are on the battlefield, add 1 to this unit’s resistance rolls when using the ‘Ruination Chamber’ ability.

Each time you make an unmodified save roll of 1 for this unit, remove 1 of its Memorians from the battlefield after the ATTACK ability has been resolved (the damage point is still inflicted).

KEYWORDS
INFANTRY, CHAMPION
ORDER, STORMCAST ETERNALS, RUINATION CHAMBER


STORMCAST ETERNALS WARSCROLL
Retributors
4"
3
3+
1
A Retributor retinue wields crushing lightning hammers, amongst the most unsubtle and devastating weaponry in the Stormhosts’ arsenal. By channelling the storm’s fury through these fearsome weapons, the Retributors strike the foe with annihilating force.
STORMCAST ETERNALS WARSCROLL
Retributors
MELEE WEAPONS
AtkHitWndRndDmg
Retributor Lightning Hammer [Crit (Mortal)]
Retributor Lightning Hammer
Crit (Mortal)
23+3+12
Starsoul Mace [Crit (Mortal)]
Starsoul Mace
Crit (Mortal)
13+3+23
BATTLE PROFILE

Unit Size: 5      Points: 180
Base size: 40mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Each model in this unit is armed with a Retributor Lightning Hammer.
  • 2/5 models can replace their Retributor Lightning Hammer with a Starsoul Mace.

Passive
CRUSHING COUNTER-BLOW: Retributors are experts in close combat. Once an enemy has made the fatal mistake of engaging them, they will be shattered by the Paladins’ answering blows.

Effect: If this unit is damaged or if any models in this unit were slain this turn, add 1 to hit rolls for this unit’s attacks for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Sequitors
5"
2
3+
1
Arcane mystery clings to the Sequitors, footsoldiers of the Sacrosanct chambers. By channelling celestial power through their wargear, they can bolster their strength to new heights, all the while carrying out the secretive missions of their hosts.
STORMCAST ETERNALS WARSCROLL
Sequitors
MELEE WEAPONS
AtkHitWndRndDmg
Sacrosanct Weapons [Crit (2 Hits)]
Sacrosanct Weapons
Crit (2 Hits)
23+3+11
Stormsmite Greatmace [Crit (2 Hits)]
Stormsmite Greatmace
Crit (2 Hits)
23+3+12
BATTLE PROFILE

Unit Size: 5      Points: 170
Base size: 40mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Each model in this unit is armed with Sacrosanct Weapons.
  • 2/5 models can replace their Sacrosanct Weapons with a Stormsmite Greatmace.

Any Combat Phase
SEQUITOR AETHERIC CHANNELLING: Sequitors can use their knowledge of the arcane arts to channel aetheric energy into their weapons or shields.

Effect: If this unit is contesting an objective you control, pick 1 of the following effects to apply for the rest of the turn:
  • Other than the Companion weapon ability, weapon abilities for attacks that target this unit have no effect.
  • This unit’s combat attacks score critical hits on unmodified hit rolls of 5+.

KEYWORDS
INFANTRY, CHAMPION, SACROSANCT CHAMBER
ORDER, STORMCAST ETERNALS


STORMCAST ETERNALS WARSCROLL
Stormcoven
5"
3
3+
1
Stormcovens are elite strike teams of arcane specialists who often find themselves operating as part of a larger Stormcast army. Each of a Stormcoven’s Knight-Arcanums has mastered a particular school of celestial sorcery, and when they combine their talents, the effects are truly devastating.
STORMCAST ETERNALS WARSCROLL
Stormcoven
RANGED WEAPONS
RngAtkHitWndRndDmg
Azyrite Bolts
Azyrite Bolts18"23+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Valedictor Weapons
Valedictor Weapons33+3+1D3
BATTLE PROFILE

Unit Size: 3      Points: 210
Can be reinforced: No
Notes: This unit cannot be reinforced.

Passive
GATHER THE AETHER: A Stormcoven can harness the aetheric energies from the ley lines that criss-cross the Mortal Realms, ready to be unleashed at a moment’s notice.

Effect: Add 1 to this unit’s power level while it is contesting an objective.

Your Hero Phase
7
AETHERSHOCK: The Stormcoven unleash their stored energies across the battlefield, bolstering their allies or blasting enemies to the ground.

Declare: Pick a visible unit within 12" of the caster to be the target, then make a casting roll of 2D6.

Effect: If the target is a friendly unit, it has STRIKE-FIRST for the rest of the turn. If the target is an enemy unit, it has STRIKE-LAST for the rest of the turn.
KEYWORDSSPELL

KEYWORDS
WIZARD (1), INFANTRY
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Vanguard-Hunters
5"
2
3+
1
Vanguard-Hunters are well suited for lifetimes spent in the wilds. Their short handaxes and weighted blades are as ideal for hacking through dense foliage as they are for carving apart flesh, while compact boltstorm pistols allow the Stormcasts to assail their prey even as they close in on them.
STORMCAST ETERNALS WARSCROLL
Vanguard-Hunters
RANGED WEAPONS
RngAtkHitWndRndDmg
Boltstorm Pistol [Shoot in Combat]
Boltstorm Pistol
Shoot in Combat
10"24+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Stormwrought Weapon
Stormwrought Weapon23+3+11
BATTLE PROFILE

Unit Size: 5      Points: 120
Base size: 40mm
Can be reinforced: Yes

Passive
VANGUARD CHAMBER: Through swiftness, guile and more than a hint of savagery, the warriors of the Vanguard chamber are able to outfight forces many times their own limited numbers.

Effect: This unit can use SHOOT and/or CHARGE abilities even if it used a RUN or RETREAT ability in the same turn.

Passive
STAR-MARKED: Those tracked by the Vanguard-Hunters can be sensed from great distances.

Effect: Add 2" to this unit’s Move characteristic while a HUNTED enemy unit is on the battlefield. In addition, add 1 to hit rolls for this unit’s attacks that target a HUNTED enemy unit.

Once Per Battle (Army), Deployment Phase
ASTRAL COMPASS: The Vanguard-Hunters use their astral compass to track their enemies across the Mortal Realms.

Declare: Pick an enemy unit to be the target.

Effect: The target has the HUNTED keyword for the rest of the battle.

KEYWORDS
INFANTRY, CHAMPION
ORDER, STORMCAST ETERNALS, VANGUARD CHAMBER


STORMCAST ETERNALS WARSCROLL
Vanguard-Raptors
with Hurricane Crossbows
5"
2
3+
1
Vanguard-Raptors are natural hunters, often scouting ahead of the main battle line to harry the enemy with deadly crossbow fire. Those who favour the close-ranged kill form into retinues armed with hurricane crossbows, ferocious weapons capable of stalling the most determined enemy advance with blistering quick-fire volleys.
STORMCAST ETERNALS WARSCROLL
Vanguard-Raptors
with Hurricane Crossbows
RANGED WEAPONS
RngAtkHitWndRndDmg
Hurricane Crossbow [Crit (2 Hits), Anti-INFANTRY (+1 Rend)]
Hurricane Crossbow
Crit (2 Hits), Anti-INFANTRY (+1 Rend)
12"43+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Heavy Stock
Heavy Stock14+3+-1
BATTLE PROFILE

Unit Size: 3      Points: 100
Base size: 40mm
Can be reinforced: Yes

Passive
VANGUARD CHAMBER: Through swiftness, guile and more than a hint of savagery, the warriors of the Vanguard chamber are able to outfight forces many times their own limited numbers.

Effect: This unit can use SHOOT and/or CHARGE abilities even if it used a RUN or RETREAT ability in the same turn.

Your Shooting Phase
COORDINATED STRIKE: The warriors of the Vanguard chamber train relentlessly to fight in perfect unison.

Declare: Pick an enemy unit that had any damage points allocated to it this turn by attacks made with this unit’s Hurricane Crossbows to be the target.

Effect: Add 1 to wound rolls for combat attacks made by friendly VANGUARD CHAMBER units that target that enemy unit for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION
ORDER, STORMCAST ETERNALS, VANGUARD CHAMBER


STORMCAST ETERNALS WARSCROLL
Vanguard-Raptors
with Longstrike Crossbows
5"
2
3+
1
Raining death upon the enemy from afar, Vanguard-Raptors armed with longstrike crossbows are marksmen with few equals. They often seek to eliminate enemy leaders and champions, spreading panic and disorder through the foe's ranks with carefully chosen kills.
STORMCAST ETERNALS WARSCROLL
Vanguard-Raptors
with Longstrike Crossbows
RANGED WEAPONS
RngAtkHitWndRndDmg
Longstrike Crossbow [Anti-HERO (+1 Rend), Crit (Auto-wound)]
Longstrike Crossbow
Anti-HERO (+1 Rend), Crit (Auto-wound)
18"23+3+22
MELEE WEAPONS
AtkHitWndRndDmg
Heavy Stock
Heavy Stock14+3+-1
BATTLE PROFILE

Unit Size: 3      Points: 180
MODELBASE SIZE
Raptor-Prime40mm
2 x Vanguard-Raptors with Longstrike Crossbows60 × 35mm
Can be reinforced: Yes

Passive
VANGUARD CHAMBER: Through swiftness, guile and more than a hint of savagery, the warriors of the Vanguard chamber are able to outfight forces many times their own limited numbers.

Effect: This unit can use SHOOT and/or CHARGE abilities even if it used a RUN or RETREAT ability in the same turn.

Your Shooting Phase
HEADSHOT: When given time to take careful aim, a Vanguard-Raptor can find their mark even amidst the roiling mass of battle.

Effect: If this unit has not used a MOVE ability this turn and was not set up this turn, for the rest of the turn, this unit can ignore the effects of the ‘Guarded Hero’ ability when picking targets for its shooting attacks.

KEYWORDS
INFANTRY, CHAMPION
ORDER, STORMCAST ETERNALS, VANGUARD CHAMBER


STORMCAST ETERNALS WARSCROLL
Vanquishers
5"
2
3+
1
Vanquishers are greatsword-wielding infantry who specialise in carving through formations of numerous foes. The blade of each warrior is inset with a fragment of celestium, over which they will meditate before battle until their spirit is one with that of the sword. So attuned, these Stormcasts use the fragmentary visions provided by the realmstone shard to guide their strikes.
STORMCAST ETERNALS WARSCROLL
Vanquishers
MELEE WEAPONS
AtkHitWndRndDmg
Celestial Greatsword [Anti-INFANTRY (+1 Rend)]
Celestial Greatsword
Anti-INFANTRY (+1 Rend)
23+3+11
BATTLE PROFILE

Unit Size: 5      Points: 110
Base size: 40mm
Can be reinforced: Yes

Passive
LIGHTNING STRIKES: Vanquishers utilise a stance that allows them to make a flurry of rapid strikes against a numerous foe.

Effect: Add 1 to the Damage characteristic of this unit’s Celestial Greatswords for attacks that target an enemy unit that has 5 or more models.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5)
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Vigilors
6"
2
3+
1
Clad in thunderstrike armour, Vigilors are skilled archers who fearlessly scout out a path for their brethren. Their arrows conjure brief flashes of lightning upon impact, sending coded signals to their kin and giving away the enemy’s position
STORMCAST ETERNALS WARSCROLL
Vigilors
RANGED WEAPONS
RngAtkHitWndRndDmg
Stormcaller Bow
Stormcaller Bow18"23+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Stormblade
Stormblade23+3+11
BATTLE PROFILE

Unit Size: 5      Points: 130
Base size: 40mm
Can be reinforced: Yes

Passive
NAVIGATORS OF THE STORM: As the Vigilors move swiftly beneath dark thunderclouds, the Grungni-forged arrowheads of their stormcaller bows give off flickers of lightning that reveal the location of their targets.

Effect: If an enemy unit had any damage points allocated to it this turn by this unit’s shooting attacks, add 1 to hit rolls for attacks made by friendly STORMCAST ETERNALS units that target that unit for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Vindictors
5"
2
3+
1
Vindictors were amongst the first Stormcasts to be equipped with thunderstrike armour, their wargear designed by Grungni to defend against even the most aggressive enemy assaults. They are the shieldwall upon which the forces of ruin shatter. Forged from the most unrelenting souls, Vindictors will endure come what may and spit defiance until the last.
STORMCAST ETERNALS WARSCROLL
Vindictors
MELEE WEAPONS
AtkHitWndRndDmg
Stormspear [Anti-charge (+1 Rend)]
Stormspear
Anti-charge (+1 Rend)
23+3+11
BATTLE PROFILE

Unit Size: 5      Points: 100
Base size: 40mm
Can be reinforced: Yes

Any Combat Phase
HOLD THE SHIELDWALL: The Vindictor retinues form the unyielding shieldwalls upon which the forces of ruin shatter.

Effect: If this unit did not charge this turn and is in combat with an enemy unit that charged this turn, roll a dice. On a 4+, this unit has STRIKE-FIRST for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION, STANDARD BEARER (1/5)
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Domitan’s Stormcoven
5"
3
3+
1
Domitan’s Stormcoven, war-mages of the mysterious Valedictor Temple, are surrounded by a strange aura of aetheric lightning-energy. Though the nature of this power evades even their study, the trio nevertheless excel in harnessing it through waves of crackling magic.
STORMCAST ETERNALS WARSCROLL
Domitan’s Stormcoven
RANGED WEAPONS
RngAtkHitWndRndDmg
Azyrite Bolts
Azyrite Bolts18"23+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Valedictor Weapons
Valedictor Weapons33+3+1D3
BATTLE PROFILE

Unit Size: 3      Points: 210
Base size: 40mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Azyrite Bolts and Valedictor Weapons. The models in this unit are:
  • Domitan, Eye of the Storm
  • Leona Stratosi
  • Sarpon, the Cyclone

Passive
GATHER THE AETHER: A Stormcoven can harness the aetheric energies from the ley lines that criss-cross the Mortal Realms, ready to be unleashed at a moment’s notice.

Effect: Add 1 to this unit’s power level while it is contesting an objective.

Your Hero Phase
7
AETHERSHOCK: The Stormcoven unleash their stored energies across the battlefield, bolstering their allies or blasting enemies to the ground.

Declare: Pick a visible unit within 12" of the caster to be the target, then make a casting roll of 2D6.

Effect: If the target is a friendly unit, it has STRIKE-FIRST for the rest of the turn. If the target is an enemy unit, it has STRIKE-LAST for the rest of the turn.
KEYWORDSSPELL

KEYWORDS
UNIQUE, WIZARD (1), INFANTRY
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Steelheart’s Champions
5"
3
3+
1
The Liberator retinue known as Steelheart’s Champions embodies the resolute heroism of the Hammer of Sigmar. They have earned countless battle honours, and few foes cannot be overcome by the strength of their fellowship.
STORMCAST ETERNALS WARSCROLL
Steelheart’s Champions
MELEE WEAPONS
AtkHitWndRndDmg
Heavens-wrought Weapon [Crit (Mortal)]
Heavens-wrought Weapon
Crit (Mortal)
33+3+11
BATTLE PROFILE

Unit Size: 3      Points: 110
Base size: 40mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with a Heavens-wrought Weapon. The models in this unit are:
  • Severin Steelheart (champion)
  • Obryn the Bold
  • Angharad Brightshield

Passive
STALWART DEFENDERS: Liberators fiercely guard the lands brought into Sigmar’s domain.

Effect: Add 3 to this unit’s control score while it is contesting an objective wholly within friendly territory.

Passive
HEROIC GUARD: Steelheart’s Champions stand impervious and unyielding in the face of the enemy.

Effect: Add 1 to save rolls for this unit while it is in combat with any enemy units that charged in the same turn.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER


STORMCAST ETERNALS WARSCROLL
Stormsire’s Cursebreakers
5"
3
3+
1
A specialist in the sundering of dark enchantments, Knight-Incantor Stormsire is also acutely aware of the negative toll Reforging takes on a Stormcast’s soul, relentlessly searching for any form of cure in even the most hostile of locations. The Evocators Ammis and Rastus have journeyed into many an unhallowed corner of the realms alongside their master and friend Averon Stormsire, wielding the crackling storm-magics of Azyr with a ferocious skill.
STORMCAST ETERNALS WARSCROLL
Stormsire’s Cursebreakers
MELEE WEAPONS
AtkHitWndRndDmg
Cursebreaker Weapons [Crit (Mortal)]
Cursebreaker Weapons
Crit (Mortal)
33+3+11
BATTLE PROFILE

Unit Size: 3      Points: 130
Base size: 40mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Cursebreaker Weapons. The models in this unit are:
  • Averon Stormsire (champion)
  • Ammis Dawnguard
  • Rastus the Charmed

Any Combat Phase
OVERWHELMING STORM: Few can stand before the unleashed power of the Sacrosanct chambers.

Declare: If this unit is contesting an objective that you control, pick a friendly non-HERO STORMCAST ETERNALS INFANTRY unit within 12" of this unit to be the target.

Effect: For the rest of the phase, add 1 to wound rolls for the target’s combat attacks.

Passive
AVERON STORMSIRE: Averon can summon forth a storm of celestial lightning of unmatchable ferocity.

Effect: While this unit’s Averon Stormsire is on the battlefield, it has WIZARD (1).

KEYWORDS
UNIQUE, INFANTRY, CHAMPION, SACROSANCT CHAMBER
ORDER, STORMCAST ETERNALS


STORMCAST ETERNALS WARSCROLL
The Farstriders
5"
3
3+
1
Sanson Farstrider is one of the most experienced Hunter-Primes in the Hammers of Sigmar. He and his band of veteran rangers specialise in undertaking the most critical and death-defying of missions behind enemy lines.
STORMCAST ETERNALS WARSCROLL
The Farstriders
RANGED WEAPONS
RngAtkHitWndRndDmg
Boltstorm Pistol [Shoot in Combat]
Boltstorm Pistol
Shoot in Combat
10"24+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Stormwrought Weapon
Stormwrought Weapon23+3+11
BATTLE PROFILE

Unit Size: 3      Points: 100
Base size: 40mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with a Boltstorm Pistol and a Stormwrought Weapon. The models in this unit are:
  • Sanson Farstrider (champion)
  • Almeric Eagle-Eye
  • Elias Swiftblade

Passive
VANGUARD CHAMBER: Through swiftness, guile and more than a hint of savagery, the warriors of the Vanguard chamber are able to outfight forces many times their own limited numbers.

Effect: This unit can use SHOOT and/or CHARGE abilities even if it used a RUN or RETREAT ability in the same turn.

Your Shooting Phase
STAR FALCON: Farstrider’s loyal companion can swoop from the skies to strike the enemy.

Declare: If this unit’s Sanson Farstrider is on the battlefield, pick a visible enemy unit within 18" of this unit to be the target.

Effect: Roll a dice. On a 3+, inflict 1 mortal damage on the target.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
ORDER, STORMCAST ETERNALS, VANGUARD CHAMBER


STORMCAST ETERNALS WARSCROLL
Xandire’s Truthseekers
5"
3
3+
1
Armed with the Lantern Astrala, Calthia Xandire leads her fellows in search of Harrowdeep’s forgotten secrets. With her comes Dhoraz Giant-fell, who revels in each destructive swing of his hammer; Luxa Stormrider, who lets her proficiency with the bow speak for her; and Luxa’s aetherwing companion, Taros.
STORMCAST ETERNALS WARSCROLL
Xandire’s Truthseekers
RANGED WEAPONS
RngAtkHitWndRndDmg
Stormcaller Bow
Stormcaller Bow18"23+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Great Hammer [Crit (Mortal), Anti-MONSTER (+1 Rend)]
Great Hammer
Crit (Mortal), Anti-MONSTER (+1 Rend)
23+3+12
Truthseeker Weapons [Crit (Mortal)]
Truthseeker Weapons
Crit (Mortal)
33+3+11
BATTLE PROFILE

Unit Size: 3      Points: 130
MODELBASE SIZE
Calthia Xandire, Dhoraz Giant-fell, Luxa Stormrider40mm
Taros25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

The models in this unit are:
  • Calthia Xandire (champion, armed with Truthseeker Weapons)
  • Dhoraz Giant-fell (armed with a Great Hammer)
  • Luxa Stormrider (armed with Truthseeker Weapons and a Stormcaller Bow)

Passive
TAROS: In battle, Luxa Stormrider is aided by her aetherwing companion, Taros, who harries the enemy.

Effect: This unit’s Taros is a token. After setting up this unit on the battlefield for the first time, place Taros next to it.

Your Shooting Phase
HARRYING AETHERWING: Guided by Luxa Stormrider’s rune-etched arrows, Taros flies across the battlefield, harrying the enemy.

Declare: If any attacks made with this unit’s Stormcaller Bow scored a critical hit this phase, pick an enemy unit targeted by those attacks to be the target.

Effect: Until the start of your next turn, place Taros next to the target. While Taros is placed next to an enemy unit, that enemy unit cannot use commands.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
ORDER, STORMCAST ETERNALS, WARRIOR CHAMBER

Monster


STORMCAST ETERNALS WARSCROLL
Stormdrake Guard
12"
9
3+
5
The Stormdrake Guard are the result of the alliance between Azyr and the Draconith. In battle, they are holy terrors, the Stormcasts fighting with consummate skill while the drakes' burning breath and vicious claws annihilate their foes.
STORMCAST ETERNALS WARSCROLL
Stormdrake Guard
RANGED WEAPONS
RngAtkHitWndRndDmg
Draconic Flamestream [Shoot in Combat, Companion]
Draconic Flamestream
Shoot in Combat, Companion
10"42+3+21
MELEE WEAPONS
AtkHitWndRndDmg
Drakerider’s Lance [Charge (+1 Damage), Anti-INFANTRY (+1 Rend)]
Drakerider’s Lance
Charge (+1 Damage), Anti-INFANTRY (+1 Rend)
33+3+11
Draconith’s Fangs and Talons [Companion]
Draconith’s Fangs and Talons
Companion
44+2+22
Drakerider’s Warblade
Drakerider’s Warblade63+3+11
BATTLE PROFILE

Unit Size: 2      Points: 330
Base size: 105 × 70mm
Can be reinforced: Yes

Each model in this unit is armed with a Draconic Flamestream, Draconith’s Fangs and Talons and 1 of the following options:
  • Drakerider’s Lance
  • Drakerider’s Warblade

Passive
DISPERSED FORMATION: These warriors maintain a wide formation, enabling more precise strikes and greater battlefield control.

Effect: This unit has a coherency range of 2".

Passive
EXTREMIS CHAMBER: Most scarce of Sigmar’s forces are the Extremis chambers, with each Stormcast mounted on a living weapon. To draw near these warriors is to risk being scoured by lightning or flame.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Once Per Turn (Army), Any Combat Phase
DRACONIC ONSLAUGHT: To reclaim their old empire, the Draconith and their riders fight together as a single furious whole, savaging any who cross their path.

Effect: If this unit charged this turn, roll a dice. On a 3+, this unit can move 2D6". It can pass through the combat ranges of enemy units and can end that move in combat. Then, pick an enemy unit that this unit passed across during that move. Inflict D3 mortal damage on that enemy unit.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, CHAMPION, FLY
ORDER, STORMCAST ETERNALS, EXTREMIS CHAMBER


STORMCAST ETERNALS WARSCROLL
Stormdrake Guard (1 model)
12"
9
3+
5
The Stormdrake Guard are the result of the alliance between Azyr and the Draconith. In battle, they are holy terrors, the Stormcasts fighting with consummate skill while the drakes' burning breath and vicious claws annihilate their foes.
STORMCAST ETERNALS WARSCROLL
Stormdrake Guard (1 model)
RANGED WEAPONS
RngAtkHitWndRndDmg
Draconic Flamestream [Shoot in Combat, Companion]
Draconic Flamestream
Shoot in Combat, Companion
10"42+3+21
MELEE WEAPONS
AtkHitWndRndDmg
Draconith’s Fangs and Talons [Companion]
Draconith’s Fangs and Talons
Companion
44+2+22
Drakerider’s Warblade
Drakerider’s Warblade63+3+11
Drakerider’s Lance [Anti-INFANTRY (+1 Rend), Charge (+1 Damage)]
Drakerider’s Lance
Anti-INFANTRY (+1 Rend), Charge (+1 Damage)
33+3+11
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 105 × 70mm
Can be reinforced: No
Notes: You can include 1 unit of this type for each Knight-Draconis in your army.

Each model in this unit is armed with a Draconic Flamestream, Draconith’s Fangs and Talons and 1 of the following options:
  • Drakerider’s Lance
  • Drakerider’s Warblade

Passive
DISPERSED FORMATION: These warriors maintain a wide formation, enabling more precise strikes and greater battlefield control.

Effect: This unit has a coherency range of 2".

Passive
EXTREMIS CHAMBER: Most scarce of Sigmar’s forces are the Extremis chambers, with each Stormcast mounted on a living weapon. To draw near these warriors is to risk being scoured by lightning or flame.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Once Per Turn (Army), Any Combat Phase
DRACONIC ONSLAUGHT: To reclaim their old empire, the Draconith and their riders fight together as a single furious whole, savaging any who cross their path.

Effect: If this unit charged this turn, roll a dice. On a 3+, this unit can move 2D6". It can pass through the combat ranges of enemy units and can end that move in combat. Then, pick an enemy unit that this unit passed across during that move. Inflict D3 mortal damage on that enemy unit.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, CHAMPION, FLY
ORDER, STORMCAST ETERNALS, EXTREMIS CHAMBER

War Machine


STORMCAST ETERNALS WARSCROLL
Celestar Ballista
3"
6
3+
2
Mobile artillery of the Ordinatos conclaves, Celestar Ballistas are weapons of terrible power. Their Sacristan operators are skilled combat engineers, and the sigmarite bolts these weapons spit forth explode with the force of the thunderbolt.
STORMCAST ETERNALS WARSCROLL
Celestar Ballista
RANGED WEAPONS
RngAtkHitWndRndDmg
Celestar Stormbolts [Crit (2 Hits), Anti-MONSTER (+1 Rend)]
Celestar Stormbolts
Crit (2 Hits), Anti-MONSTER (+1 Rend)
18"D6+64+2+11
MELEE WEAPONS
AtkHitWndRndDmg
Sacristan Engineers’ Blades
Sacristan Engineers’ Blades23+3+11
BATTLE PROFILE

Unit Size: 1      Points: 140
MODELBASE SIZE
Celestar Ballista60mm
Celestar Ballista Crew40mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2025.

This unit’s Sacristan Engineers are tokens.

Once Per Battle (Army), Any Combat Phase
STORMBOLT TEMPEST: Should a foe charge their position, Sacristan Engineers can loose a quick-fire volley at close range.

Declare: Pick an enemy unit in combat with this unit and that charged this turn to be the target.

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

KEYWORDS
WAR MACHINE, SACROSANCT CHAMBER
ORDER, STORMCAST ETERNALS


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

Faction Terrain


STORMCAST ETERNALS WARSCROLL
Stormreach Portal
-
12
4+
-
A masterful example of Azyrite engineering, the Stormreach Portal adapts the mystical powers of the Star Bridges for use in the field. Stormcasts that enter its swirling interior can be instantly redeployed via lightning strike to an area within the Portal's vicinity, as if dispatched from Sigmaron itself.
STORMCAST ETERNALS WARSCROLL
Stormreach Portal
BATTLE PROFILE

Unit Size: 1      Points: 0
Base size: Use model
Can be reinforced: Yes

The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Impassable

Your Movement Phase
STEP INTO THE STORM: Stormreach Portals are used in battle to redirect the warriors of the Stormcast Eternals to where the fighting is fiercest.

Declare: Pick a friendly non-MONSTER STORMCAST ETERNALS unit that is not in combat and is wholly within 6" of this terrain feature to be the target.

Effect: Remove the target from the battlefield and set it up again on the battlefield more than 9" from all enemy units.

KEYWORDS
FACTION TERRAIN
ORDER, STORMCAST ETERNALS

Endless Spell


STORMCAST ETERNALS WARSCROLL
Celestian Vortex
8"
7
6+
7+
A Celestian Vortex is a whirling tornado of Azyrite magic within which swirl a host of spinning arcane hammers. Any caught in the path of this bludgeoning cyclone are swiftly shattered into oblivion.
STORMCAST ETERNALS WARSCROLL
Celestian Vortex
MELEE WEAPONS
AtkHitWndRndDmg
Storm of Vengeance [Crit (Auto-wound)]
Storm of Vengeance
Crit (Auto-wound)
124+4+11
Passive
TORNADO OF MAGIC: The tempestuous air currents that swirl around a Celestian Vortex disrupt the aim of the enemy's ranged troops and the flight of the missiles they loose.

Effect: Subtract 1 from hit rolls for shooting attacks made by enemy units while they are within 12" of this MANIFESTATION.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
ORDER, STORMCAST ETERNALS


STORMCAST ETERNALS WARSCROLL
Dais Arcanum
8"
-
7+
A Dais Arcanum is a machine-like conjuration capable of repelling a realmsphere’s gravity and travelling through the air at great speed. Its innate magic is attuned to the soul of the warrior who rides upon it: with a thought they can bid the Dais to glide out of the way of an oncoming attack or draw power from its gleaming wake to augment their spellcraft.
STORMCAST ETERNALS WARSCROLL
Dais Arcanum
Passive
ARCANE ENHANCEMENT: A Stormcast blessed to be borne upon a Dais Arcanum feels the celestial energies of Azyr course through them.

Effect: While the unit that was picked to be the target of the ’Summon Dais Arcanum’ ability is on the platform of this MANIFESTATION:

  • That unit has WARD (5+) and Fly.
  • If that unit is a WIZARD, add 1 to that unit’s power level.
  • That unit cannot use MOVE abilities and remains on this MANIFESTATION each time it moves.
  • Instead of measuring range or visibility to and from that unit, measure to and from this MANIFESTATION instead.
  • This MANIFESTATION cannot be picked to be the target of abilities other than BANISH abilities.
  • If that unit is picked to make a pile-in move, move this MANIFESTATION instead.

If this MANIFESTATION is banished, before removing it from the battlefield, set up the unit on its platform on the battlefield within 3" of it. That unit can only be set up in combat with units it was already in combat with when this MANIFESTATION was banished. If it is not possible to set up that unit, it is destroyed.

If the unit on the platform is removed from the battlefield, immediately remove this MANIFESTATION from play.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY
ORDER, STORMCAST ETERNALS


STORMCAST ETERNALS WARSCROLL
Everblaze Comet
-
5
4+
6+
Everblaze Comets are nothing less than meteors plucked from the firmament and sent hurtling to the battlefield. They are an awe-inspiring sight to the followers of Sigmar, for they evoke the myth of his arrival in the Mortal Realms, borne through the void upon the core of the World-that-Was.
STORMCAST ETERNALS WARSCROLL
Everblaze Comet
Any Hero Phase
BURNING VENGEANCE: An Everblaze Comet smashes into the battlefield with tremendous force, its glowing remnants radiating a corona of deadly Azyrite energies.

Declare: If this MANIFESTATION was summoned this phase, pick any number of enemy units within 6" of it to be the targets.

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

Passive
ARCANE DISRUPTION: The emanations from an Everblaze Comet disrupt the magical abilities of nearby wizards.

Effect: Subtract 1 from casting rolls for enemy WIZARDS while they are within 12" of this MANIFESTATION.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
ORDER, STORMCAST ETERNALS

Regiment of Renown


REGIMENT OF RENOWN
Bundo Whalebiter
Kraken-eater Mega-Gargants are irascible old souls who have seen it all. They find just as much satisfaction in watching the sun rise while seated atop their favourite rock as they do in destroying a village, and they crave the relief that only the sea can provide – as well as the bounty that washes up on its shores. Bundo Whalebiter is a legend along Ghur’s Coast of Tusks. He is that rarest of things, a gargant known for both brain and brawn, and has been ever since an encounter with ocean-dwelling aelves near the Icefangs. While pursuing the aelves – for the sight of their sea creatures flying about out of the water irritated him to no end – Bundo was distracted by a Fangmora Eel to which a glowing lantern had been attached. The gargant throttled the creature and took the trinket, hanging it from his ear as a fetching accoutrement. The aetherquartz in the lantern worked its magics upon Bundo, heightening his intellect such that he can now converse with shocking clarity for a gargant. As a result, Bundo has won many mercenary contracts by arguing the value in having colossal aid to call upon.
REGIMENT OF RENOWN
Bundo Whalebiter

BATTLE PROFILE

Points: 450

Once Per Turn (Army), Any Combat Phase
DEAD CUNNING, FOR A GARGANT: The aelven artefact hanging from Bundo’s ear has increased his intellect, giving him brains as well as brawn. He can be uncannily patient, knowing just where and when to strike to cause maximum havoc. Some say his hoard even contains strange papery things called ‘books’…

Effect: For the rest of the turn, add 1 to the Attacks characteristic of this unit’s weapons.

Then, roll a dice. On a 4+, this unit has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
Elthwin’s Thorns
The soulpod grove in which Elthwin’s lamentiri was incubated was ransacked by ghouls and touched by maddening energies. Over time, the spirit-song that naturally envelops her fellow Sylvaneth has become torturously faint to Elthwin, and it is only the Arch-Revenant’s strength of will that has staved off insanity.
REGIMENT OF RENOWN
Elthwin’s Thorns
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION
  • 1 Gossamid Archers
  • 1 Arch-Revenant

BATTLE PROFILE

Points: 260

Your Shooting Phase
GOSSAMID CHAMPION: Elthwin directs her Gossamid kin to let fly volleys of suppressing shots.

Declare: Pick the Arch-Revenant in this Regiment of Renown to use this ability, the pick a visible enemy unit within 12" of them to be the target.

Effect: Until the start of your next turn, subtract X from charge rolls for the target, where X is the number of damage points allocated to the target this phase by shooting attacks made by the Gossamid Archers unit in the Regiment of Renown, to a maximum of 6.

Once Per Turn (Army), Your Shooting Phase
FLIGHT OF THE ZEPHYRSPITES: In their effort to reach Alarielle’s court and be healed, Elthwin’s Thorns are carried by swift and loyal Zephyrspites.

Effect: If both units in this Regiment of Renown are within each other’s combat range and neither unit is in combat, roll a dice. On a 3+, remove both units from the battlefield, then set them up again within each other’s combat range, wholly within 3" of a terrain feature and more than 9" from all enemy units.


REGIMENT OF RENOWN
Fjori’s Flamebearers
The duardin of Fjori’s Flamebearers are the last survivors of many magmaholds that once stood in the Adamantine Chain, now overrun by troggoths and Skaven. Fjori has galvanised them to search for new purpose – and like true sons of Grimnir they will take on any challenge, no matter how monstrous.
REGIMENT OF RENOWN
Fjori’s Flamebearers
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION
  • 1 Grimhold Exile
  • 1 Auric Hearthguard unit with 5 models
  • 1 Hearthguard Berzerkers with Flamestrike Poleaxes unit with 5 models
  • 1 Vulkite Berzerkers with Fyresteel Weapons unit with 10 models

BATTLE PROFILE

Points: 500

Passive
TOE TO TOE: The duardin who follow Fjori into battle do not back down from any foe, no matter the size.

Effect: Subtract 10 from the control scores of enemy MONSTERS while they are in combat with any units in this Regiment of Renown.

Passive
GRIMNIR’S DEFIANCE: For these vengeful Fyreslayers, the bigger the enemy, the better.

Effect: Units in this Regiment of Renown cannot be picked to be the target of RAMPAGE abilities used by enemy units.
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’).
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).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.

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


and others...
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
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.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

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).
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

The SACROSANCT CHAMBER and CAVALRY keywords are used in the following Stormcast Eternals warscrolls:

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.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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...
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.

The VANGUARD-PALLADORS keyword is used in the following Stormcast Eternals warscrolls:

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 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.
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).
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.
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.
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.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Stormcast Exemplar.

Infantry Hero
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.

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

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

15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.

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

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.

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

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 WARD keyword is used in the following Stormcast Eternals warscrolls:

Endless Spell
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 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a manifestation within 30" of them to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy manifestation on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the manifestation’s warscroll, it is banished and removed from play. You cannot pick the same manifestation as the target of this ability more than once per turn.
KEYWORDSBANISH

Universal Core Abilities - Movement Phase
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

Your Movement Phase
RUN: The unit rushes into position.

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

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

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

15.1 Coherency
Any time a unit is set up or ends a move, it must be in a single group. A unit is considered to be in a coherent group if each model in that unit is within coherency range, measured horizontally, of at least 1 other model in that unit (ignore differences in height between the two models).

For the majority of units, coherency range is 1/2", though some units (particularly those with large models with overhanging parts) have a longer coherency range noted on their warscroll for ease of play. While there are 7 or more models in a unit, that unit is considered to be in a coherent group if each model in that unit is within coherency range of at least 2 other models in that unit.

If it is not possible for a unit to end a move in a single coherent group, that move cannot be made.

  • After finishing a move, a unit must be in a single group.
  • Coherency range is 1/2" horizontally.
  • Each model must be within coherency range of a different model from the same unit.
  • While a unit has 7+ models, each model must be in coherency with 2 other models in the unit.
15.0 Movement
Some abilities allow a unit to move. When a unit moves, each model in that unit can move, one at a time, in the order chosen by that unit’s commander.

When a model moves, it can pivot and change direction as often as you like, but no part of that model’s base can move a greater total distance than the maximum allowed by the ability used. Models cannot move beyond the edge of the battlefield or through other models, and they can never end a move standing on top of another model (the base counts as part of the model).

A model’s base is assumed to remain parallel with the battlefield as it moves. If a model ends its move on an uneven surface, it must be able to stand up by itself with its base as close to parallel with the battlefield as possible (in other words, models cannot lie flat on the battlefield or lean against terrain to stop them from falling over).

This Grey Seer is using the ‘Normal Move’ ability to change its position on the battlefield. No part of that move can be within the combat range of the Liberators, so the Grey Seer has to stay outside the area marked in blue.

  • When moving a unit, move any number of models in that unit.
  • Each model can turn and pivot, but no part of its base can move farther than the maximum distance.
  • Units can move any distance up to the maximum specified in the ability.
  • Units must end their move in coherency.
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.
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within 1/2" of an enemy faction terrain feature as if it were a unit.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘Shoot’ Core abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.

The SACROSANCT CHAMBER and INFANTRY keywords are used in the following Stormcast Eternals warscrolls:

Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

23.0 Tokens
Tokens are not considered to be models for rules purposes and can be ignored or moved out of the way for purposes of visibility, coherency or abilities. They cannot be picked as the target of abilities. Their purpose is to indicate persisting effects on units they are placed next to. Each time a unit with a token finishes a move or is set up, place the token next to the unit.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.

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

The THE BLACKTALONS keyword is used in the following Stormcast Eternals warscrolls:

The THE BLACKTALONS keyword is used in the following Stormcast Eternals warscrolls:

Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with a frenzied vigour.

Used By: The unit using that ATTACK ability.

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability.
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On an unmodified chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

Your Movement Phase
SCIONS OF THE STORM: Upon blessed bolts of lightning do the Stormcast Eternals ride to war, the furious rumble of thunder heralding their arrival.

Declare: Pick a friendly STORMCAST ETERNALS unit that is in the Celestial Realm.

Effect: Set up that unit anywhere on the battlefield more than 9" from all enemy units.

The non-HERO RUINATION CHAMBER and INFANTRY keywords are used in the following Stormcast Eternals warscrolls:

1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.

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

1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

Reaction: Opponent declared an ATTACK ability
1
ALL-OUT DEFENCE: The soldiers close ranks to hold off an incoming attack.

Used By: A unit targeted by that ATTACK ability.

Effect: Add 1 to save rolls for that unit in this phase.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

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

3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

The STANDARD BEARER keyword is used in the following Stormcast Eternals warscrolls:

The VANGUARD-PALLADORS keyword is used in the following Stormcast Eternals warscrolls:

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.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.

The THE BLACKTALONS and HERO keywords are used in the following Stormcast Eternals warscrolls:

Passive
GUARDED HERO: The leader is shielded by their warriors, who close ranks around them to protect them from harm.

Effect: If this HERO is within the combat range of a friendly unit that is not a HERO:
  • Subtract 1 from hit rolls for shooting attacks that target this HERO.
  • If this HERO is INFANTRY, they cannot be picked as the target of shooting attacks made by units more than 12" from them.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

  • Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).

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
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Impassable
Models cannot move across, be set up on or end moves on any part of this terrain feature.

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


and others...

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

Endless Spell

The ENDLESS SPELL keyword is used in the following Stormcast Eternals warscrolls:

Endless Spell
Your Hero Phase
6
SUMMON DAIS ARCANUM: The wizard calls down a single bolt of lightning to strike the ground at their feet, leaving behind a perfect sigmarite disc for a chosen Stormcast to mount and be carried into the air.

Declare: If there is not a friendly Dais Arcanum on the battlefield, pick a friendly STORMCAST ETERNALS WIZARD to cast this spell, pick a friendly non-STORMCAST ETERNALS INFANTRY HERO that does not have Fly and is wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Set up a Dais Arcanum within ½" of the target, visible to the caster and not in combat. Then, remove the target from the battlefield and place it on the platform of that Dais Arcanum.
KEYWORDSSUMMON, SPELL
7.2 Banishing Manifestations
All WIZARDS and PRIESTS can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a manifestation within 30" of them to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy manifestation on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the manifestation’s warscroll, it is banished and removed from play. You cannot pick the same manifestation as the target of this ability more than once per turn.
KEYWORDSBANISH

3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
Army List

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