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Artefacts Des Stormcast

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ARTEFACTS DES STORMCAST

One HERO in your army (+1 per additional Warscroll Battalion) may take a relic from the
following tables:

 Storm-Forged Weapons: Pick a weapon that is not used by a mount for one of the
following bonuses

1. Strife-ender: +1 attack for a melee weapon (+2 against a CHAOS unit).


2. Blade of Heroes: re-roll failed to hit rolls made with a melee weapon against HEROES
or MONSTERS.
3. Hammer of Might: wound rolls of 6+ cause double damage for a melee weapon.
4. Fang of Dracothian: re-roll wound rolls of 1 for a melee weapon.
5. Obsidian Blade: improve the rend characteristic of a melee weapon by 1.
6. Gift of the Six Smiths: pick a melee weapon, each turn you may re-roll one hit,
wound or damage roll for an attack made with this weapon.

 Heaven-Wrought Armour:

1. Armour of Destiny: A 6+ save after the save for an unsaved wound or mortal wound.
2. Armour of Silvered Sigmarite: -1 to hit for melee weapons directed at the HERO
3. Drakenscale Armour: Re-roll failed saves for this HERO against weapons with a
Damage characteristic greater than 1.
4. Mirrorshield: -2 to hit for missile weapons directed at this HERO.
5. Spellshield: This HERO may unbind a single spell in each enemy hero phase as if it
were a WIZARD, if the HERO is a WIZARD it may unbind 1 additional spell
6. Featherfoe Torc: Units which can fly must re-roll successful hit rolls for attacks
directed against this HERO.

 Artefacts Of The Tempest:

1. Talisman of Endurance: +1 wounds.


2. Obsidian Amulet: negate a spell used on this hero on a 4+, other units are affected as
normal.
3. Luckstone: Once per battle you can change the results of one hit, wound, damage or
save roll for this HERO to the result of your choice.
4. Seed of Rebirth: On a 4+ in each hero phase you heal 1 wound.
5. Sigmarite Pendant: When this hero is slain, cause D6 mortal wounds to the unit that
slew them on a 4+.
6. Quicksilver Draught: Once per battle this HERO may pile in and attack in the combat
phase before any other units, even if it is your opponent's turn.

 Treasured Standards: For heroes with the TOTEM keyword, AKA Knight-Vexillor

1. Hurricane Banner: This HERO and any friendly STORMCAST ETERNALS units within
12" can re-roll all rolls when running and charging.
2. Lichbone Standard: Friendly STORMCAST ETERNALS units wholly within 9" of this
HERO heal one wound in each of their hero phases.
3. Pennant of Sigmaron: If a friendly STORMCAST ETERNALS unit within 24" of this
HERO fails a battleshock test, on a 2+ only one model flees from that unit.

 Mystic Lights: For any hero with a lantern - Lord-Castellant, Lord-Veritant or Knight-
Azyros

1. Shriving Light: -1 to enemy bravery (-2 for CHAOS) within 6" of this hero.
2. Fury Brand: In the hero phase, give +1 to attacks for one weapon on a HERO within
6".
3. Lantern of the Tempest: Enemy units that direct missile attacks against friendly
STORMCAST ETERNALS units wholly within 12" of the bearer must re-roll hit rolls of
6+.

 Celestial Staves: For Lord-Arcanum or Knight-Incantor only

1. Staff of Focus: Once per battle, in your hero phase, the bearer can add 1 to casting
rolls for the bearer until the end of the phase. In addition, if the barer casts a spell
that inflicts any mortal wounds during that phase, add 1 to the number of mortal
wounds inflicted on each unit that the spell effects.
2. Mindlock Staff: Once per battle, at the start of the enemy hero phase, you can pick
an enemy Wizard within 12" of the bearer. That Wizard Cannot cast any spells that
phase.
3. Staff of Azyr: In your hero phase, if the bearer successfully casts any spells that are
not unbound, subtract 1 from hit rolls for attacks that target the bearer until your
next hero phase

 Scrolls Of Power: For Lord-Arcanum or Knight-Incantor only

1. Scroll of Unraveling: Once per battle, at the start of the enemy hero phase, the
bearer can use this artifact. If they do so, in that hero phase, enemy casting rolls that
are equal to th spell's casting value are unsuccessful, and the caster suffers d3 mortal
wounds.
2. Scroll of Condemnation: Once per battle, in your hero phase, the bearer can use this
Artefact. If they do so, pick an enemy Hero within 12" of the bearer. Until the end of
that turn add 1 to wound rolls for attacks made by friendly Stormcast Eternals that
target that model.
3. Storm Scroll: Once per battle, in your hero phase, the bearer can use this artifact. If
they do so, pick up to 6 different enemy units on the battlefield, and give them each
a different number from 1 to 6. Then, roll a dice. If the number is the same as the
roll, that units suffer D6 mortal wounds.

PRIERES DES STORMCAST


Every PRIEST in a STORMCAST ETERNALS army gains an additional prayer to a which can be
used in addition to their other abilities in the hero phase, in the same vein as spells for other
armies mages.

1. Divine Light: 3+ to cast, choose a unit wholly within 18". If it is an enemy, you may re-
roll 1's to hit when attacking that unit until your next hero phase. If you choose a
friendly unit, enemy units re-roll unmodified hit rolls of 6 when attacking that unit
until your next hero phase.
2. Bless Weapons: 4+ to cast, a friendly unit wholly within 18" gains an additional hit for
every unmodified hit roll of 6 until your next hero phase.
3. Bolster Faith: 3+ to cast, friendly units within 9" do not have to take battleshock tests
until your next hero phase. Does not require the unit you cast this on to be wholly
within. So use this on units with lots of models.
4. Abjuration: 3+ to cast, pick a enemy WIZARD within 12" from the priest. If successful
the priest can attempt to unbind a 1 spell by that WIZARD in that hero phase.
5. God-King's Aspect: 3+ to cast, subtract 1 from bravery for units that are within 6"
from this priest until your next hero phase.
6. Translocation: 3+ to cast, remove a friendly STORMCAST ETERNAL unit wholly within
9" of this priest from the battlefield and set them up again anywhere on the
battlefield more than 9" from an enemy units. It may not move in the subsequent
movement phase.

MONTURES STORMCAST
One mount in your army (+1 per additional Warscroll Battalion) may be "exceptional" and
take a trait from the relevant tables.

 Generic Traits:

1. Lithe-Limbed: +1 to move characteristic.


2. Savage Loyalty: If this HERO is slain in the combat phase, on a 4+ the unit that slew
them takes D3 mortal wounds.
3. Keen-Clawed: Any wound rolls of 6+ in the combat phase for this HERO's mount are
resolved with a rend of -3.

 Dracoth Traits:

1. Drake-Kin: If this HERO suffers damage from an attack with a damage characteristic
greater than 1, on a 5+ the HERO only suffers 1 Damage from the attack.
2. Thunder Caller: The HERO's Dracoth's Storm Breath ability has a range of 16" rather
than 12".
3. Pack Hunter: +2 to Attacks of the HERO's Dracoth's Claws and Fangs if another
friendly model is riding a Dracoth within 6".

 Stardrake Traits:
1. Storm-Winged: After this model has moved you can pick 1 enemy unit that has any
models that this model passed across. On a 2+ the unit takes D3 mortal wounds. This
was reworded in the latest book so its no longer limited to the movement phase.
2. Thunderlord: Roiling Thunderhead ability has a range of 24" rather than 18".
3. Star-Branded: When referring to the Damage table of this HERO, treat it as having
suffered one fewer wounds than it actually has.

 Gryph-Charger Traits:

1. Wind Runner: When this HERO rides the Winds Aetheric, roll an extra dice on the
distance they can move.
2. Aethereal Stalker: When this HERO is set up, choose an enemy HERO. This HERO can
re-roll all failed hit and wound rolls made for its Gryph-charger's Razor Beak and
Claws attacks that are directed against the chosen HERO.
3. Indefatigable: re-roll the distance when this HERO runs.

 Dracoline Traits:

1. Bounding Leap: This model is eligible to fight in the combat phase if it is within 6" of
an enemy unit instead of 3", and it can move an extra 3" when it piles in
2. Pride Leader: Add 1 to hit rolls for attacks made by friendly Dracoline units while
they are wholly within 9" of this model.
3. Ear-bursting Roar: At the start of the combat phase, you can pick an enemy within 3"
of this model and roll a dice. On a 4+ subtract 1 from hit rolls for attacks made by
that unit until the end of the phase.

 Tauralon Traits:

1. Swiftwing: You can re-roll run rolls for this model


2. Lashing Tail: At the end of the combat phase, you can pick an enemy unit within 3" of
this model and roll a d6, on a 4+ it causes 1 mortal wound.
3. Steel Pinions: Roll a d6 every time this model suffer a regular or mortal wound, on a
6+ the wound is negated.
SORTILEGES

Your wizards May take one spell either the Lore of Invigoration or Storm
Lore of Invigoration[edit]

1. Terrifying Aspect: Cast 5, a visable Stormcast unit wholly within 18" gain a 3" aura of -1
Bravery to enemies until the next Hero Phase.
2. Celestial Blades: Cast 5, a visable Stormcast unit wholly within 18" adds 1 to Melee
wounds rolls unitil the next Hero Phase.
3. Speed of Lighting: Cast 5, visable Stormcast units wholly within 9" can Re-roll Charges
unitil the next Hero Phase
Lore of the Storm[edit]

1. Lightning Blast: Cast 5, a closest Visible unit is dealt d3 Mortal wounds. Like 40k Smite
but with an infinite range.
2. Starfall: Cast 5, pick a visible point within 12". On a roll of 4+ for each enemy within 3" of
that Point they take a Mortal Wound
3. Thundershock: Cast 6, roll a dice for each enemy within 6". on a 4+ the unit takes a
Mortal Wound. In addition, subtract 1 from hit rolls for attacks made by that unit until your
next hero phase.
4. Azyrite halo: Cast 5, Pick a visible Stormcast unit wholly within 12", until the next hero
phase whenever the unit makes an unmodified save roll of 6, the attacker takes a Mortal
Wound. Remember that you still Make a save roll even if out-Rended.
5. Chain Lightning: Cast 7, a visible enemy unit within 24" suffers D3 Mortal Wounds, then
each other enemy unit within 3" of the first take a mortal wound on a 4+.
6. Stormcaller: Cast 7, For each enemy unit on the battlefield, on a roll of 6+ inflict D3
Mortal wounds on the unit.

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