Battlescribe All
Battlescribe All
Battlescribe All
Casting
Spell Range Description Ref
Value
If successfully cast, at the start of any 1 phase before your next hero
phase, you can pick 1 enemy unit within range and visible to the
Arcane Bolt 5 12"
caster. That unit suffers 1 mortal wound. If that unit is within 3" of the
caster, it suffers D3 mortal wounds instead of 1.
If successfully cast, pick 1 enemy unit within range and visible to the
12" KNIGHT
Chain caster. That unit suffers D3 mortal wounds. Then, roll a dice for each
6 18" LORD or
Lightning enemy unit within 6" of that unit. On a 3+, that other unit suffers 1
DRACONITH
mortal wound.
12" KNIGHT If successfully cast, roll a dice for each enemy unit within range and
Thundershock 6 18" LORD or visible to the caster. On a 3+, subtract 1 from wound rolls for attacks
DRACONITH made by that unit until your next hero phase.
Unit
Ability Details Ref
Abilities
Once per battle, in the enemy hero phase, when this unit attempts to unbind a spell, you can say
Voidstorm
that it is using its voidstorm scroll. If you do so, the spell is automatically unbound (do not make
Scroll
an unbinding roll).
In your hero phase, you can pick 1 friendly SKYFARERS unit wholly within 12" of this model.
Aetheric Until your next hero phase, you can re-roll wound rolls of 1 for attacks made by that unit. This
Augmentation ability cannot be used by an AETHER-KHEMIST that is part of a garrison, or on a friendly unit
that is part of a garrison.
Subtract 1 from hit rolls for attacks made by enemy models while they are within 3" of any
Atmospheric
friendly models with this ability. This ability cannot be used by an AETHER-KHEMIST that is
Isolation
part of a garrison.
Unit
Ability Details Ref
Abilities
Cursed
Denizen ULFENKARN is a city keyword (this means that this model cannot gain another city keyword
City
of if it is included in a Cities of Sigmar army - see the Strongholds of Order battle trait in
Warscrolls
Ulfenkarn Battletome: Cities of Sigmar)
p1
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this
Devour
model's attacks in that phase, you can heal D3 wound allocated to this model. If any of the
the
slain models had the DEATH keyword, you can heal D6 wounds allocated to this model
Enemy
instead.
Unit
Ability Details Ref
Abilities
If the unmodified hit roll for an attack made with Dawnlight is 6, that attack inflicts 1
Deathblow
mortal wound on the target in addition to any normal damage.
Cursed
ULFENKARN is a city keyword (this means that this model cannot gain another city
Denizen of City
keyword if it is included in a Cities of Sigmar army - see the Strongholds of Order battle
Ulfenkarn Warscrolls
trait in Battletome: Cities of Sigmar)
p1
Shining While this model is within 3" of any enemy units, do not take battleshock tests for friendly
Exemplar units wholly within 9" of this model.
Answer
Prayer Description Range Ref
Value
Pick a point on the battlefield within 18" of this model that is visible to them.
Cometary
Roll a dice for each unit within 3" of that point. On a 4-5, that unit suffers 1 - 18"
Blast
mortal wound. On a 6, that unit suffers D3 mortal wounds.
Invigorating Pick 1 friendly model within 3" of this model. You can heal up to D6 wounds
- 3"
Touch allocated to that model.
Unit
Ability Details Ref
Abilities
In your hero phase, this model can chant 1 of the following prayers. If it does so, pick 1 of
Celestial
the prayers and then make a prayer roll by rolling a dice. On a 1-3, the prayer is not
Prayers
answered. On a 4+, the prayer is answered.
Cursed
Denizen ULFENKARN is a city keyword (this means that this model cannot gain another city keyword
City
of if it is included in a Cities of Sigmar army - see the Strongholds of Order battle trait in
Warscrolls
Ulfenkarn Battletome: Cities of Sigmar)
p1
Battalion
Battalion Ability Details Ref
Abilities
If an attack made with this model's Harpoon Gun scores a hit on a MONSTER, if that MONSTER is
Reel 'Em not slain after that attack has been resolved, roll a dice. On a 4+, that MONSTER is skewered until
In the start of your next shooting phase. While that MONSTER is skewered, each time it makes a
move, it must finish that move at least as close to this model as it was at the start of the move.
Gold-plated If this model is included in a Kharadron Overlords army, it starts the battle with 2 shares of
Reputation aether-gold instead of 1.
Unit
Ability Details Ref
Abilities
Cursed
Denizen ULFENKARN is a city keyword (this means that this model cannot gain another city
City
of keyword if it is included in a Cities of Sigmar army - see the Strongholds of Order battle trait
Warscrolls
Ulfenkarn in Battletome: Cities of Sigmar)
p1
Point-
If an attack made with Noblesse scores a hit on a target within 3" of the attacking model,
blank
that attack inflicts 1 mortal wound on the target and the attack sequence ends.
Shot
Subtract 1 from hit rolls for attacks made with melee weapons that target this model. In
Unrivalled addition, if the unmodified hit roll for an attack made with a melee weapon that targets this
Duelist model is 1, the attacking unit suffers 1 mortal wound after all of its attacks have been
resolved.
Unit
Ability Details Ref
Abilities
Cursed
ULFENKARN is a city keyword (this means that this model cannot gain another city
Denizen of City
keyword if it is included in a Cities of Sigmar army - see the Strongholds of Order battle
Ulfenkarn Warscrolls
trait in Battletome: Cities of Sigmar)
p1
At the end of the combat phase, you can pick 1 enemy unit within 1" of this model and roll
Firewood
a dice. Add 1 to the roll if the unit has the DEATH keyword. On a 3+, that unit suffers 1
Stakes
mortal wound.
If an attack made with Judgement scores a hit, the attack sequence ends and you must
roll a dice. If the roll is at least double the target unit's Wounds characteristic, 1 model
Judgement from that unit is slain after all of this model's attacks have been resolved. If the roll is less
than double the target unit's Wounds characteristic, that unit suffers 1 mortal wound after
all of this model's attacks have been resolved.
Arcane Tome
Selections: Arcane Bolt, Mystic Shield
Categories: Artefact
Artefact: Arcane Tome, Spell: Arcane Bolt, Mystic Shield
The bearer becomes a WIZARD that knows the Arcane Bolt and Mystic Shield spells.
Arcane They can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the
Tome enemy hero phase. If the bearer is already a Wizard, they can attempt to cast 1
additional spell instead.
Blade of Pick one of the bearer’s melee weapons. You can re-roll failed hit rolls for attacks made
Heroes with that weapon that target a HERO or MONSTER.
Once per battle, before you make a hit or wound roll for an attack made by the bearer, a
save roll for an attack that targets the bearer, or a run or charge roll for the bearer, you
can say that the bearer will draw upon the power of the luckstone. If you do so, instead
Luckstone of making the roll, you must choose the result of the roll. The result chosen for a D6 roll
must be a whole number between 1 to 6, and the result chosen for a 2D6 roll must be a
whole number from 2 to 12. The result cannot be re-rolled, but any modifiers are applied
to it as normal.
Battletome:
Stormcast
The bearer cannot be picked as the target of a shooting attack unless the attacking unit
Mirrorshield Eternals
is within 9" of the bearer.
Errata, July
2021 p1
Command
Command Ability Details Ref
Abilities
You can use this command ability once per battle when a friendly REDEEMER unit with 5 or fewer
Call for models is destroyed. If you do so, pick 1 STORMCAST ETERNALS HERO on the battlefield. A new
Aid replacement unit identical to the unit that was destroyed is added to your army. Set up that unit
wholly within 12" of that STORMCAST ETERNALS HERO and more than 9" from all enemy units.
High Priest You can re-roll chanting rolls for this general.
Magic 1/1 Arcane Bolt, Mystic Shield and Blaze of the Heavens
Casting
Spell Range Description Ref
Value
If successfully cast, at the start of any 1 phase before your next hero
phase, you can pick 1 enemy unit within range and visible to the
Arcane Bolt 5 12"
caster. That unit suffers 1 mortal wound. If that unit is within 3" of the
caster, it suffers D3 mortal wounds instead of 1.
If successfully cast, pick 1 enemy unit within range and visible to the
Blaze of the caster. That unit suffers D3 mortal wounds. Add 2" to the range of
7 18"
Heavens this spell for each other friendly STORMCAST ETERNALS
THUNDERSTRIKE unit wholly within 12" of the caster.
If successfully cast, pick 1 enemy unit within range and visible to the
12" KNIGHT
Chain caster. That unit suffers D3 mortal wounds. Then, roll a dice for each
6 18" LORD or
Lightning enemy unit within 6" of that unit. On a 3+, that other unit suffers 1
DRACONITH
mortal wound.
Pick 1 terrain feature within range and visible to the caster. Until your
next hero phase, visibility between 2 models is blocked if a straight
line 1mm wide drawn between the closest points of the 2 models
Ghost-mist 5 6"
passes across more than 3" of that terrain feature. This effect does
not block visibility to or from models with a Wounds characteristic of
10 or more.
Pick 1 friendly unit wholly within range and visible to the caster. That
Levitate 8 18"
unit can fly until your next hero phase.
12" KNIGHT If successfully cast, roll a dice for each enemy unit within range and
Thundershock 6 18" LORD or visible to the caster. On a 3+, subtract 1 from wound rolls for attacks
DRACONITH made by that unit until your next hero phase.
Knight-Arcanum 5" 6 8 3+
Indomitable Predatory endless spells cannon pass across this unit or finish a move within 3" of
Loreseeker this unit.
Battlescroll: Gods
Amulet of & Heroes -
The bearer has a ward of 6+.
Destiny December 2021
p1
Armour
of Your opponent cannot re-roll hit rolls for attacks made with melee weapons that
Silvered target the bearer.
Sigmarite
Blade of Pick one of the bearer’s melee weapons. You can re-roll failed hit rolls for attacks
Heroes made with that weapon that target a HERO or MONSTER.
Once per battle, at the start of the hero phase, you can say the bearer will raise their
Obsidian
obsidian amulet. If you do so, ignore the effects of spells or the abilities of endless
Amulet
spells on the bearer until your next hero phase.
Command
Command Ability Details Ref
Abilities
You can use the command ability once per battle at the start of the combat phase. The
command can only be issued by a friendly KNIGHT unit to a unit wholly within 12" of them or
Final
by a friendly LORD or DRACONITH to a unit wholly within 18" of them. The unit that receives
Thunderstrike
the command must be a friendly STORMCAST ETERNALS unit. Until the end of that phase,
add 1 to rolls for the Blaze of Glory battle trait when a model in that unit is slain.
Unit
Ability Details Ref
Abilities
Soul-
charged You can re-roll charge rolls for friendly STORMCAST ETERNALS units wholly within 12" of this unit.
Icon
Once per battle, in your hero phase, if this unit is on the battlefield, you can pick up to 3 friendly
STORMCAST ETERNALS unit wholly within 12" of this unit to be affected by the banner's energy
(you can pick the same unit multiple times).
The If you pick a unit once with this ability, you can heal up to D3 wounds allocated to that unit or, if no
Banner wounds are allocated to it, you can return a number of slain models to that unit that have a
of the combined Wounds characteristic of D3 or less. If you pick a unit twice with this ability, you can heal
Reforged up to 2D3 wounds allocated to that unit or, if no wounds are allocated to it, you can return a number
of slain models to that unit that have a combined Wounds characteristic of 2D3 or less. If you pick
a unit three times with this ability, you can heal up to 3D3 wounds allocated to that unit or, if no
wounds are allocated to it, you can return a number of slain model to that unit that have a
combined Wounds characteristic of 3D3 or less.
Command
Command Ability Details Ref
Abilities
You can use this command ability once per battle in your hero phase. The command can only be
Thunderbolt issued by a friendly KNIGHT to a unit wholly within 12" of them or by a friendly LORD or
Volley DRACONITH to a unit wholly within 18" of them. The unit that receives the command must be a
friendly JUSTICAR or ANGELOS unit that is not reinforced. That unit can shoot in that phase.
Unit
Ability Details Ref
Abilities
Soul-
charged You can re-roll charge rolls for friendly STORMCAST ETERNALS units wholly within 12" of this unit.
Icon
Once per battle, in your hero phase, if this unit is on the battlefield, you can pick up to 3 friendly
STORMCAST ETERNALS unit wholly within 12" of this unit to be affected by the banner's energy
(you can pick the same unit multiple times).
The If you pick a unit once with this ability, you can heal up to D3 wounds allocated to that unit or, if no
Banner wounds are allocated to it, you can return a number of slain models to that unit that have a
of the combined Wounds characteristic of D3 or less. If you pick a unit twice with this ability, you can heal
Reforged up to 2D3 wounds allocated to that unit or, if no wounds are allocated to it, you can return a number
of slain models to that unit that have a combined Wounds characteristic of 2D3 or less. If you pick
a unit three times with this ability, you can heal up to 3D3 wounds allocated to that unit or, if no
wounds are allocated to it, you can return a number of slain model to that unit that have a
combined Wounds characteristic of 3D3 or less.
Command
Command Ability Details Ref
Abilities
You can use this command ability once per battle at the start of your movement phase. The
Unleash command can only be issued by a friendly KNIGHT to a unit wholly within 12" of them or by a
Thy friendly LORD or DRACONITH to a unit wholly within 18" of them. The unit that receives the
Hatred command must be a friendly PALADIN unit. Add 1 to the Attacks characteristic of that unit's melee
weapons until the end of that phase.
Unit
Ability Details Ref
Abilities
Soul-
charged You can re-roll charge rolls for friendly STORMCAST ETERNALS units wholly within 12" of this unit.
Icon
Once per battle, in your hero phase, if this unit is on the battlefield, you can pick up to 3 friendly
STORMCAST ETERNALS unit wholly within 12" of this unit to be affected by the banner's energy
(you can pick the same unit multiple times).
The If you pick a unit once with this ability, you can heal up to D3 wounds allocated to that unit or, if no
Banner wounds are allocated to it, you can return a number of slain models to that unit that have a
of the combined Wounds characteristic of D3 or less. If you pick a unit twice with this ability, you can heal
Reforged up to 2D3 wounds allocated to that unit or, if no wounds are allocated to it, you can return a number
of slain models to that unit that have a combined Wounds characteristic of 2D3 or less. If you pick
a unit three times with this ability, you can heal up to 3D3 wounds allocated to that unit or, if no
wounds are allocated to it, you can return a number of slain model to that unit that have a
combined Wounds characteristic of 3D3 or less.
Battletome:
Stormcast
Drakescale You can re-roll save rolls for attacks made with weapons that have a Damage
Eternals
Armour characteristic of 2 or more that target the bearer.
Errata, July
2021 p1
Pick one of the bearer’s melee weapons. If the unmodified wound roll for an attack
Hammer of
made with that weapon is 6, double the Damage characteristic of that weapon for that
Might
attack.
Once per battle, at the end of the charge phase, you can say that the bearer will drink
Quicksilver their quicksilver draught. If you do so, the bearer fights at the start of the following
Draught combat phase, but the bearer cannot fight again in that phase unless an ability or spell
allows them to fight more than once.
Seed of
You can re-roll heroic recovery rolls for the bearer.
Rebirth
Command
Command Ability Details Ref
Abilities
You can use this command ability once per battle at the start of your movement phase. The
command can only be issued by a friendly KNIGHT to a unit wholly within 12" of them or by a
Steadfast
friendly LORD or DRACONITH to a unit wholly within 18" of them. The unit that receives the
March
command must be a friendly STORMCAST ETERNALS unit. Until your next hero phase, that unit
can run and still charge later in the turn.
Lord-Imperatant 5" 7 9 3+
A Lord-Imperatant is accompanied by a Gryph-hound that attacks with its Vicious Beak and
Companion Claws. The Gryph-hound must remain within 1" of the Lord-Imperatant. For rules purposes, the
Lord-Imperatant and Gryph-hound are treated as a single model.
Distinguished
Once per turn, this unit can issue a command ability without a command points being spent.
Leader
Once per turn, at the end of your movement phase, if any friendly units with this ability are on
the battlefield, you can say that they will guide the arrival of Sigmar's warriors. If you do so,
Guided by pick 1 friendly STORMCAST ETERNALS THUNDERSTRIKE unit with a Wounds characteristic of
Lightning 3 or less that is in reserve. When you use the Scions of the Storm ability to set-up that unit on
the battlefield in that phase, you can set it up more than 7" from all enemy units instead of
more than 9".
Casting
Spell Range Description Ref
Value
If successfully cast, at the start of any 1 phase before your next hero phase, you
Arcane can pick 1 enemy unit within range and visible to the caster. That unit suffers 1
5 12"
Bolt mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds
instead of 1.
If successfully cast, pick 1 friendly unit wholly within range and visible to the
Mystic
5 12" caster. Add 1 to save rolls for attacks that target that unit until your next hero
Shield
phase.
Pick 1 enemy unit within 18" of the caster that is visible to them. That unit
Withering suffers D3 mortal wounds. In addition, for the rest of the battle, that unit is
6 18"
Hex affected by Octren's Hex. Subtract 1" from the Move characteristic of units
affected by Octren's Hex.
Master of Each time you allocate a wound or mortal wound to this model, roll a dice. On a 6+, that
Mortality wound or mortal wound is negated.
Yndrasta 12" 8 10 3+
Unit
Ability Details Ref
Abilities
Champion
This unit has a 4+ ward.
of Sigmar
Once per turn, in your hero phase, if this unit is on the battlefield, you can return 1 slain model to
Dazzling
each friendly STORMCAST ETERNALS unit with a Wounds characteristic of 3 or less that is
Radiance
wholly within 12" of this unit.
Hawk of
the Do not take battleshock tests for friendly STORMCAST ETERNALS and CITIES OF SIGMAR units
Celestial wholly within 12" of this unit.
Skies
The Prime In any enemy MONSTERS are within 3" of this unit, add 10 to the number of wounds suffered by
Huntress those MONSTERS when determining which row on their damage table to use.
Battleline [1,430pts]
Unit
Ability Details Ref
Abilities
Celestial If the unmodified hit roll for an attack made with a Skybolt bow is 6, the target suffers 1 mortal
Blast wound and the attack sequence ends (do not make a wound or save roll).
The leader of this unit is a Judicator-Prime. Add 1 the Attacks characteristic of that model's
Champion
Skybolt Bow or Shockbolt Bow.
Unit
Ability Details Ref
Abilities
Celestial If the unmodified hit roll for an attack made with a Skybolt bow is 6, the target suffers 1 mortal
Blast wound and the attack sequence ends (do not make a wound or save roll).
The leader of this unit is a Judicator-Prime. Add 1 the Attacks characteristic of that model's
Champion
Skybolt Bow or Shockbolt Bow.
Liberators [115pts]
Selections: 5 Liberators [115pts], Grandweapon, Paired Heavens-wrought Weapons
Categories: LIBERATORS, REDEEMER, ORDER, STORMCAST ETERNALS, Battleline, GALLETIAN VETERANS
Unit: Liberator, Unit Abilities: Champion, Lay Low the Tyrants, Weapon: Grandweapon, Paired Heavens-wrought Weapons
Liberator 5" 2 7 4+
Unit
Ability Details Ref
Abilities
1 model in this unit can be a Liberator-Prime. Add 1 to the Attacks characteristic of that model's
Champion
Heavens-wrought Weapons, Paired Heavens-wrought Weapons, or Grandweapon.
Lay Low
At the end of the combat phase, you can pick 1 enemy unit that is both within 1" of this unit and
the
within 6" of an objective, and roll a dice. On a 4+, that unit suffers D3 mortal wounds.
Tyrants
Liberator 5" 2 7 4+
Unit
Ability Details Ref
Abilities
1 model in this unit can be a Liberator-Prime. Add 1 to the Attacks characteristic of that model's
Champion
Heavens-wrought Weapons, Paired Heavens-wrought Weapons, or Grandweapon.
Lay Low
At the end of the combat phase, you can pick 1 enemy unit that is both within 1" of this unit and
the
within 6" of an objective, and roll a dice. On a 4+, that unit suffers D3 mortal wounds.
Tyrants
Sigmarite Add 1 to save rolls for attacks that target this unit if at least half of the models in this unit
Shields (rounding down) are armed with Sigmarite Shields.
Sequitors [145pts]
Selections: 5 Sequitors [145pts], Sacrosanct Weapons, Stormsmite Greatmace, Stormsmite Greatmace (Sequitor-
Prime)
Categories: ORDER, SACROSANCT, STORMCAST ETERNALS, SEQUITORS, REDEEMER, Battleline, GALLETIAN
VETERANS
Unit: Sequitor, Unit Abilities: Champion, Sequitor Aetheric Channelling, Weapon: Sacrosanct Weapons, Stormsmite
Greatmace
Sequitor 5" 2 7 4+
Unit
Ability Details Ref
Abilities
1 model in this unit can be a Sequitor Prime. Add 1 to the Attacks characteristic of that model's
Champion Sacrosanct Weapons or Stormsmite Greatmace. If a Sequitor-Prime is armed with Sacrosanct
Weapons and a Soulshield, if can also carry a Redemption Cache.
At the start of the combat phase, you must say if this unit will channel aetheric power into its
weapons or its shields.
Sequitor
If you choose its weapons, until the end of that phase, if the unmodified hit roll for an attack
Aetheric
made by this unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound and
Channelling
save roll for each hit.
If you choose its shields, until the end of that phase, this unit has a ward of 5+.
Sequitor 5" 2 7 4+
Unit
Ability Details Ref
Abilities
1 model in this unit can be a Sequitor Prime. Add 1 to the Attacks characteristic of that model's
Champion Sacrosanct Weapons or Stormsmite Greatmace. If a Sequitor-Prime is armed with Sacrosanct
Weapons and a Soulshield, if can also carry a Redemption Cache.
Redemption
Slain models cannot be returned to enemy units that are within 3" of this unit's Sequitor-Prime.
Cache
At the start of the combat phase, you must say if this unit will channel aetheric power into its
weapons or its shields.
Sequitor
If you choose its weapons, until the end of that phase, if the unmodified hit roll for an attack
Aetheric
made by this unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound and
Channelling
save roll for each hit.
If you choose its shields, until the end of that phase, this unit has a ward of 5+.
Vanquishers [125pts]
Selections: 5 Vanquishers [125pts], Celestial Greatsword, Musician, Standard Bearer
Categories: REDEEMER, ORDER, STORMCAST ETERNALS, Battleline, THUNDERSTRIKE, VANQUISHERS, GALLETIAN
VETERANS
Unit: Vanquisher, Unit Abilities: Champion, Lightning Strikes, Musician, Standard Bearer, Weapon: Celestial Greatsword
Vanquisher 5" 2 7 4+
Unit
Ability Details Ref
Abilities
1 model in this unit can be a Vanquisher Prime. Add 1 to the Attacks characteristic of that model's
Champion
Celestial Greatsword.
Add 1 to the Attacks characteristic of a Celestial Greatsword if there are 5 or more models in the
Lightning
target unit. Add 2 to the Attacks characteristic of a Celestial Greatsword instead of 1 if there are
Strikes
10 or more models in the target unit.
1 in every 10 models in this unit can be a Vanquisher Herald. If this unit receives the Rally
Musician command while it includes any Vanquisher Heralds, when you roll a dice for a slain model from
this unit, you can return 1 slain model to t his unit on a 5+ instead of only a 6.
Standard 1 in every 10 models in this unit can be a Storm-forged Icon Bearer. Add 1 to the Bravery
Bearer characteristic of a unit that includes any Storm-forged Icon Bearers.
Vanquisher 5" 2 7 4+
Unit
Ability Details Ref
Abilities
1 model in this unit can be a Vanquisher Prime. Add 1 to the Attacks characteristic of that model's
Champion
Celestial Greatsword.
Add 1 to the Attacks characteristic of a Celestial Greatsword if there are 5 or more models in the
Lightning
target unit. Add 2 to the Attacks characteristic of a Celestial Greatsword instead of 1 if there are
Strikes
10 or more models in the target unit.
1 in every 10 models in this unit can be a Vanquisher Herald. If this unit receives the Rally
Musician command while it includes any Vanquisher Heralds, when you roll a dice for a slain model from
this unit, you can return 1 slain model to t his unit on a 5+ instead of only a 6.
Standard 1 in every 10 models in this unit can be a Storm-forged Icon Bearer. Add 1 to the Bravery
Bearer characteristic of a unit that includes any Storm-forged Icon Bearers.
Vindictors [130pts]
Selections: 5 Vindictors [130pts], Stormspear
Categories: Battleline, STORMCAST ETERNALS, ORDER, THUNDERSTRIKE, VINDICATORS, REDEEMER, GALLETIAN
VETERANS
Unit: Vindictors, Unit Abilities: Champion, Standard Bearer, Stormsoul Arsenal, Weapon: Stormspear
Vindictors 5" 2 7 3+
Unit
Ability Details Ref
Abilities
1 model in this unit can be a Vindicator-Prime. Add 1 to the Attacks characteristic of that model's
Champion
Stormspear.
Standard 1 in every 5 models in this unit can be an Azyrite Signifier. Add 1 to the Bravery characteristic of
Bearer this unit while it has any Azyrite Signifiers.
Stormsoul If the unmodified hit roll for an attack made with a Stormspear is 6, that attack inflicts 1 mortal
Arsenal wound on the target and the attack sequence ends (do not make a wound or save roll).
Vindictors 5" 2 7 3+
Unit
Ability Details Ref
Abilities
1 model in this unit can be a Vindicator-Prime. Add 1 to the Attacks characteristic of that model's
Champion
Stormspear.
Standard 1 in every 5 models in this unit can be an Azyrite Signifier. Add 1 to the Bravery characteristic of
Bearer this unit while it has any Azyrite Signifiers.
Stormsoul If the unmodified hit roll for an attack made with a Stormspear is 6, that attack inflicts 1 mortal
Arsenal wound on the target and the attack sequence ends (do not make a wound or save roll).
Other [2,095pts]
Aetherwings [65pts]
Selections: 3 Aetherwings [65pts], Beak and Claws
Categories: AETHERWINGS, ORDER, STORMCAST ETERNALS, Other
Unit: Aetherwing, Unit Abilities: Fly, Marked for Destruction, Swooping Hunters, Weapon: Beak and Claws
Aetherwing 12" 2 6 -
Marked for Add 1 to hit rolls for attacks made with missile weapons by friendly VANGUARD-RAPTORS
Destruction units if the target is within 12" of any friendly units with this ability.
Swooping
This unit can retreat and still charge later in the same turn.
Hunters
Annihilators 4" 3 7 2+
Unit
Ability Details Ref
Abilities
After this unit is set up on the battlefield for the first time, roll a dice for each enemy unit within 10"
of this unit. On a 3+, that unit suffers D3 mortal wounds.
Blazing
Impact
In addition, you can re-roll charge rolls for this unit if it was set-up on the battlefield in the same
turn.
1 model in this unit can be an Annihilator Prime. Add 1 to the Attacks characteristic of that
Champion
model's Meteoric Hammer.
After this unit makes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a
Force of a
number of dice equal to the unmodified charge roll for that charge move. Subtract 1 from the roll if
Falling
this unit only has 2 models. Subtract 2 from the roll if this unit only has 1 model. For each 4+, that
Star
enemy unit suffers 1 mortal wound.
Unit
Ability Details Ref
Abilities
After this unit is set up on the battlefield for the first time, roll a dice for each enemy unit within 10"
of this unit. On a 3+, that unit suffers D3 mortal wounds.
Blazing
Impact
In addition, you can re-roll charge rolls for this unit if it was set-up on the battlefield in the same
turn.
1 model in this unit can be an Annihilator-Prime. Add 1 to the Attacks characteristic of that
Champion
model's Meteoric Grandhammer.
After this unit makes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a
Force of a
number of dice equal to the unmodified charge roll for that charge move. Subtract 1 from the roll if
Falling
this unit only has 2 models. Subtract 2 from the roll if this unit only has 1 model. For each 4+, that
Star
enemy unit suffers 1 mortal wound.
Casting
Spell Range Description Ref
Value
Evocators 5" 3 8 4+
Unit
Ability Details Ref
Abilities
Battletome:
Celestial After this unit has fought for the first time in a phase and all of is attacks have been
Stormcast
Lightning resolved, you can pick 1 enemy unit within 3" of this unit. Roll 2 dice for each model
Eternals Errata,
Arc in this unit. For each 4+, that enemy unit suffers 1 mortal wound.
July 2021 p1
A unit of Evocators is a WIZARD while it has 2 or more models. It only knows the
Evocators Empower spell and cannot attempt to cast any other spells. Any number of
EVOCATORS units can attempt to cast Empower in the same hero phase.
Praetors [165pts]
Selections: 3 Praetors [165pts], Soulguard's Halberd
Categories: Other, ORDER, STORMCAST ETERNALS, THUNDERSTRIKE, PRAETORS
Unit: Praetors, Unit Abilities: Champion, Soul-forged Guardians, Weapon: Soulguard's Halberd
Praetors 5" 3 8 3+
Unit
Ability Details Ref
Abilities
1 model in this unit can be a Praetor-Prime. Add 1 to the Attacks characteristic of that model's
Champion
Soulguard's Halberd.
At the start of the first battle round, before determining who has the first turn, you can pick 1
friendly STORMCAST ETERNALS HERO on the battlefield to which this unit will be bound. Roll a
Soul- dice before you allocate a wound or mortal wound to that HERO while it is within 3" of this unit.
forged
Guardians On a 1-2, that wound or mortal wound is allocated to that HERO as normal. On a 3-4, that wound or
mortal wound is allocated to this unit instead of that HERO. On a 5-6, that wound or mortal wound
is negated.
Praetors 5" 3 8 3+
Unit
Ability Details Ref
Abilities
1 model in this unit can be a Praetor-Prime. Add 1 to the Attacks characteristic of that model's
Champion
Soulguard's Halberd.
At the start of the first battle round, before determining who has the first turn, you can pick 1
friendly STORMCAST ETERNALS HERO on the battlefield to which this unit will be bound. Roll a
Soul- dice before you allocate a wound or mortal wound to that HERO while it is within 3" of this unit.
forged
Guardians On a 1-2, that wound or mortal wound is allocated to that HERO as normal. On a 3-4, that wound or
mortal wound is allocated to this unit instead of that HERO. On a 5-6, that wound or mortal wound
is negated.
Retributors [235pts]
Selections: 5 Retributors [235pts], Lightning Hammer, Starsoul Mace
Categories: PALADIN, RETRIBUTORS, ORDER, STORMCAST ETERNALS, Other
Unit: Retributor, Unit Abilities: Blast to Ashes, Champion, Starsoul Mace, Weapon: Lightning Hammer, Starsoul Mace
Retributor 4" 3 7 3+
Unit
Ability Details Ref
Abilities
Blast to If the unmodified hit roll for an attack made with a Lightning Hammer is 6, the target suffers 2
Ashes mortal wounds and the attack sequence ends (do not make a wound or save roll).
1 model in this unit can be a Retributor-Prime. Add 1 to the Attacks characteristic of that model's
Champion
Lightning Hammer.
Starsoul Do not use the attack sequence for an attack made with a Starsoul Mace. Instead, roll a dice. On a
Mace 2+, the target suffers D3 mortal wounds.
Casting
Spell Range Description Ref
Value
Unit
Ability Details Ref
Abilities
Battletome:
Celestial After this unit has fought for the first time in a phase and all of is attacks have been
Stormcast
Lightning resolved, you can pick 1 enemy unit within 3" of this unit. Roll 2 dice for each model
Eternals Errata,
Arc in this unit. For each 4+, that enemy unit suffers 1 mortal wound.
July 2021 p1
A unit of Evocators is a WIZARD while it has 2 or more models. It only knows the
Evocators Empower spell and cannot attempt to cast any other spells. Any number of
EVOCATORS units can attempt to cast Empower in the same hero phase.
Unit
Ability Details Ref
Abilities
After this unit makes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a
Azyr
number of dice equal to the unmodified charge roll for that charge move. For each 4+, that unit
Unleashed
suffers 1 mortal wound.
Celestial Subtract 1 from hit rolls for attacks that target this unit if this unit made a charge move in the
Blaze same turn.
Khazgan Add 1 to Khazgan Drakkskewer’s Wounds characteristic. In addition, Khazgan Drakkskewer can
Drakkskewer fly.
You can add 1 to hit rolls for attacks made by this unit and re-roll battleshock tests for this unit
Thundrik's
while it is wholly within 9" of BJORGEN THUNDRIK. This ability cannot be used if this unit is
Profiteers
part of a garrison.
Unit
Ability Details Ref
Abilities
1 model in this unit can be a Raptor-Prime. That model is accompanied by an Aetherwing armed
Champion with a Beak and Claws. For rules purposes, the Aetherwing is treated the same manner as a
mount.
If the unmodified hit roll for an attack made with a Longstrike Crossbow is 6, the target suffers 2
Headshot
mortal wounds and the attack sequence ends (do not make a wound or save roll).
Vigilor 6" 2 7 4+
Unit
Ability Details Ref
Abilities
1 model in this u nit can be a Vigilor-Prime. Add 1 to the Attacks characteristic of that model's
Champion
Stormcaller Bow.
Navigators In the shooting phase, if any wounds caused by attacks made with this unit's Stormcaller Bows
of the are allocated to an enemy unit, add 1 to hit rolls for attacks that target that unit until the end of
Storm that turn. The same unit cannot be affected by this ability more than once per turn.
Vigilors [195pts]
Selections: 5 Vigilors [195pts], Stormblade, Stormcaller Bow
Categories: ORDER, STORMCAST ETERNALS, JUSTICAR, Other, THUNDERSTRIKE, VIGILORS
Unit: Vigilor, Unit Abilities: Champion, Navigators of the Storm, Weapon: Stormblade, Stormcaller Bow
Vigilor 6" 2 7 4+
Unit
Ability Details Ref
Abilities
1 model in this u nit can be a Vigilor-Prime. Add 1 to the Attacks characteristic of that model's
Champion
Stormcaller Bow.
Navigators In the shooting phase, if any wounds caused by attacks made with this unit's Stormcaller Bows
of the are allocated to an enemy unit, add 1 to hit rolls for attacks that target that unit until the end of
Storm that turn. The same unit cannot be affected by this ability more than once per turn.
Allegiance
Allegiance
Categories: Allegiance
If a friendly STORMCAST ETERNALS model is slain within 1" of an enemy unit, before removing
that model from play, pick 1 enemy unit within 1" of that model and roll a number of dice equal to
Blaze of
the Wounds characteristic of that model. Add 1 to the number of dice you roll if the slain model
Glory
has the THUNDERSTRIKE keyword. For each 6, the target suffers 1 mortal wound at the end of
that phase.
Coalition units do not count towards the number of Battleline units in your army. However, they
Coalition do count towards the maximum number of Leader, Behemoth and Artillery units in your army.
Units Coalition units cannot be generals. In addition, Coalition units are ignored when determining if
the units in your army are from a single faction.
A Stormkeep army can include coalition units. 1 in every 4 units can be coalition units from the
Cities of Sigmar faction. Your general cannot be a model from a coalition unit. Any CITIES OF
Mortal
SIGMAR unit you include in your army gain the STORMKEEP keyword. In addition, add 1 to the
Auxilliaries
Bravery characteristic of friendly STORMKEEP units wholly within 12" of any friendly
STORMKEEP REDEEMER units.
Only the If a friendly HALLOWED KNIGHTS REDEEMER model is slain within 3" of any enemy units, roll a
Faithful dice. On a 4+, that model can fight before it is removed from play.
In the first and second battle rounds, if any friendly STORMKEEP REDEEMER unit contest an
objective that is partially or wholly within your territory, each model in that unit counts as 3
models for the purposes of contesting that objective. Starting from the third battle round, if any
Shield of friendly STORMKEEP REDEEMER units contest an objective that is anywhere on the battlefield,
Civilisation each model in that unit counts as 3 models for the purposes of contesting that objective. In
addition, if an enemy unit finishes a charge move within 1" of a friendly STORMKEEP REDEEMER
unit that is within 6" of an objective you control, roll a dice. On a 3+, that unit suffers D3 mortal
wounds.
If your army is a Stormcast Eternals army, you can give it a Stormhost keyword. All STORMCAST
ETERNAL units in your army gain that keyword. If a model already has a Stormhost keyword, it
cannot gain another one, but this does not prevent other units in your army from having a
different Stormhost keyword. You can either choose one of the Stormhosts in the list, or choose
Stormhosts
another Stormhost you've read about or created yourself. If you choose from the list below, all
units with that keyword benefit from the extra abilities listed for that Stormhost. If you choose a
different Stormhost, simply pick the Stormhost that most closely matches the nature of your
own Stormhost.
Game Options
Game Type
Selections: 2000 Points - Battlehost
Categories: Game Options, Battlehost
Grand Strategy
Selections: Defend What's Ours, Demonstration of Strength, Hold the Line, No Place for the Weak, Sacred Charge,
Sever the Head, Show of Dominance, Take What's Theirs, Tame the Land, Vendetta
Categories: Game Options, Grand Strategy
Grand Strategy: Defend What's Ours, Demonstration of Strength, Hold the Line, No Place for the Weak, Sacred Charge,
Sever the Head, Show of Dominance, Take What's Theirs, Tame the Land, Vendetta
Grand
Description Ref
Strategy
Defend What's When the battle ends, you complete this grand strategy if there are no enemy units wholly
Ours within your territory.
Demonstration When the battle ends, you complete this grand strategy if there are 3 or more GALLETIAN
of Strength VETERANS units from your starting army on the battlefield.
When the battle ends, you complete this grand strategy if there are any Battleline units from
Hold the Line
your starting army on the battlefield.
No Place for When the battle ends, you complete this grand strategy if there are no Battleline units from
the Weak your opponent's starting army on the battlefield.
When the battle ends, you complete this grand strategy if there are 2 or more friendly CITIES
Sacred Charge
OF SIGMAR units on the battlefield.
Sever the When the battle ends, you complete this grand strategy if there are no HEROES from your
Head opponent's starting army on the battlefield.
Show of When the battle ends, you complete this grand strategy if there are any friendly GALLETIAN
Dominance VETERANS units in each quarter of the battlefield.
Take What's When the battle ends, you complete this grand strategy if there are more friendly units than
Theirs enemy units wholly within your opponent's territory.
When the battle ends, you complete this grand strategy if you control all of the objectives on
Tame the Land
the battlefield that are wholly outside your territory.
When the battle ends, you complete this grand strategy if the model chosen to be your
Vendetta opponent's general has been slain and the model chosen to be your general has not been
slain.
Casting
Spell Range Description Ref
Value
If successfully cast, set up the endless spell wholly within range of the
Summoning 6 6"
caster.
When this endless spell is set up, the commanding player must decide if it is increasing or
decreasing the flow of time.
If it is increasing the flow of time, players can re-roll charge rolls for friendly units that are
wholly within 12" of this endless spell.
Mechanisms
of Time
If it is decreasing the flow of time, players can re-roll casting rolls for friendly WIZARDS that are
wholly within 12" of this endless spell.
If a player has any friendly WIZARDS within 6" of t his endless spell at the start of their hero
phase, they can change whether this endless spell is increasing or decreasing the flow of time.
Endless Spell: Geminids of Uhl-Gyish [40pts]
Categories: ENDLESS SPELL, Malign Sorcery
Spell: Summoning, Unit Abilities: Fly, Predatory, Tendrils of Shadow and Light
Casting
Spell Range Description Ref
Value
If successfully cast, set up the parts of the endless spell within 6" of each
Summoning 6 8"
other and wholly within range of the caster.
Unit
Ability Details Ref
Abilities
This endless spell is a predatory endless spell. It can be moved up to 8" and can fly. The parts
Predatory
of this endless spell must remain within 6" of each other.
Malign
Tendrils After this endless spell has moved, roll a dice for each unit that has any models it passed
Sorcery;
of across and for each other unit that is within 1" of it at the end of its move. On a 2+, that unit
Errata,
Shadow suffers 1 mortal wound. In addition, if a mortal wound caused by this ability is allocated to a
July
and Light unit, that unit cannot issue or receive commands until the start of the next combat phase.
2018
Casting
Spell Range Description Ref
Value
If successfully cast, set up the endless spell wholly within range of the
Summoning 5 12"
caster.
Unit
Ability Details Ref
Abilities
Predatory This endless spell is a predatory endless spell. It can move up to 8" and can fly.
Units within 12" of this endless spell cannot receive commands in the battleshock phase. In
Prey on
addition, if a unit fails a battleshock test within 12" of this endless spell, add D3 to the number of
Fear
models that flee.
Casting
Spell Range Description Ref
Value
If successfully cast, set up the endless spell wholly within range of the
Summoning 8 8"
caster.
Unit
Ability Details Ref
Abilities
End Subtract 1 from save rolls for attacks that target units within 5" of this endless spell. In addition,
Given roll a dice for each unit within 3" of this endless spell after this endless spell has moved. On a 1, 1
Form model from that unit is slain.
Predatory This endless spell is a predatory endless spell. It can be moved up to 8" and can fly.
Endless Spell: Quicksilver Swords [60pts]
Categories: ENDLESS SPELL, Malign Sorcery
Spell: Summoning, Unit Abilities: Dancing Blades, Fly, Predatory
Casting
Spell Range Description Ref
Value
If successfully cast, set up the endless spell wholly within range of the
Summoning 6 6"
caster.
Unit
Ability Details Ref
Abilities
After this endless spell has moved, you can pick 1 unit that has any models it passed across and
Dancing
roll 12 dice. For each 5+, that unit suffers 1 mortal wound. In addition, mortal wounds caused by
Blades
this ability cannot be negated.
Predatory This endless spell is a predatory endless spell. It can move up to 8" and can fly.