The Stormcast Eternals are mortal heroes that have been transformed into supernatural warriors in the forges of Azyr, each the embodiment of Sigmar’s storm. They are the God-King’s wrath made manifest, and they were created for one single purpose: outright war!
This page contains all of the rules you need to field your Stormcast Eternals miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:
Battletome: Stormcast Eternals
| Q: | Can I use the ‘Ruination Chamber’ ability to react to enemy abilities that target a friendly unit with that ability if that ability takes place outside of the regular turn sequence (e.g. a Deployment Phase ability)? |
| A: | Yes. |
| Q: | If I use the ‘Ruination Chamber’ ability to react to an ability that targets multiple units and/or has multiple effects (e.g. ‘Power Through’), and the roll is successful, should my opponent still resolve the parts of the ability that affect other units? |
| A: | Yes. The ‘Ruination Chamber’ ability only allows you to ignore the effect of that ability on that unit; it does not stop the effect from being resolved for other units. |
Stormcast Eternals armies can use the following abilities:
THE CELESTIAL REALM: In High Azyr, the Stormcast Eternals await their call to deliver retribution.
Declare: If there are more friendly
STORMCAST ETERNALS units on the battlefield than there are set up in reserve, pick a friendly
STORMCAST ETERNALS unit that has not been deployed.
Effect: Set up that unit in reserve
in the Celestial Realm. It has now been deployed.
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.
HEAVENS-SENT: More reinforcements are sent down from Azyr in their fellow warriors’ time of need.
Declare: Pick a friendly
non-UNIQUE STORMCAST ETERNALS INFANTRY or
CAVALRY unit that started the battle with 2 or more models and that has been destroyed to be the target.
Effect: Set up a
replacement unit with half the number of models from the target unit (rounding up) more than 9" from all enemy units.
THEIR FINEST HOUR: Stormcast Eternals are bastions of hope for the forces of Order. In times of desperate need, each fighter does what is necessary to keep their enemies at bay.
Declare: Pick a friendly
STORMCAST ETERNALS unit that has not used this ability this battle to use this ability.
Effect: For the rest of the turn, add 1 to
wound rolls for that unit’s
combat attacks and add 1 to
save rolls for that unit.
You can pick 1 of the following battle formations for a Stormcast Eternals army. Each battle formation grants a different ability you can use in the battle.
Sentinels of the Bleak Citadels
ANCIENT AURA: Storm-charged energy ebbs and flows around the warriors of the Ruination chamber, surrounding them in a scouring aura of power. Finding purchase with a weapon on these ancient heroes can be a difficult task for even the mightiest of mortal foes.
Declare: Pick a friendly
RUINATION CHAMBER unit.
Effect: That unit has
WARD (5+) for the rest of the turn.
Vanguard Wing
PEERLESS MANOEUVERS: These warriors are the precision weapon of the God-King, skilled at manipulating a battlefield in their favour by feinting from view and reappearing where they are needed most.
Declare: Pick a friendly
VANGUARD CHAMBER unit that did not use a
MOVE ability this turn and is not in combat.
Effect: Roll a dice. On a 3+, remove that unit from the battlefield and set it up again anywhere on the battlefield more than 9" from all enemy units.
Thunderhead Host
SYNCHRONISED STRIKES: The core of a Thunderhead Host is often made up of fighters from the Warrior chambers; having trained relentlessly with the sworn brethren of their Stormhost, they operate like a well-oiled cogfort.
Effect: Add 1 to
hit rolls for
combat attacks made by friendly
WARRIOR CHAMBER units while they are wholly within 12" of any friendly
NON-HERO NON-BEAST STORMCAST ETERNALS units that do not have the
WARRIOR CHAMBER keyword.
Lightning Echelon
ONCOMING STORM: First to the fight, the Lightning Echelon is akin to a spear-thrust into the heart of the enemy. Deployed only in times of great need, they smash into the foe’s vanguard with the force of an oncoming tempest.
Declare: Pick a friendly
EXTREMIS CHAMBER unit that
charged this turn.
Effect: Roll a dice. On a 3+, that unit has
STRIKE-FIRST for the rest of the turn.
Sacrosanct Convocation
CYCLE OF THE STORM: Masters of the Reforging process, the most experienced members of the Sacrosanct chambers can focus their power to restore mortally wounded comrades before they are called back to Azyr, allowing them to continue the fight at hand.
Declare: Pick a friendly
SACROSANCT CHAMBER unit that had models slain in this turn to be the target.
Effect: Return 1 slain model to the target unit.
Aspects of Azyr
HERO only
|
| SHOCK AND AWE | 0 |
| ENVOY OF THE HEAVENS | 20 |
| STAUNCH DEFENDER | 0 |
SHOCK AND AWE: When this warrior and their Stormcasts take to the field, their shining visages strike fear into the foe.
Effect: Each time this unit is set up using the ’
Scions of the Storm’ ability, subtract 1 from
hit rolls for attacks that target this unit for the rest of the battle round.
In addition, each time a friendly
STORMCAST ETERNALS unit is set up wholly within 12" of this unit using the ’Scions of the Storm’ ability, subtract 1 from hit rolls for attacks that target that unit for the rest of the battle round.
ENVOY OF THE HEAVENS: When a Stormcast Eternal is laid low, the light that carries the warrior’s soul back to Azyr invigorates those who fight on.
Declare: If a friendly
STORMCAST ETERNALS unit was destroyed in the previous turn, pick a
visible friendly
STORMCAST ETERNALS unit wholly within 12" of this unit to be the target.
Effect: The target has
WARD (5+) until the start of your next turn.
STAUNCH DEFENDER: To contest the sacred grounds of Sigmar is to invoke the almighty power of Azyr.
Effect: While this unit is
contesting an objective in friendly territory, add 3 to the
control scores of all friendly
STORMCAST ETERNALS units contesting that objective.
Stormforged Qualities
HERO only
|
| LEGENDARY TENACITY | 0 |
| HOUR OF GLORY | 0 |
| INTENSE PIETY | 0 |
LEGENDARY TENACITY: This hero might well be struck down, but there is little in the Mortal Realms that can stop them from rising again, bloodied but unbowed.
Effect: The first time this unit would be destroyed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then,
Heal (D3) this unit.
HOUR OF GLORY: This hero’s hour has come; their deeds will shatter the wicked, deliver the weak and protect the Mortal Realms themselves from any evil that would see them undone.
Effect: This unit can be picked to use the ‘
Their Finest Hour’ ability even if it has already used it this battle. In addition, when this unit is picked to use the ‘Their Finest Hour’ ability, add 5 to its
control score for the rest of the turn.
INTENSE PIETY: This hero’s intense and unwavering devotion to the Sigmar’s mission is one of such absolute focus that they can cause the followers of rival gods to hesitate and falter with a few well-chosen words or soul-piercing stare.
Declare: Pick a
visible enemy
PRIEST or
WIZARD within 18" of this unit to be the target.
Effect: Roll a dice. On a 3+, subtract 1 from
casting rolls and
chanting rolls for the target until the start of your next turn.
Artefacts of the Tempest
HERO only
|
| NULL PENDANT | 0 |
| QUICKSILVER DRAUGHT | 0 |
| MIRRORSHIELD | 0 |
NULL PENDANT: This dark amulet holds magic within that can sap the resolve of the enemy.
Declare: Pick an enemy unit in combat with this unit to be the target.
Effect: Subtract 5 from the target’s
control score for the rest of the turn.
QUICKSILVER DRAUGHT: This potion lends uncanny speed to the one who imbibes it.
Effect: This unit has
STRIKE-FIRST for the rest of the turn.
MIRRORSHIELD: This shield reflects the rays of Hysh in questing beams that seek out the eyes of enemy marksmen.
Effect: This unit cannot be targeted by
shooting attacks unless the attacking model is within 9" of it.
Relics of Sigmaron
HERO only
|
| BANNER OF SIGMAR | 0 |
| SIGIL OF MORRDA | 0 |
| BEACON OF AZYR | 0 |
BANNER OF SIGMAR: The hero unfurls a mighty banner and plunges its pommel into the earth with the force of a falling comet, where it stands upright and proud, declaring Sigmar’s reckoning to all who bear witness to its majesty.
Declare: Pick an
objective within 18" of this unit to be the target.
Effect: Until the start of your next turn, your opponent cannot
control the target objective while they have no units
contesting it.
SIGIL OF MORRDA: This sigil is one of the god Morrda, a death god that escaped Nagash’s purge of Shyish. Their power, perhaps not what it once was, is still potent and to be rightly feared.
Effect: Roll a dice. On a 3+, that command or
RAMPAGE ability has no effect, it still counts as having been used and any command points spent to use that ability are still lost.
BEACON OF AZYR: This beacon is brimming with the magic of the Celestial Realm. When unleashed, holy lightning surges forth, empowering a nearby Stormcast Eternal who is attuned to the tempest.
Declare: Pick a
visible friendly
STORMCAST ETERNALS WIZARD or
PRIEST wholly within 12" of this unit to be the target.
Effect: The next time this turn that the target uses a
PRAYER or
SPELL ability, instead of making a
casting roll or
chanting roll for them, you can use a value of 7 for the roll that cannot be modified. After that ability is resolved, if the target has any
ritual points, reset their ritual points total to 0.
Designer’s Note: Ritual points apply modifiers so cannot be used with this ability to increase the chanting roll to more than 7.
Artefacts of the Tempest
You can pick an artefact from this table instead of from other
Artefacts of Power tables available to this faction
HERO only
|
| PENNANT OF AZYRITE MAJESTY | 0 |
| BLADE OF THE SIX SMITHS | 0 |
| FRACTURED ASTRAL JEWEL | 0 |
PENNANT OF AZYRITE MAJESTY: This banner pulses with celestial energies; to look upon it is to beeitherempowered by or overwhelmed by the glory of Sigmar and the heavens.
Declare: Pick a
visible enemy unit within 18" of this unit to be the enemy target, then you can pick a friendly
STORMCAST ETERNALS unit wholly within 12" of this unit to be the friendly target.
Effect: Spend 1
rage dice. If your opponent’s
fury level is lower than yours, they must increase their
fury level by 1, to a maximum of 7.
Then, for the rest of the turn, while it is visible to this unit:
- Subtract 1 from casting rolls and chanting rolls for the enemy target.
- Add 1 to casting rolls and chanting rolls for the friendly target.
BLADE OF THE SIX SMITHS: Crafted by the demigod apprentices of the Great Maker, the strikes of this burnished weapon are truly potent.
Declare: Pick 1 of this unit’s non-
Companion melee weapons to be the target.
Effect: For the rest of the turn:
- Halve the Attacks characteristic of the target weapon (rounding up).
- Double the Damage characteristic of the target weapon.
- Attacks made with the target weapon score critical hits on unmodified hit rolls of 3+.
FRACTURED ASTRAL JEWEL: Touched by a spark from the Anvil of Apotheosis, this gem once released waves of fortifying energy. Now irreparably cracked, its aura has an antithetical effect.
Effect: If an ability would heal or
return any slain models to an enemy unit while it is within 6" of this unit, that ability does not heal any damage points or return any slain models to it.
Lore of the Storm
LIGHTNING BLAST: The wizard releases pent-up storm energy into the foe, the tang of ozone and the stench of charred flesh filling the air as their enemies are burned and blasted by crackling arcs of lightning.
Declare: Pick a friendly
STORMCAST ETERNALS WIZARD to cast this spell, then pick the closest
visible enemy unit to them that has not been picked to be the target of this ability this turn to be the target. If 2 or more visible enemy units are tied to be the closest, you can pick which is the target. Then, make a
casting roll of 2D6.
Effect: Inflict D3
mortal damage on the target.
THUNDERSHOCK: The wizard unleashes the power of Sigmar's storm as a wave of pure force, leaving the foe stunned and disoriented.
Declare: Pick a friendly
STORMCAST ETERNALS WIZARD to cast this spell, pick a
visible enemy unit within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: Subtract 1 from
wound rolls for the target’s attacks until the start of your next turn.
STARFALL: Gazing towards the heavens, the wizard hurls meteoric rain into the enemy's path, forcing them to turn an aggressive push into a cautious advance.
Declare: Pick a friendly
STORMCAST ETERNALS WIZARD to cast this spell, pick a
visible enemy
INFANTRY or
CAVALRY unit within 18" of them to be the target, then make a
casting roll of 2D6.
Effect: 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.
Manifestations of the Storm
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
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.
SUMMON CELESTIAN VORTEX: The wizard casts a pair of ensorcelled hammers into the air, which begin to spin. As the vortex gets more intense, the hammers multiply to form a maelstrom of skull-crushing force.
Declare: If there is not a friendly
Celestian Vortex on the battlefield, pick a friendly
STORMCAST ETERNALS WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up a
Celestian Vortex wholly within 18" of the caster and more than 9" from all enemy units.
SUMMON EVERBLAZE COMET: Reaching an arm to the heavens, the wizard calls down a pure comet of Azyrite energy that crashes into the foe’s ranks with devastating effect.
Declare: If there is not a friendly
Everblaze Comet on the battlefield, pick a friendly
STORMCAST ETERNALS WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up an
Everblaze Comet wholly within 18" of the caster.
Prayers of the Stormhosts
HEALING STORM: The priest calls down cleansing bolts from the sky, their invigorating energies closing even the most grievous wounds.
Declare: Pick a friendly
STORMCAST ETERNALS PRIEST to chant this prayer, pick a
visible friendly
STORMCAST ETERNALS unit wholly within 12" of them to be the target, then make a
chanting roll of D6.
Effect: Heal (D3) the target. If the chanting roll was 8+,
Heal (D3) each visible friendly Stormcast Eternals unit wholly within 12" of the chanter instead.
| KEYWORDS | PRAYER, UNLIMITED |
BLESS WEAPONS: The priest imbues the weapons of their brethren with the pure essence of the storm.
Declare: Pick a friendly
STORMCAST ETERNALS PRIEST to chant this prayer, pick a
visible friendly
STORMCAST ETERNALS INFANTRY unit wholly within 12" of them to be the target, then make a
chanting roll of D6.
Effect: Add 1 to the Attacks characteristic of the target’s melee weapons until the start of your next turn. If the chanting roll was 12+, this ability affects all visible friendly
STORMCAST ETERNALS units wholly within 12" of the chanter.
TRANSLOCATION: The priest summons bolts of lightning to transport nearby warriors across the battlefield.
Declare: Pick a friendly
STORMCAST ETERNALS PRIEST to chant this prayer, pick a
visible friendly
STORMCAST ETERNALS unit wholly within 12" of them to be the target, then make a
chanting roll of D6.
Effect: Remove the target from the battlefield and set it up again on the battlefield more than 9" from all enemy units. In addition, if the chanting roll was 8+, subtract 1 from
hit rolls for attacks that target that unit for the rest of the battle round.
Scars of War are unique
enhancements that can be given to non-
HERO non-
BEAST STORMCAST ETERNALS units.
A unit can only have 1 Scar of War.
|
| UNCAGED LIGHTNING | 0 |
| VETERANS OF AMBERSTONE WATCH | 0 |
| PYROTECHNIC SOULS | 0 |
UNCAGED LIGHTNING: The divine lightning wrought into these warriors’ forms has become unstable; it leaps forth from them unexpectedly, usually towards those who try to escape their wrath.
Effect: Each time an enemy unit
in combat with this unit moves or is removed from the battlefield, after that ability has been resolved, if that enemy unit is on the battlefield and not in combat with this unit, inflict D3
mortal damage on that enemy unit.
VETERANS OF AMBERSTONE WATCH: Practised at fighting cunning foes, these warriors ensure they always have the upper hand.
Effect: Enemy units do not have the
STRIKE-FIRST keyword while they are
in combat with this unit.
Designer’s Note: Enemy units that have STRIKE-LAST would still have STRIKE-LAST; they would not be treated as having neither STRIKE-FIRST nor STRIKE-LAST.
PYROTECHNIC SOULS: When these warriors discorporate, it makes for a spectacularly explosive display
Effect: When this unit is destroyed, gain 3
rage dice.
When you pick the Stormcast Eternals
faction for your army, you can choose for it to be an Astral Templars
Army of Renown. If you do so, use the faction rules on these pages instead of the Stormcast Eternals faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the
ASTRAL TEMPLARS keyword.
| | |
| ROSTER OPTIONS - Yndrasta, the Celestial Spear
- Hamilcar Bear-Eater
- Any number of VANGUARD CHAMBER units
- 1 NON-UNIQUE NON-VANGUARD CHAMBER STORMCAST ETERNALS unit for each friendly VANGUARD CHAMBER unit in your army
- You cannot include Regiments of Renown
- You cannot include faction terrain
| |
| | |
THRIVE ON THE ATTACK: Boisterous, courageous and hungry for great deeds, Astral Templars embody aggression.
Effect: Friendly
ASTRAL TEMPLARS units cannot use the '
All-out Defence' command. However, up to 2 friendly
ASTRAL TEMPLARS units can use the '
All-out Attack' command each phase.
LIVE OFF THE LAND: Hunters of the Astral Templars are skilled at striking, retreating to recover, and then striking once more.
Declare: Pick a friendly
ASTRAL TEMPLARS unit that is wholly within enemy territory and is not
in combat to be the target.
Effect: Heal (D3) the target.
HUNTER’S PROWESS: Astral Templars run their foes to the ground with the fervour of a hunting pack.
Effect: Each time you declare an
ATTACK ability for a friendly
ASTRAL TEMPLARS unit, you gain 1
hunter’s prowess point.
Each time a combat attack made by a friendly
ASTRAL TEMPLARS unit scores a
critical hit, you can spend 1
hunter’s prowess point. If you do so, inflict 1
mortal damage on the target after the
ATTACK ability has been resolved.
TENACIOUS TRACKERS: The Astral Templars are used to pursuing foes over great distances without pause.
Declare: Pick a friendly
ASTRAL TEMPLARS unit to be the target.
Effect: The next time you make a
run roll for the target this phase, roll 1 additional dice, to a maximum of 2.
HERO only
CHAMPION OF URSRICHT: This warrior is said to be of the blood of the bear, marked as one of his warrior champions.
Effect: Add 1 to the Damage characteristic of this unit’s melee weapons for attacks that target an enemy
HERO or
MONSTER.
HERO only
GODBEAST PLATE: This armour, quenched in the blood of the mightiest beasts, is proof against the claws of feral creatures.
Effect: If the unmodified
wound roll for an attack made with a
Companion weapon that targets this unit is a 1-3, the attack fails and the attack sequence ends.
WREATHED IN THE STORM: Calling on their band to the frozen floes of Andtor, the wizard summons a storm of slicing ice-shards.
Declare: Pick a friendly
ASTRAL TEMPLARS WIZARD to cast this spell, pick a
visible enemy unit within 18" of them to be the target, then make a
casting roll of 2D6.
Effect: Roll a dice for each model in the target unit. For each 6, inflict 1
mortal damage on the target.
STORM’S WRATH: The wizard transforms their allies into a flock of amber-feathered Ghurish kites, granting them swiftness and agility.
Declare: Pick a friendly
ASTRAL TEMPLARS WIZARD to cast this spell, pick a
visible friendly unit wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: Until the start of your next turn:
- Add 3 to the target’s Move characteristic.
- Subtract 1 from hit rolls and wound rolls for shooting attacks that target the target unit.
SPEED OF THE RIGHTEOUS: With a guttural and atavistic chants, the priest invokes the strength of their ursine totem-lord.
Declare: Pick a friendly
ASTRAL TEMPLARS PRIEST to chant this prayer, pick a
visible friendly
ASTRAL TEMPLARS unit wholly within 12" of them to be the target, then make a
chanting roll of D6.
Effect: Add 1 to
wound rolls for the target’s
combat attacks for the rest of the turn. If the chanting roll was 6+, you can pick up to 2 eligible units to be the targets instead of 1.
| KEYWORDS | PRAYER, UNLIMITED |
SUMMON EVERBLAZE COMET: Reaching an arm to the heavens, the wizard calls down a comet of pure Azyrite energy that crashes into the foe's ranks with devastating effect.
Declare: Pick a friendly
ASTRAL TEMPLARS WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up an
Everblaze Comet wholly within 18" of the caster.
Army of Renown
When you pick the Stormcast Eternals
faction for your army, you can choose for it to be a Draconith Skywing
Army of Renown. If you do so, use the faction rules on these pages instead of the Stormcast Eternals faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the
DRACONITH SKYWING keyword.
SHIELDS OF THE WARDEN: Ionus often goes into battle accompanied by an elite band of Stormdrake Guard whose sole duty is to protect their commander.
Effect: While any friendly
Stormdrake Guard units are within a friendly
Ionus Cryptborn’s
combat range:
- That friendly Ionus Cryptborn has WARD (4+).
- Each time you make a successful ward roll for that friendly Ionus Cryptborn, allocate 1 damage point to a friendly Stormdrake Guard unit within its combat range after the damage sequence for that friendly Ionus Cryptborn has been resolved (ward rolls cannot be made for those damage points).
THUNDEROUS ROAR: A deafening roar is unleashed, drowning out the din of battle momentarily and melting the resolve of even the most stalwart foes.
Declare: Pick a friendly
DRACONITH SKYWING MONSTER that has not used any
RAMPAGE abilities this turn to use this ability. Then, pick up to 3 enemy units in combat with it to be the targets.
Effect: Roll a dice for each target. On a 3+, subtract 5 from that target’s
control score for the rest of the turn.
EXEMPLARS OF FURY: The leaders of the Skywings urge their scaled companions to strike with devastating force, their bloody assault an inspiration to all who witness it.
Effect: Add 1 to the Attacks characteristic of
Companion weapons used by friendly
DRACONITH SKYWING HEROES while they are within 6" of 2 or more friendly
Stormdrake Guard units.
AETHERIC CYCLONE: The mighty Draconith whips its wings to create a ferocious squall that buffets the enemy lines, driving them to their knees.
Declare: Pick a friendly
DRACONITH SKYWING MONSTER that has not used any
RAMPAGE abilities this turn to use this ability. Then, pick an enemy unit in combat with it to be the target.
Effect: Roll a dice. On a 3+, subtract 1 from
wound rolls for the target’s attacks for the rest of the turn.
HERO only
FEARLESS FLIERS: Such is the bond between this rider and their mount that they can perform the most graceful aerial manoeuvres in order to close the distance on their prey.
Effect: If this unit is not in combat, it can immediately make a D6" move and can end that move in combat.
HERO only
CELESTIUM ENSIGN: The sight of this ancient heirloom spurs Draconith to draw upon hidden reserves of strength.
Effect: Heal (3) each friendly
DRACONITH SKYWING unit wholly within 12" of this unit.
REGAL AUTHORITY: Halos of lightning surround the wizard’s allies, casting them as resplendent and terrifying paragons of war.
Declare: Pick a friendly
DRACONITH SKYWING WIZARD to cast this spell, pick a
visible friendly
DRACONITH SKYWING unit wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: Add 5 to the target’s
control score for the rest of the turn.
SIGMAR’S GRACE: Shafts of golden light burst through the clouds to heal Sigmar’s wounded.
Declare: Pick a friendly
DRACONITH SKYWING PRIEST to chant this prayer, pick a friendly
DRACONITH SKYWING unit wholly within 12" of them to be the target, then make a
chanting roll of D6.
Effect: Heal (D3) the target. If the chanting roll was 8+,
HEAL (2D3) the target instead.
| KEYWORDS | PRAYER, UNLIMITED |
SANCTIFICATION: Holy energies radiate from the cleric, disrupting the works of spellcasters who bear hostile intent.
Declare: Pick a friendly
DRACONITH SKYWING PRIEST to chant this prayer, then make a
chanting roll of D6.
Effect: Until the start of your next turn, subtract 1 from
casting rolls for enemy
WIZARDS while they are within 30" of the chanter. If the chanting roll was 12+, subtract 1 from casting rolls for enemy
WIZARDS for the rest of the battle and friendly
PRIESTS cannot use this ability again for the rest of the battle.
SUMMON EVERBLAZE COMET: Reaching an arm to the heavens, the wizard calls down a comet of pure Azyrite energy that crashes into the foe’s ranks with devastating effect.
Declare: If there is not a friendly
Everblaze Comet on the battlefield, pick a friendly
DRACONITH SKYWING WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up an
Everblaze Comet wholly within 18" of the caster.
Army of Renown
When you pick the Stormcast Eternals
faction for your army, you can choose for it to be a Heroes of the First-Forged
Army of Renown. If you do so, use the faction rules on these pages instead of the Stormcast Eternals faction rules. Every unit in your army must be drawn from the units listed in the roster options box opposite. All units in your army gain the
FIRST-FORGED keyword.
THE CELESTIAL REALM: In High Azyr, the Stormcast Eternals await their call to deliver retribution.
Declare: If there are more friendly
STORMCAST ETERNALS units on the battlefield than there are set up in reserve, pick a friendly
STORMCAST ETERNALS unit that has not been deployed.
Effect: Set up that unit in reserve
in the Celestial Realm. It has now been deployed.
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.
PUNCH THROUGH: Like a plated fist, the warriors of the First-Forged drive deep into the enemy's ranks, smashing aside those in their path.
Declare: Pick a friendly
INFANTRY unit in combat that has not charged this turn to use this ability.
Effect: That unit can immediately use the ’
Charge’ ability and can move through enemy models when it does so.
SUMMON THE STORM: With a voice of booming thunder, Bastian can call forth his warriors, bringing them down in the heart of the enemy army.
Declare: If a friendly
Bastian Carthalos is on the battlefield and was not set up this turn, you can pick a friendly Stormcast Eternals unit that is
in the Celestial Realm.
Effect: Set up that unit wholly within 6" of a friendly
Bastian Carthalos and more than 3" from all enemy units. If the target is a unit of
Annihilators or
Annihilators with Meteoric Grandhammers, for the rest of the turn, the target counts as having used the ’
Scions of the Storm’ ability for the purposes of the ’Blazing Impact’ ability.
HERO only
THEGN OF BELLICOS: In their mortal life, this warrior fought alongside Bastian at the Battle of Burning Skies and still does so after their Reforging.
Effect: Add 1 to the Attacks characteristic of this unit’s melee weapons while it is wholly within 6" of a friendly
Bastian Carthalos.
HERO only
SHIELD OF SKJORDAMAR: Said to have been forged with a sliver of the Great Bolt Skjordamar, this shield delivers a blast of celestial energy that can banish the corruption spread by malign magics.
Declare: Pick an enemy unit in combat with this unit to be the target.
Effect: Roll a dice. On a 4+,
ward rolls cannot be made for the target for the rest of the battle.
WREATHED IN THE STORM: Lightning ripples across the armour of these warriors, delivering a lethal shock to enemies who approach them.
Declare: Pick a friendly
FIRST-FORGED WIZARD to cast this spell, pick a
visible friendly
STORMCAST ETERNALS unit wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: For the rest of the turn, each time you make an unmodified
save roll of 6 for a combat attack that targets the target unit, inflict 1
mortal damage on the attacking unit after the
FIGHT ability has been resolved.
STORM’S WRATH: The mage calls down a barrage of colossal lightning blasts that boom across the battlefield, blasting to ash clusters of the foe.
Declare: Pick a friendly
FIRST-FORGED WIZARD to cast this spell, pick up to 3
visible enemy units within 9" of them to be the targets, then make a
casting roll of 2D6.
Effect: Inflict D3
mortal damage on each target.
SPEED OF THE RIGHTEOUS: The warrior-priest calls upon Sigmar to speed their brethren with the winds aetheric so that they might enact his judgement with greater haste.
Declare: Pick a friendly
FIRST-FORGED PRIEST to chant this prayer, pick a
visible friendly
STORMCAST ETERNALS unit wholly within 12" of them to be a target, then make a
chanting roll of D6.
Effect: Add 2" to the Move characteristic of the target for the rest of the turn. If the chanting roll was 6+, you can pick another eligible unit to be a second target.
| KEYWORDS | PRAYER, UNLIMITED |
SUMMON EVERBLAZE COMET: Reaching an arm to the heavens, the wizard calls down a comet of pure Azyrite energy that crashes into the foe's ranks with devastating effect.
Declare: If there is not a friendly
Everblaze Comet on the battlefield, pick a friendly
FIRST-FORGED WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up an
Everblaze Comet wholly within 18" of the caster.
Army of Renown
When you pick the Stormcast Eternals
faction for your army, you can choose for it to be a Ruination Brotherhood
Army of Renown. If you do so, use the faction rules on these pages instead of the Stormcast Eternals faction rules. Every unit in your army must be drawn from the units listed in the roster options box opposite. All units in your army gain the
RUINATION BROTHERHOOD keyword.
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| ROSTER OPTIONS - Iridan the Witness (this unit gains the WARMASTER keyword, must be included and must be your general)
- Any RUINATION CHAMBER units
- Liberators
- Knight-Questors
- Any other non-HERO WARRIOR CHAMBER units
- You cannot include Regiments of Renown
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ANCIENT AURA: Storm-charged energy ebbs and flows around the warriors of the Ruination chambers, surrounding them in a scouring aura of power. Finding purchase with a weapon on these ancient heroes can be a difficult task for even the mightiest of mortal foes.
Declare: Pick a friendly
RUINATION CHAMBER unit.
Effect: That unit has
WARD (5+) for the rest of the turn.
TEMPER THE FLAW: The warriors of the Ruination chambers must be shepherded by the mentors of the Bleak Citadels, else they risk losing what little remains of their soul.
Declare: You must use this ability at the end of each turn. Each friendly
non-HERO RUINATION CHAMBER unit that used a
FIGHT ability this turn is a target.
Effect: For each target, pick 1 of the following effects:
- Guided: If the target is wholly within 12" of any friendly RUINATION CHAMBER HEROES, return 1 slain model to it.
- Tormented: If the target is not wholly within 12" of any friendly RUINATIONS CHAMBER HEROES, it becomes tormented until the end of the next turn. While a unit is tormented, add 1 to the Attacks characteristic of its melee weapons but it cannot contest objectives or use commands.
HALLOWED PRESENCE: While fighting alongside the Ruination chambers, those of the Warrior chambers are granted a measure of the incorruptible nature of their solemn brethren.
Effect: While friendly
non-WARRIOR CHAMBER units are wholly within 12" of any friendly
RUINATION CHAMBER units, those friendly
WARRIOR CHAMBER units have
WARD (6+).
ENTROPIC SCREECH: Cocking its head back, the Morrgryph unleashes a soul-piercing screech that causes foes to wither and collapse under its necrotic onslaught.
Declare: Pick a friendly
RUINATION CHAMBER MONSTER that has not used any
RAMPAGE abilities this turn to use this ability. Then, pick up to 3 enemy units in combat with 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. The unit using this ability cannot use any more
RAMPAGE abilities for the rest of the turn.
HERO only
CORVEN LORD: The souls of those who lead the Ruination chambers are anathema to malign influence.
Effect: If this unit has the ’Ruination Chamber’, ability, it can use that ability once per turn regardless of whether another friendly unit has used it during the same turn.
HERO only
HALLOWED SCROLLS: Parchments inscribed with Sigmarite blessings adorn this warrior's armour.
Effect: If this unit is
INFANTRY, it has
WARD (5+). Otherwise, it has
WARD (6+).
MORRDA’S EMBRACE: Sinister shadows converge above the priest's head before enveloping a foe in a deadly embrace.
Declare: Pick a friendly
RUINATION BROTHERHOOD PRIEST to chant this prayer, pick a
visible enemy unit within 18" of them to be the target, then make a
chanting roll of D6.
Effect: Roll a dice. If the roll exceeds the target’s Health characteristic, 1 model in the target unit is slain. If the chanting roll was 10+, roll 2D6 instead.
| KEYWORDS | PRAYER, UNLIMITED |
MURDEROUS FLOCK: A flight of phantasmal ravens is summoned from the darkened skies, diving down into the enemy's ranks to peck out eyes and pierce throats.
Declare: Pick a friendly
RUINATION BROTHERHOOD PRIEST to chant this prayer, pick a
visible enemy unit within 12" of them to be the target, then make a
chanting roll of D6.
Effect: Roll a dice for each model in the target unit. For each 5+, inflict 1
mortal damage on the target unit. If the chanting roll was 10+, inflict 1 mortal damage on the target unit for each 4+ instead.
RAVEN’S FLIGHT: Wings of jet black frame the priest as they summon a chill wind that speeds their allies.
Declare: Pick a friendly
RUINATION BROTHERHOOD PRIEST to chant this prayer, pick a
visible friendly unit wholly within 12" of them to be the target, then make a
chanting roll of D6.
Effect: Add 2" to the target’s Move characteristic for the rest of the turn. If the chanting roll was 8+, in addition, for the rest of the turn, the target can use
CHARGE abilities even if they have used a
RUN ability in the same turn.
Here, you will find additional rules to use with a Stormcast Eternals army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts; the Anvil of Apotheosis and Paths for Stormcast Eternals units.
The Anvil of Apotheosis
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| Your Hero's WarscrollYou can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details. | |
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| The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted.
After the Anvil of Apotheosis, you will find 2 Paths for Stormcast Ethernals units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Ascension in the Core Book). | |
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Step 1 - Set a Destiny Point Limit
The Anvil of Apotheosis uses a currency called destiny points. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your hero, what type of hero they will be and what their battle profile points cost will be. Pick 1 of the following:
| HERO TYPE | DESTINY POINT LIMIT | BATTLE PROFILE POINTS COST | | Stormcast Eternals Knight | 10 | 150 | | Stormcast Eternals Templar | 30 | 250 | | Stormcast Eternals Lord | 50 | 350 |
|
Over the next few steps, you will pick options for your hero. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.
To begin with, your hero has the following warscroll:
| HERO, INFANTRY |
| ORDER, STORMCAST ETERNALS |
Step 3 - Choose a Chamber
You must pick 1 of the following Chambers for your hero to belong to:
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| Your hero gains the WARRIOR CHAMBER keyword and the following regiment options:
| Regiment Options | Any WARRIOR CHAMBER units |
|
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| Your hero gains the VANGUARD CHAMBER keyword and the following ability and regiment options:
VANGUARD CHAMBER: Through swiftness, guile and more than a hint of savagery, the warriors of the Vanguard chambers are able to outfight forces many rimes 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.
| Regiment Options | Any VANGUARD CHAMBER units |
|
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| Your hero gains the EXTREMIS CHAMBER keyword and the following ability and regiment options:
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 l his unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.
| Regiment Options | Any EXTREMIS CHAMBER units |
|
| |
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| Your hero gains the RUINATION CHAMBER keyword and the following ability and regiment options:
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.
| Regiment Options | Any RUINATION CHAMBER units |
|
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Step 4 - Pick Your Hero's Origin And/Or Flaw
You can pick up to 1
origin and up to 1
flaw for your hero. Each adds an ability to your hero’s warscroll. However, instead of costing
destiny points, flaws give you extra destiny points to spend elsewhere.
| | |
| OriginsTRIBAL WARLEADER: In their mortal life, this warrior rallied a dozen tribes under their banner to drive back the encroaching Chaos hordes.
Declare: Pick up to 2 other friendly units wholly within 12" of this unit to be the targets. Effect: For the rest of the turn, add 1 to charge rolls for this unit and the targets.
SNATCHED FROM THE GRAVE: For centuries, this warrior rested as a spirit deep in Shyish, before Sigmar called them to war and clad them in flesh and lightning. Theirs is an unsettling demeanour indeed.
Effect: Enemy units cannot use the ’ Rally’ command while they are within 18" of this unit.
FRESHLY FORGED: Only recently uplifted to the Stormhosts, this warrior is determined to prove themselves to their more storied brethren.
Effect: When this unit earns the Aspiring rank on its Path, it gets both the abilities for that rank instead of just one of them.
REDEEMED: Once in thrall to the Dark Gods, this warrior has been purified by Sigmar's Storm and is now a tireless adversary of corruption in all its forms.
Declare: Pick up to 2 other friendly units wholly within 12" of this unit to be the targets. Effect: Heal (D3) this unit and each target.
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| FlawsFRACTURED SOUL: The excruciating process of Reforging has taken its toll upon this warrior, and now they desperately clutch at what remains of their humanity.
Declare: This unit must use this ability at the end of each turn. Effect: Roll a dice. On a 4+, allocate l damage point to this unit (a ward roll cannot be made for that damage point).
FUELLED BY HATRED: This warrior cannot restrain their fury when faced by their ancestral enemies.
Effect: In each combat phase, if this unit is in combat and does not have STRIKE-LAST, after friendly units with STRIKE-FIRST have been picked to use a FIGHT ability, this unit must be the next friendly unit that is picked to use a FIGHT ability.
UNVANQUISHABLE PRIDE: This warrior is utterly convinced of tlieir own superiority and considers retreat a great dishonour.
Effect: This unit cannot use RETREAT abilities.
BRASH AND IMPULSIVE: When the enemy are in this warrior's sights, they show no restraint, even when it would be more tactically sound to fortify their position.
Effect: This unit cannot contest objectives.
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Step 5 - Choose a Battle Mount
You can pick up to l
Battle Mount for your hero. If your hero has the
EXTREMIS CHAMBER keyword, you must pick a Battle Mount for them.
| | |
| BATTLE MOUNTSNOBLE BEAST: There are many warbeasts employed by the Stormcast Eternals in battle, from Gryph-chargers to Dracoths - or even the rarely seen Dracolines.Add the following weapon to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Noble Beast's Claws Companion | 3 | 4+ | 3+ | 2 | 1 |
|
| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Noble Beast's Claws Companion | | 3 | 4+ | 3+ | 2 | 1 |
|
In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 10".
- Change the Health characteristic to 8.
- Replace the INFANTRY keyword with the CAVALRY keyword.
FLYING NOBLE BEAST: Some champions of the Stormcast Eternals take to battle upon a great winged beast such as a Draconith or Tauralon.Add the following weapon and ability to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Noble Beast's Claws Companion | 4 | 4+ | 2+ | 2 | 2 |
|
| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Flying Noble Beast's Claws Companion | | 4 | 4+ | 2+ | 2 | 2 |
|
In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 12".
- Change the Health characteristic to 12.
- Replace the INFANTRY keyword with the following keywords: MONSTER, <KY>FLY</KY>.
MIGHTY FLYING NOBLE BEAST: Some of the greatest leaders of the Stormcasts have bonded with an awe-inspiring creature such as a Stardrake or ominous Morrgryph.Add the following weapon and ability to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Mighty Flying Noble Beast's Claws Companion | 6 | 4+ | 2+ | 2 | 2 |
|
| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Mighty Flying Noble Beast's Claws Companion | | 6 | 4+ | 2+ | 2 | 2 |
|
BATTLE DAMAGEDEffect: While this unit has 10 or more damage points, the Attacks characteristic of its Mighty Flying Noble Beast's Claws is 4.
In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 12".
- Change the Health characteristic to 16.
- Change the Control characteristic to 5.
- Replace the INFANTRY keyword with the following keywords: MONSTER, FLY.
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Step 6 - Battle Mount Upgrades
If your hero has a Battle Mount, you can pick any number of
Battle Mount Upgrades for them. The same upgrade cannot be picked more than once.
| BATTLE MOUNT UPGRADES | | Upgrade | Effect | Swift
-2DP | CAVALRY only. Add 2" to your hero’s Move characteristic. | Stormblast
-3DP | Add the following ranged weapon to your hero’s warscroll. You cannot pick this upgrade if your hero has another Companion ranged weapon.
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Stormblast Crit (2 Hits), Companion | 10" | 1 | 3+ | 3+ | 2 | D3 |
|
| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Stormblast Crit (2 Hits), Companion | | 10" | 1 | 3+ | 3+ | 2 | D3 |
|
| Legendary Beast
-4DP | MONSTER only. Add 2 to your hero’s Health characteristic. | Rending Claws
-4DP | MONSTER only. Your hero’s Mighty Flying Noble Beast’s Claws or Flying Noble Beast’s Claws have a Damage characteristic of 3. | Fiery Breath
-5DP | Add the following ranged weapon to your hero’s war scroll. You cannot pick this upgrade if your hero has another Companion ranged weapon.
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Fiery Breath Shoot in Combat, Companion | 10" | 4 | 2+ | 3+ | 2 | 1 |
|
| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Fiery Breath Shoot in Combat, Companion | | 10" | 4 | 2+ | 3+ | 2 | 1 |
|
| Mighty Roar
-5DP | MONSTER only. Add the following ability to your hero’s warscroll. You cannot pick this upgrade if your hero has another RAMPAGE ability.
MIGHTY ROAR: The ground trembles as a mighty roar is loosed by the hero's mount, drowning out the din of battle for a few moments and leaving the foe stunned .
Declare: Pick up to 3 enemy units in combat with this unit to be the targets. Effect: Roll a dice for each target. On a 4+, the target cannot use commands for the rest of the turn.
| Titanic Duel
-5DP | MONSTER only. Add the following ability to your hero’s warscroll. You cannot pick this upgrade if your hero has another RAMPAGE ability.
TITANIC DUEL: In a colossal display of strength, the noble beast grapples with a monstrous enemy, eager to prove its dominance.
Effect: Roll a dice. On a 3+, add 1 to the Damage characteristic of this unit’s Companion melee weapons for attacks that target enemy MONSTERS for the rest of the turn.
|
|
Step 7 - Pick any Other Upgrades
Pick any number of other upgrades for your hero. The same upgrade cannol be picked more than once,
| Upgrade | Effect | Commanding Presence
-1DP | Add 1 to your hero's Control characteristic. | Fleet of Foot
-1DP | INFANTRY only. Add 1" to your hero’s Move characteristic. | Incredibly Tough
-2DP | INFANTRY only. Add 1 to your hero's Health characteristic . | Blessed Sigmarite
-2DP | Your hero has WARD (6+). | Masterful Warrior
-3DP | The Hit characteristic of your hero’s Warblade is 2+. | Preferred Enemy
-3DP | Your hero’s Warblade has Anti-X (+1 Rend), where X is 1 of the following keywords: INFANTRY, CAVALRY, MONSTER, WAR MACHINE, WIZARD or PRIEST. | Heavy Boltstorm Pistol
-3DP | Add the following ranged weapon to your hero’s warscroll. You cannot pick this upgrade if your hero has another non-Companion ranged weapon.
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Heavy Boltstorm Pistol Shoot in Combat | 12" | 4 | 3+ | 3+ | 1 | 1 |
|
| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Heavy Boltstorm Pistol Shoot in Combat | | 12" | 4 | 3+ | 3+ | 1 | 1 |
|
| Lancer
-4DP | CAVALRY or MONSTER only. Your hero’s Warblade has Charge (+1 Damage). | Relic Weapon
-4DP | Your hero’s Warblade has Crit (Mortal). | Radiant Wings
-4DP | INFANTRY only. Change your hero’s Move characteristic to 12" and your hero has <KY>FLY</KY>. | Loyal Companion
-4DP | INFANTRY only. Your hero has the following ability:
LOYAL COMPANION: From fiercely defiant Gryph-hounds to swift Aetherwings or the sombre Memorinns, many Knights and Lords of the Stormcast Eternals are joined in battle by a companion or retainer.
Effect: This unit’s Loyal Companion is a token. This unit has WARD (5+) while its Loyal Companion is on the battlefield. If you make an unmodified save roll of 1 for this unit, remove its Loyal Companion from the battlefield.
| Blade Master
-5DP | Add 2 to the Attacks characteristic of your hero’s Warblade. | Master of the Magical Arts
-6DP | Non-PRIEST only. Your hero is a WIZARD (1). If this unil is already a WIZARD, add 1 to casting rolls for this unit | Warrior-cleric
-6DP | Non-WIZARD only. Your hero is a PRIEST (1). If this unit is already a PRIEST, add 1 to chanting rolls for this unit. | Terminus Greatbow
-6DP | Add the following ranged weapon to your hero’s warscroll. You cannot pick this upgrade if your hero has another non-Companion ranged weapon.
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Terminus Grealbow | 18" | 3 | 3+ | 3+ | 2 | 3 |
|
| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Terminus Grealbow | | 18" | 3 | 3+ | 3+ | 2 | 3 |
|
|
|
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| Path of The Storm(STORMCAST ETHERNALS HERO only)
ASPIRING: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
INDOMITABLE SOUL: Reforging has only enhanced this warrior's exceptional toughness.
Effect: Add 1 to this unit’s Health characteristic.
STRENGTH OF THE TEMPEST: Their natural brawn means that this warrior hits harder than most.
Effect: Add 1 to wound rolls for this unit’s attacks.
ELITE: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
NOBLE DEFENDER: This warrior stands at the head of their brethren, inspiring them to stand firm.
Effect: For the rest of the turn, if a friendly STORMCAST ETERNALS unit wholly within 12" of this unit uses the ’ All-out Defence’ command, no command points are spent.
LIGHTNING-WREATHED WEAPONS: Raw Azyrite energy dances across the weapons of this hero, unleashing t/ie fury of the storm upon their enemies.
Effect: Thls unit’s melee weapons have Crit (Mortal).
MIGHTY: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
THE GOD-KING'S FAVOUR: lt is said this warrior has once entered the inner chambers of Sigmaron and knelt in the presence of the God-King. Now, they bear his blessing in battle.
Effect: This unit has WARD (5+).
CELESTIAL HALO: Crackling lightning arcs out at enemies who venture close to this warrior.
Declare: Pick up to 3 enemy units in combat with this unit to be targets. Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
LEGENDARY: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
BOLD TACTICIAN: This legendary warrior knows precisely when to signal the charge. For Sigmar!
Effect: Pick another friendly unit wholly within 12" of this unit to be the target. After the ’ Counter-charge’ command for this unit has been resolved, if this unit charged, the target can immediately use the ’Counter-charge’ command without any command points being spent.
SIGMAR'S JUDGEMENT: At a critical moment in the battle, this mighty warrior steps up to the challenge and brings the fury of the God-King to the battlefield.
Effect: This unit can use 2 FIGHT abilities this phase. After the first is used, however, the target has STRIKE-LAST for the rest of the turn.
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| Path of The Redeemer(non-HERO STORMCAST ETERNALS only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
HERALDS OF THE TEMPEST: These warriors are oft among the first to strike down upon the battlefield in bolts of holy lightning, and they waste no time in charging into the fray.
Effect: If this unit was set up on the battlefield using the ’ Scions of the Storm’ ability this turn, add 1 to charge rolls for this unit for the rest of the turn.
MIGHTY RECLAIMERS: With great fury, these warriors drive the enemy back from those lands that once fell within Sigmar's ancient empire.
Effect: Add 1 to hit rolls for combat attacks made by this unit that target an enemy unit that is contesting an objective.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
BLAZE OF GLORY: As these warriors are struck down, Sigmar's lightning wreaks devastation around them before they return to the heavens to be Reforged.
Effect: Each time a model in this unit is slain by a combat attack and that model was in combat with the attacking unit, roll a dice. For each 4+, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.
SPEED OF THE STORM: Like a flash of lightning, these warriors give their quarry no time to react as they race to deliver the God-King's vengeance.
Effect: Add 2" to the Move characteristic of this unit.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
BLESSED BY AZYR: These warriors exhibit a particular harmony with Azyrite magic and can draw upon its ambient energies to heal their wounds.
Effect: Heal (D3) this unit.
DEFENSIVE MASTERY: When these warriors resolve to stand firm, they form an unyielding line akin to the soaring mountain ranges of High Azyr.
Effect: For the rest of the turn, this unit has STRIKE-LAST and WARD (4+).
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
LIGHTNING-WREATHED WEAPONS: Raw Azyrite energy dances across the weapons of these warriors.
Effect: This unit’s melee weapons have Crit (Mortal).
INDOMITABLE SOULS: Reforging has only enhanced the exceptional toughness of these warriors.
Effect: Add 1 to this unit’s Health characteristic.
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Only when the hordes of Chaos threaten to choke all life from the realms does the God-King call upon the Vigilant Brotherhoods. These are elite formations led by Stormcasts of the Ruination chambers, warriors who have seen battle so many times and whose souls have been so eroded that they are close to pure vessels of Sigmar’s will. Though their lack of humanity renders them ruthless, they are nigh incorruptible, their sense of self too diminished for Chaos to find true purchase. This allows them to traverse lands that are so twisted that other warriors would soon wither or mutate upon entering them.
Each Vigilant Brotherhood is led by a Lord-Vigilant. These masterful commanders are hewn from centuries of service, and they tread the thin line between preserving humanity and achieving victory at all costs. Each is chosen by their Gryph-stalker mount, creatures born under the waxing of the fell moon Dharroth and that can detect which Stormcast souls are most resistant to entropy. Swooping above them come Prosecutors wielding flaming sigmarite spears. Though each is an exemplar of Sigmar’s creed, their exposure to the Cursed Skies has transformed them into shells of their former selves, leading them to pursue the eradication of Chaos at the expense of all else. A Lord-Veritant always accompanies each Vigilant Brotherhood, keeping watch over the state of their comrades’ fading identities whilst adding their considerable might to the force. The final element of the Brotherhood is a core of Liberators, unyielding champions of order who have perished again and again in defence of the Mortal Realms.
| | |
| This Spearhead army consists of the following units:
General - Lord-Vigilant on Gryph‑stalker
Units - 1 Lord-Veritant
- 3 Prosecutors
- 5 Liberators
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HOLY ORDERS
In the years before the Age of Sigmar began, the Stormcast Eternals honed their martial skills and tactical prowess in High Azyr, readying themselves to retake the Mortal Realms. They have fought ever since.
During the battle, you can use the following abilities:
SHIELD OF AZYR: Roaring oaths to Sigmar, these warriors are surrounded by an aura of divine protection.
Declare: Pick a friendly unit.
Effect: Until the start of your next turn, that unit has
WARD (5+).
STORM CHARGE: These warriors are driven forward by their faith, ever eager to bring Sigmar’s holy retribution to his enemies.
Declare: Pick a friendly unit that is not
in combat.
Effect: That unit can use
CHARGE abilities this turn even if it used a
RUN ability in the same turn.
Pick 1 of the following regiment abilities.
STRIKE WHERE NEEDED: Though often outnumbered by their foes, the Stormcast Eternals are accustomed to fighting on many fronts and focusing their efforts where they will have the greatest impact.
Used By: The unit using that
RETREAT ability
Effect: No
mortal damage is inflicted on that unit by that
RETREAT ability. In addition, that unit can still use
CHARGE abilities this turn even though it used a
RETREAT ability.
BLAZE OF GLORY: As these warriors are struck down, Sigmar’s holy lightning wreaks devastation around them before they are called back to the heavens to be Reforged.
Declare: Pick a friendly unit that is
in combat.
Effect: Until the end of the phase, each time a model in that unit is slain, make a vengeance roll of D6. On a 4+, inflict 1
mortal damage on an enemy unit in combat with that unit.
Give your general 1 of the following enhancements.
HALLOWED SCROLLS: Sacred parchments inscribed with Sigmarite blessings adorn this warrior.
Effect: Your general has
WARD (5+).
QUICKSILVER DRAUGHT: This potion lends uncanny speed to the one who imbibes it.
Effect: Your general has
STRIKE-FIRST this phase.
MORRDA'S TALON: Enemies of the God-King know this weapon by name and fear its keen blade.
Effect: Your general’s
Hallowed Greataxe has
Crit (Mortal).
NULL PENDANT: This dark amulet holds magic within that can sap the resolve of the enemy.
Declare: Roll a dice for each enemy unit
contesting the same
objective as your general.
Effect: On a 2+, subtract the roll from the
control score of that enemy unit this turn.
| | |
| The Lord-Vigilants are the steadfast commanders of the Ruination chambers. They wield not only hallowed greataxes but also centuries of experience, leading the charge in the God-King’s name. Like the rest of their chamber, they struggle to maintain their memories and empathy, though the Gryphstalker mounts ridden by the Lord-Vigilants are rumoured to slow the degradation of their souls. This allows them to strike a careful balance as merciless fighters and shrewd commanders. Their ability to read the tides of battle borders on the prophetic. They use this to great effect in order to deliver the judgement of the God-King, spurring their troops to redouble their efforts against key enemy strongpoints even as they ride hard into the foe. | |
| | |
| Hallowed Greataxe |
| | Hallowed Greataxe | 5 | 3+ | 3+ | 2 | 2 |
| Gryph-stalker’s Beak and Talons [Companion] |
| | Gryph-stalker’s Beak and Talons Companion | 3 | 4+ | 3+ | 1 | 2 |
DELIVER JUDGEMENT: This warrior orders Sigmar’s wrath to be delivered unto their enemies.
Declare: Pick a friendly non-
HERO 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 phase.
PLAN THE ATTACK: With honed tactical skill, the Lord-Vigilant orders a vital position to be taken.
Declare: Pick an
objective you do not
control.
Effect: For the rest of the turn, add 1 to
hit rolls for
combat attacks made by friendly units that target enemy units
contesting that objective.
| | |
| Countless tyrants have fallen to the Liberators. These staunch souls are the most famed warriors of the Redeemer conclaves; whether forming implacable shieldwalls to defend key strongpoints or expertly wielding paired weapons, they are undeniably the soul of their Stormhost made manifest. The iconic line infantry of the Stormcast Eternals, Liberators are depicted in a thousand statues and tapestries, their hammers raised and their Masks Impassive staring down with intimidating intensity. Their appearance has brought hope to countless struggling townships and beleaguered defenders across the realms. | |
| | |
| Warhammer [Crit (Mortal)] |
| | Warhammer Crit (Mortal) | 2 | 3+ | 3+ | 1 | 1 |
| Grandhammer [Crit (Mortal)] |
| | Grandhammer Crit (Mortal) | 2 | 3+ | 3+ | 1 | 2 |
This unit has 4 Liberators armed with a Warhammer and 1 Liberator armed with a Grandhammer.
STALWART DEFENDERS: Liberators fiercely guard the lands brought into Sigmar’s domain.
Effect: Add 3 to this unit’s
control score while it
contests an
objective wholly within friendly territory.
| | |
| Long have the Lord-Veritants been known as the witchfinders of the realms, their bright fires allowing them to judge the spiritual state of mortals – and, in the heat of battle, send forth a blast of cleansing flame into the foe. Those who serve in the Ruination chambers look not only for corruption of the soul but also any kind of spiritual void. Blindfolded to better focus the spirit-sight with which they scry the souls of friend and foe, they are daunting figures known for their lack of mercy. At their feet bound faithful Gryph‑crows, creatures drawn to condemned beings. | |
| | |
| Staff of Abjuration |
| | Staff of Abjuration | 1 | 3+ | 3+ | 1 | 3 |
| Judgement Blade [Anti-WIZARD (+1 Rend), Anti-PRIEST (+1 Rend)] |
| | Judgement Blade Anti-WIZARD (+1 Rend), Anti-PRIEST (+1 Rend) | 3 | 3+ | 3+ | 1 | D3 |
SENSE UNHOLY SORCERY: Gryph-crows are sensitive to spiritual corruption and immediately alert their masters whenever unholy energies are nearby.
Effect: This unit’s
Gryph-crow is a
token. This unit has
WARD (5+) while its
Gryph-crow is on the battlefield.
If you make an unmodified
ward roll of 1 for this unit, remove its
Gryph-crow from the battlefield.
CLEANSING FIRES: Erupting forth from the Lord-Veritant’s brazier, a torrent of holy fire engulfs the enemy.
Declare: Pick a
visible enemy unit within 12" of this unit to be the target, then make a
chanting roll of D6.
Effect: On a 3+, roll a dice for each model in the target unit. For each 5+, inflict 1
mortal damage on the target unit.
| | |
| Though the Prosecutors once shone with the light of Azyr, Be’lakor’s fell rituals forced a great many of them to share the skies with billowing clouds of Chaos corruption. Whilst their unshakeable faith in the God-King has afforded them protection against the worst effects of the Cursed Skies, their exposure has left the majority of them hollow-eyed and eerily quiet. Each Reforging claims much more from these warriors than it does their kin. Now they swoop alongside the Ruination chambers, their crumbling souls watched closely by their Lord-Veritants. To see them vent their righteous fury in a death-defying, breakneck charge is to see something of the simmering anger within. | |
| | |
| Stormcall Javelin |
| | Stormcall Javelin | 10" | 1 | 3+ | 3+ | 1 | D3 |
| Stormcall Javelin |
| | Stormcall Javelin | | 3 | 3+ | 3+ | 1 | 1 |
SKIRMISHERS: These warriors fight in a dispersed formation.
Effect: This unit has a
coherency range of 2".
HERALDS OF RIGHTEOUSNESS: Prosecutors speed across the battlefield in blurs of light.
Effect: When you make a
charge roll for this unit, roll 1 additional dice.
| INFANTRY, FLY, REINFORCEMENTS |
The warriors under Yndrasta’s command ensure that the enemy overextend themselves before the killing strike is dealt. That deadly blow is almost always struck by Sigmar’s Huntress herself. It is her spear that plunges into the heart of the enemy’s most monstrous champion, and it is her hand that raises their decapitated head to the skies to the thunder of Sigmar’s approval.
Yndrasta is one of Sigmar’s mightiest champions, her role to hunt down the deadliest and most evil of foes. Her Spearhead formation works in two distinct elements. The first is based around a small force of Vanquishers that strike from the heavens in a blinding column of lightning. At their head, a Knight-Vexillor raises a magical Banner of Apotheosis to heal any wounds they suffer, while a Stormstrike Chariot adds some serious punch to their charge. When the foe musters a counter-attack, its commanders and warbeasts seeking to overrun the Stormcast Eternals infantry, the second part of this dual assault descends in a blaze of force. Here the Annihilators are in their element, their meteoric charge crushing all but the most formidable foes. Yndrasta, waiting for the foe to reveal their hand, is often the last to strike – and when she does so, she is quite capable of slaying even a rampaging gargant with a series of pinpoint spear-thrusts.
| | |
| This Spearhead army consists of the following units:
General - Yndrasta, the Celestial Spear
Units - 1 Knight-Vexillor
- 3 Annihilators
- 5 Vanquishers
- 5 Vanquishers
- Stormstrike Chariot
| |
| | |
SCIONS OF THE STORM
Upon blessed bolts of lightning do the Stormcast Eternals ride to war, the furious rumble of thunder heralding their arrival.
Yndrasta and your
Annihilators unit are not
set up during
the deployment phase. Instead, from the third battle round onwards, they can use the following ability:
LIGHTNING-STRIKE ARRIVAL: With a clap of thunder, Yndrasta and her allies strike down onto the battlefield.
Effect: Set up this unit anywhere on the battlefield more than 6" from all enemy units.
Pick 1 of the following regiment abilities.
DEFEND TO THE LAST: These fearless warriors refuse to fall until their task is completed.
Effect: Friendly units have
WARD (6+) while they are
contesting an objective you
control.
DRIVE THEM BACK: Not an inch is given to the enemies of Sigmar.
Declare: Pick any number of friendly units that are both
contesting an objective and
in combat.
Effect: Each of those units can make a
pile-in move. For each unit that did so, pick an enemy unit within 1" of it and roll a dice. On a 4+, inflict 1
mortal damage on that enemy unit.
Give your general 1 of the following enhancements.
THE PRIME HUNTRESS: Yndrasta relishes hunting the mightiest and most terrifying quarry.
Effect: The Damage characteristic of
Thengavar (Yndrasta’s spear) is 2D6 for attacks that target a
MONSTER.
DAZZLING RADIANCE: Yndrasta’s god-touched brilliance can call stranded Stormcast souls into the fray once more.
Declare: Pick your general to use this ability if they were
set up this phase.
Effect: You can return 1
slain model to each friendly unit wholly within 12" of your general.
STRIKE WITH THE TEMPEST'S RAGE: Yndrasta’s enemies know that to catch her gaze is to be marked for annihilation.
Effect: Your general has
STRIKE-FIRST if they
charged in the same turn.
HAWK OF THE CELESTIAL SKIES: The sight of Yndrasta’s seraphic form inspires her warriors with immeasurable resolve.
Effect: Until the end of the phase, add 1 to
hit rolls for attacks made by friendly units while they are wholly within 12" of your general.
| | |
| Yndrasta is Sigmar’s Huntress. Her spear, Thengavar, is steel-sister to the God-King’s own legendary polearm; when hurled, it seeks out her prey, piercing its monstrous heart before returning to Yndrasta’s grip. There are those who whisper that lifetimes of battle have hollowed out Yndrasta’s soul and replaced it with pitiless starfire, her divine aura so intense it can protect her even from the emanations of Chaos. Even other Stormcasts mutter a prayer as she hunts the deadliest prey in the realms, for her transformation into an unfeeling instrument of vengeance sparks unease. Yet she remains one of Sigmar’s greatest champions, and her might is questioned by none. | |
| | |
| Thengavar [Shoot in Combat] |
| | Thengavar Shoot in Combat | 12" | 1 | 3+ | 2+ | 2 | 4 |
| Blade of the High Heavens |
| | Blade of the High Heavens | | 5 | 3+ | 3+ | 2 | 3 |
CHAMPION OF SIGMAR: Forged by Sigmar’s own hand, Yndrasta is protected by a divine aura so potent that swords and arrows simply rebound off her.
Effect: This unit has
WARD (5+) this phase.
| HERO, FLY, WARD (6+), INFANTRY |
| | |
| Stormstrike Chariots are potent linebreakers. When the clarion call to attack sounds, they thunder across even the most rugged terrain, with the archer in their carriage sending killing shafts from their great stormbow as they come. The chariot’s most devastating weapon, however, is its charge. As the charioteers build up speed, they draw the energies of Azyr to themselves until a crackling aurora surrounds them. Upon impact into the enemy lines, the Stormcasts unleash this energy in thunderous blasts even as they strike out with axe and blade. | |
| | |
| Great Stormbow |
| | Great Stormbow | 18" | 2 | 3+ | 3+ | 1 | 1 |
| Stormstrike Axe |
| | Stormstrike Axe | | 3 | 3+ | 3+ | 1 | 1 |
| Gryph-chargers’ Beaks and Claws [Companion] |
| | Gryph-chargers’ Beaks and Claws Companion | | 6 | 4+ | 3+ | 1 | 1 |
AZYR UNLEASHED: The impact of a Stormstrike Chariot on the charge can obliterate even the most durable of shieldwalls.
Declare: If this unit
charged this phase, pick an enemy unit within 1" of it to be the target and roll a dice.
Effect: On a 2+, inflict D3
mortal damage on the target.
| | |
| The Knight-Vexillors are warriors of unshakeable will, proving themselves so many times that they have been entrusted with the sacred standards of Azyr. These relics, woven from star-silk by Sigmarite saints, have the power to restore the forms of those who have undergone Reforging. | |
| | |
| Sigmarite Warblade |
| | Sigmarite Warblade | 4 | 3+ | 3+ | 1 | 2 |
BANNER OF THE REFORGED: When a Banner of Apotheosis is planted, its energies heal flesh and restore armour.
Declare: Pick a friendly unit wholly within 12" of this unit to be the target.
Effect: Heal (D3) the target. In addition, add 3 to that unit’s
control score until the start of your next turn.
| | |
| Vanquishers bear swords that incorporate shards of celestium, a mineral that radiates the power of foresight. This, combined with their expert bladecraft, makes them deadly fighters indeed. The more foes they face, the higher the toll they take. | |
| | |
| Celestial Greatsword |
| | Celestial Greatsword | 2 | 3+ | 3+ | 1 | 1 |
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.
| | |
| Clad in the thickest plate and wielding weaponry hewn from enchanted celestial rock, Annihilators shrug off bolts and arrows as they charge forward with meteoric force. Those struck by them are bowled over even as the death blows rain down to finish the job. | |
| | |
| Meteoric Hammer |
| | Meteoric Hammer | 3 | 3+ | 3+ | 1 | 2 |
FORCE OF A FALLING STAR: As Annihilators build up momentum, their charge turns the shockwave of their arrival into a deadly bludgeoning assault.
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 this turn.