Stormcast Eternal - Spearhead

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STORMCAST ETERNALS

YNDRASTA’S SPEARHEAD
The warriors under Yndrasta’s command ensure that the enemy overextend
This Spearhead army consists themselves before the killing strike is dealt. That deadly blow is almost
of the following units: 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
GENERAL raises their decapitated head to the skies to the thunder of Sigmar’s approval.
 Yndrasta, the
Celestial Spear 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
UNITS distinct elements. The first is based around a small force of Vanquishers
 1 Knight-Vexillor that strike from the heavens in a blinding column of lightning. At their
 3 Annihilators head, a Knight-Vexillor raises a magical Banner of Apotheosis to heal any
 5 Vanquishers wounds they suffer, while a Stormstrike Chariot adds some serious punch to
 5 Vanquishers their charge. When the foe musters a counter-attack, its commanders and
 Stormstrike Chariot 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.

‘Let the vengeance of the God-King blast these fools from


our sight. Attack!’
– Yndrasta, the Celestial Spear
BATTLE TRAITS
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:
Your Movement Phase
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.
Keywords Core

Knight-Vexillor

REGIMENT ABILITIES: Pick 1 of the following regiment abilities.


End of Any Turn Passive
DRIVE THEM BACK: Not an inch is given to the DEFEND TO THE LAST: These fearless warriors
enemies of Sigmar. refuse to fall until their task is completed.

Declare: Pick any number of friendly units that are Effect: Friendly units have Ward (6+) while they are
REGIMENT ABILITIES: Pick 1 of the following regiment abilities.
End of Any Turn Passive
DRIVE THEM BACK: Not an inch is given to the DEFEND TO THE LAST: These fearless warriors
enemies of Sigmar. refuse to fall until their task is completed.

Declare: Pick any number of friendly units that are Effect: Friendly units have Ward (6+) while they are
both contesting an objective and in combat. contesting an objective you control.

Effect: Each of those units can make a pile-in move


(Core Rules, 15.3). 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.

ENHANCEMENTS: Give your general 1 of the following enhancements.


Passive Passive
THE PRIME HUNTRESS: Yndrasta relishes STRIKE WITH THE TEMPEST’S RAGE:
hunting the mightiest and most terrifying quarry. Yndrasta’s enemies know that to catch her gaze is to
be marked for annihilation.
Effect: The Damage characteristic of Thengavar
(Yndrasta’s spear) is 2D6 for attacks that target Effect: Your general has Strike-first if they
a Monster. charged in the same turn.

Once Per Battle, Your Movement Phase Once Per Battle, Any Combat Phase
DAZZLING RADIANCE: Yndrasta’s god-touched HAWK OF THE CELESTIAL SKIES: The sight
brilliance can call stranded Stormcast souls into the of Yndrasta’s seraphic form inspires her warriors with
fray once more. immeasurable resolve.

Declare: Pick your general to use this ability if they Effect: Until the end of the phase, add 1 to hit rolls
were set up this phase. for attacks made by friendly units while they are
wholly within 12" of your general.
Effect: You can return 1 slain model to each friendly
unit wholly within 12" of your general.
MOVE
• SPE A R H E A D WA R SCROLL •
12"
Y NDR ASTA
HEALTH

8 3+

SAVE
TH E CELESTI A L SPE A R
2 RA NGED WEAPONS Range Att acks Hit Wound Rend Damage Ability
CONTROL Thengavar 12" 1 3+ 2+ 2 4 Shoot in Combat
MELEE WEAPONS Att acks Hit Wound Rend Damage Ability
Yndrasta is Sigmar’s Huntress. Blade of the High Heavens 5 3+ 3+ 2 3 -
Her spear, Thengavar, is
steel-sister to the God-King’s
own legendary polearm; when Once Per Battle, Any Combat Phase
hurled, it seeks out her prey, CHAMPION OF SIGMAR: Forged
piercing its monstrous heart
before returning to Yndrasta’s
by Sigmar’s own hand, Yndrasta is
grip. There are those who protected by a divine aura so potent
whisper that lifetimes of battle that swords and arrows simply rebound
have hollowed out Yndrasta’s off her.
soul and replaced it with
pitiless starfi re , her divine aura Effect: Th is unit has Ward (5+)
so intense it can protect her this phase.
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.

KEY WORDS Hero, Infantry, Fly, Ward (6+)


MOVE
• SPEARHEAD WARSCROLL •
5"
VANQUISHERS
HEALTH

2 3+

SAVE
1 MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
CONTROL
Celestial Greatsword 2 3+ 3+ 1 1 -

Vanquishers bear swords that Passive


incorporate shards of celestium,
a mineral that radiates the power
LIGHTNING STRIKES: Vanquishers utilise a stance that allows them to
of foresight. This, combined with make a flurry of rapid strikes against a numerous foe.
their expert bladecraft, makes
Effect: Add 1 to the Damage characteristic of this unit’s Celestial
them deadly fighters indeed. The
more foes they face, the higher Greatswords for attacks that target an enemy unit that has 5 or more models.
the toll they take.

KEYWORDS Infantry

MOVE
• SPEARHEAD WARSCROLL •
4"
ANNIHILATORS
HEALTH

3 2+
SAVE

1
CONTROL

Clad in the thickest plate and Any Charge Phase


wielding weaponry hewn
FORCE OF A FALLING STAR: As Annihilators build up momentum, their
from enchanted celestial
MOVE
• SPEARHEAD WARSCROLL •
5"
HEALTH

6 3+ KNIGHT-VEXILLOR
SAVE
5 MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
CONTROL Sigmarite Warblade 4 3+ 3+ 1 2 -

The Knight-Vexillors are Your Hero Phase


warriors of unshakeable will,
proving themselves so many BANNER OF THE REFORGED: When a Banner of
times that they have been Apotheosis is planted, its energies heal flesh and restore armour.
entrusted with the sacred
standards of Azyr. These Declare: Pick a friendly unit wholly within 12" of this unit to be
relics, woven from star-silk by the target.
Sigmarite saints, have the power
to restore the forms of those who Effect: Heal (D3) the target. In addition, add 3 to that unit’s
have undergone Reforging. control score until the start of your next turn.

KEYWORDS Hero, Infantry


MOVE
• SPEARHEAD WARSCROLL •
4"
ANNIHILATORS
HEALTH

3 2+

SAVE
1 MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
CONTROL
Meteoric Hammer 3 3+ 3+ 1 2 -

Clad in the thickest plate and Any Charge Phase


wielding weaponry hewn
FORCE OF A FALLING STAR: As Annihilators build up momentum, their
from enchanted celestial
rock, Annihilators shrug charge turns the shockwave of their arrival into a deadly bludgeoning assault.
off bolts and arrows as they Declare: If this unit charged this phase and the unmodified charge roll was 8+,
charge forward with meteoric
force. Those struck by them
pick an enemy unit within 1" of it to be the target.
are bowled over even as the Effect: The target has Strike-last this turn.
death blows rain down to
finish the job.

KEYWORDS Infantry

MOVE
• SPEARHEAD WARSCROLL •
5"
HEALTH

6 3+ KNIGHT-VEXILLOR
SAVE

5
CONTROL

The Knight-Vexillors are Your Hero Phase


warriors of unshakeable will,
proving themselves so many BANNER OF THE REFORGED: When a Banner of
MOVE
• SPEARHEAD WARSCROLL •
10"
STORMSTRIKE CHARIOT
HEALTH

10 3+

SAVE
2 RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability
CONTROL Great Stormbow 18" 2 3+ 3+ 1 1 -
MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
Stormstrike Chariots are Stormstrike Axe 3 3+ 3+ 1 1 -
potent linebreakers. When the
clarion call to attack sounds, Gryph-chargers’ Beaks and Claws 6 4+ 3+ 1 1 Companion
they thunder across even the
most rugged terrain, with the Any Charge Phase
archer in their carriage sending
killing shafts from their great AZYR UNLEASHED: The impact
stormbow as they come. The of a Stormstrike Chariot on the
chariot’s most devastating charge can obliterate even the most
weapon, however, is its charge. durable of shieldwalls.
As the charioteers build up
speed, they draw the energies Declare: If this unit charged this
of Azyr to themselves until a phase, pick an enemy unit within 1"
crackling aurora surrounds of it to be the target and roll a dice.
them. Upon impact into the
enemy lines, the Stormcasts Effect: On a 2+, inflict D3 mortal
unleash this energy in damage on the target.
thunderous blasts even as they
strike out with axe and blade.

KEYWORDS War Machine


STORMCAST ETERNALS
VIGILANT BROTHERHOOD
Only when the hordes of Chaos threaten to choke all life from the realms
This Spearhead army consists does the God-King call upon the Vigilant Brotherhoods. These are elite
of the following units: 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
GENERAL close to pure vessels of Sigmar’s will. Though their lack of humanity renders
 Lord-Vigilant them ruthless, they are nigh incorruptible, their sense of self too diminished
on Gryph-stalker 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.
UNITS
 1 Lord-Veritant Each Vigilant Brotherhood is led by a Lord-Vigilant. These masterful
 3 Prosecutors commanders are hewn from centuries of service, and they tread the thin
 5 Liberators 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.
BATTLE TRAITS
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:


Once Per Battle, Your Hero Phase Once Per Battle, Your Charge Phase
SHIELD OF AZYR: Roaring oaths to Sigmar, STORM CHARGE: These warriors are driven
these warriors are surrounded by an aura of forward by their faith, ever eager to bring Sigmar’s
divine protection. holy retribution to his enemies.

Declare: Pick a friendly unit. Declare: Pick a friendly unit that is not in combat.

Effect: Until the start of your next turn, that unit has Effect: That unit can use Charge abilities this turn
Ward (5+). even if it used a Run ability in the same turn.

REGIMENT ABILITIES: Pick 1 of the following regiment abilities.


Once Per Battle, Reaction: You declared a Retreat ability Once Per Battle, Any Combat Phase
STRIKE WHERE NEEDED: Though often BLAZE OF GLORY: As these warriors are struck
outnumbered by their foes, the Stormcast Eternals are down, Sigmar’s holy lightning wreaks devastation
accustomed to fighting on many fronts and focusing around them before they are called back to the
their efforts where they will have the greatest impact. heavens to be Reforged.
REGIMENT ABILITIES: Pick 1 of the following regiment abilities.
REGIMENT
Once Per Battle,ABILITIES: Pick a1 Retreat
Reaction: You declared of the following
ability regiment
Onceabilities.
Per Battle, Any Combat Phase
STRIKE
Once Per WHERE NEEDED:
Battle, Reaction: Though
You declared often ability
a Retreat BLAZE
Once PerOF GLORY:
Battle, As these
Any Combat warriors are struck
Phase
outnumbered
STRIKE WHERE by theirNEEDED:
foes, the Stormcast Eternals are
Though often down,
BLAZE Sigmar’s holy lightning
OF GLORY: wreaks
As these devastation
warriors are struck
accustomed
outnumberedtoby fighting on many
their foes, fronts andEternals
the Stormcast focusingare around them before
down, Sigmar’s holy they are called
lightning wreaksback to the
devastation
their efforts where
accustomed they on
to fighting willmany
havefronts
the greatest impact.
and focusing heavensthem
around to be before
Reforged.
they are called back to the
their efforts where they will have the greatest impact. heavens to be Reforged.
Used By: The unit using that Retreat ability. Declare: Pick a friendly unit that is in combat.
Used By: The unit using that Retreat ability. Declare: Pick a friendly unit that is in combat.
Effect: No mortal damage is inflicted on that unit by Effect: Until the end of the phase, each time a model
that Retreat
Effect: No mortalability. In addition,
damage thatonunit
is inflicted thatcan still
unit by in that unit
Effect: Untilisthe
slain,
endmake vengeance
of thea phase, each roll
timeofa D6.
model
thatCharge
use Retreatabilities
ability.this turn eventhat
In addition, though it used
unit can stilla On a 4+,
in that inflict
unit 1 mortal
is slain, makedamage on anroll
a vengeance enemy unit
of D6.
Retreat ability.
use Charge abilities this turn even though it used a in combat with that unit.
On a 4+, inflict 1 mortal damage on an enemy unit
Retreat ability. in combat with that unit.

ENHANCEMENTS: Give your general 1 of the following enhancements.


ENHANCEMENTS:
Passive Give your general 1 of the followingPassive
enhancements.
HALLOWED
Passive SCROLLS: Sacred parchments MORRDA’S
Passive TALON: Enemies of the God-King
inscribed with Sigmarite
HALLOWED SCROLLS:blessings
Sacredadorn this warrior.
parchments know this weapon
MORRDA’S by name
TALON: and fear
Enemies its keen
of the blade.
God-King
inscribed with Sigmarite blessings adorn this warrior. know this weapon by name and fear its keen blade.
Effect: Your general has Ward (5+). Effect: Your general’s Hallowed Greataxe has
Effect: Your general has Ward (5+). Crit (Mortal).
Effect: Your general’s Hallowed Greataxe has
Crit (Mortal).
Once Per Battle, Any Combat Phase Once Per Battle, End of Any Turn
QUICKSILVER DRAUGHT:
Once Per Battle, Any This potion lends
Combat Phase NULL
Once Per Battle, End This
PENDANT: of Anydark amulet holds magic
Turn
uncanny speed to the
QUICKSILVER one who imbibes
DRAUGHT: it.
This potion lends within that
NULL can sap the
PENDANT: resolve
This darkofamulet
the enemy.
holds magic
uncanny speed to the one who imbibes it. within that can sap the resolve of the enemy.
Effect: Your general has Strike-first this phase. Declare: Roll a dice for each enemy unit contesting
Effect: Your general has Strike-first this phase. the same Roll
Declare: objective
a diceasfor
your
eachgeneral.
enemy unit contesting
the same objective as your general.
Effect: On a 2+, subtract the roll from the control
score
Effect:ofOn
that enemy
a 2+, unit this
subtract turn.
the roll from the control
score of that enemy unit this turn.
MOVE
• SPEARHEAD WARSCROLL •
12"
LORD-VIGILANT
HEALTH

8 3+

SAVE
ON GRYPH-STALKER
2 MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
CONTROL
Hallowed Greataxe 5 3+ 3+ 2 2 -
Gryph-stalker’s Beak and Talons 3 4+ 3+ 1 2 Companion
The Lord-Vigilants are the
steadfast commanders of the Once Per Battle, Any Combat Phase
Ruination chambers. They wield
not only hallowed greataxes but DELIVER JUDGEMENT: This warrior orders
also centuries of experience, Sigmar’s wrath to be delivered unto their enemies.
leading the charge in the God-
King’s name. Like the rest of Declare: Pick a friendly non-Hero unit wholly
their chamber, they struggle to within 12" of this unit to be the target.
maintain their memories and
empathy, though the Gryph- Effect: The target can use 2 Fight abilities this
stalker mounts ridden by the phase. After the first is used, however, the target
Lord-Vigilants are rumoured has Strike-last for the rest of the phase.
to slow the degradation of
their souls. This allows them
to strike a careful balance as Your Hero Phase
merciless fighters and shrewd
PLAN THE ATTACK: With honed tactical skill,
commanders. Their ability to
read the tides of battle borders the Lord-Vigilant orders a vital position to be taken.
on the prophetic. They use Declare: Pick an objective you do not control.
this to great effect in order to
deliver the judgement of the Effect: For the rest of the turn, add 1 to hit rolls
God-King, spurring their troops for combat attacks made by friendly units that
to redouble their efforts against
target enemy units contesting that objective.
key enemy strongpoints even as
they ride hard into the foe.

KEYWORDS Hero, Cavalry


MOVE
• SPE A R H E A D WA R SCROLL •
5"
HEALTH

6 3+ LOR D-V ER ITA NT


SAVE
2 MELEE WEAPONS Att acks Hit Wound Rend Damage Ability
CONTROL Staff of Abjuration 1 3+ 3+ 1 3 -
Anti-Wizard
Long have the Lord-Veritants Judgement Blade 3 3+ 3+ 1 D3 (+1 Rend), Anti-
been known as the witchfi nders
of the realms, their bright fi res
Priest (+1 Rend)
allowing them to judge the
spiritual state of mortals – and, Passive Your Hero Phase
in the heat of battle, send forth
a blast of cleansing flame into SENSE UNHOLY SORCERY: CLEANSING FIRES: Erupting
the foe. Those who serve in the Gryph-crows are sensitive to spiritual forth from the Lord-Veritant’s
Ruination chambers look not corruption and immediately alert brazier, a torrent of holy fire engulfs
only for corruption of the soul their masters whenever unholy the enemy.
but also any kind of spiritual energies are nearby.
void. Blindfolded to better focus Declare: Pick a visible enemy unit
the spirit-sight with which they Effect: Th is unit’s Gryph-crow is within 12" of this unit to be the
scry the souls of friend and a token. Th is unit has Ward (5+) target, then make a chanting roll
foe, they are daunting figures while its Gryph-crow is on of D6.
known for their lack of mercy.
At their feet bound faithful
the battlefield.
Effect: On a 3+, roll a dice for each
Gryph-crows, creatures drawn If you make an unmodified ward model in the target unit. For each
to condemned beings.
roll of 1 for this unit, remove its 5+, infl ict 1 mortal damage on the
Gryph-crow from the battlefield. target unit.

KEY WORDS Hero, Priest, Infantry

18
MOVE
• SPEARHEAD WARSCROLL •
12"
PROSECUTORS
HEALTH

2 3+

SAVE
1 RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability
CONTROL
Stormcall Javelin 10" 1 3+ 3+ 1 D3 -
MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
Though the Prosecutors once Stormcall Javelin 3 3+ 3+ 1 1 -
shone with the light of Azyr,
Be’lakor’s fell rituals forced a
great many of them to share Passive
the skies with billowing clouds SKIRMISHERS: These warriors fight in a
of Chaos corruption. Whilst dispersed formation.
their unshakeable faith in the
God-King has afforded them Effect: This unit has a coherency range of 2".
protection against the worst
effects of the Cursed Skies, their
exposure has left the majority Passive
of them hollow-eyed and eerily
quiet. Each Reforging claims HERALDS OF RIGHTEOUSNESS:
much more from these warriors Prosecutors speed across the battlefield in
than it does their kin. Now they blurs of light.
swoop alongside the Ruination
chambers, their crumbling Effect: When you make a charge roll for this
souls watched closely by their unit, roll 1 additional dice.
Lord-Veritants. To see them vent
their righteous fury in a death-
defying, breakneck charge is to
see something of the simmering
anger within.

KEYWORDS Infantry, Fly, Reinforcements


MOVE
• SPEARHEAD WARSCROLL •
5"
LIBERATORS
HEALTH

2 3+

SAVE
1 MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
CONTROL Warhammer 2 3+ 3+ 1 1 Crit (Mortal)
Grandhammer 2 3+ 3+ 1 2 Crit (Mortal)
Countless tyrants have fallen to
the Liberators. These staunch This unit has 4 Liberators armed with a
souls are the most famed Warhammer and 1 Liberator armed with
warriors of the Redeemer a Grandhammer.
conclaves; whether forming
implacable shieldwalls to defend
key strongpoints or expertly Passive
wielding paired weapons, they STALWART DEFENDERS:
are undeniably the soul of their Liberators fiercely guard the lands
Stormhost made manifest.
brought into Sigmar’s domain.
The iconic line infantry of the
Stormcast Eternals, Liberators Effect: Add 3 to this unit’s control
are depicted in a thousand score while it contests an objective
statues and tapestries, their
hammers raised and their Masks
wholly within friendly territory.
Impassive staring down with
intimidating intensity. Their
appearance has brought hope to
countless struggling townships
and beleaguered defenders
across the realms.

KEYWORDS Infantry, Reinforcements

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