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Stormhost of Sigmar-Draft III
Stormhost of Sigmar-Draft III
SIGMAR’S JUSTICE
Celestial power flows through the veins of the Stormcast Eternals, and with it, the furious
retribution of Sigmar’s justice. In battle, this divine ichor thunders through the Eternals
like lightning, empowering Sigmar’s chosen into seemingly impossible displays of martial
prowess.
Models with the Sigmar’s Justice special rule reroll all of their failed ‘To Wound’ rolls in
close combat. In addition, all attacks made by a model with this special rule count as
magical attacks.
HATRED (CHAOS)
For the immeasurable, abhorrent atrocities and suffering the Chaos Gods have
unleashed upon mankind, as well as all living things, Sigmar has long-developed a deep
seeded loathing and utter revulsion for the Ruinous Powers, which has changed the God-
King into a being of merciless retribution. This uncompromising hatred has been
embedded into the souls of the Stormcast Eternals who have become relentless in their
pursuits to obliterate Chaos in all of its blasphemous forms.
A model with the Hatred (Chaos) special rule hates all units chosen from the following
army lists: Warhammer: Warriors of Chaos, Warhammer: Daemons of Chaos,
Warhammer: Beastmen, Warhammer: Skaven, Tamurkhan: The Throne of Chaos – The
Legion of Azgorh army list, Warhammer: Glottkin – The Legions of Chaos army list,
Warhammer: Archaon – The Grand Legion of the Everchosen army list.
The Stormcast Eternal player may choose to hold up to half of the army’s Core Units (not
including Flagellants) in reserve at the beginning of the game. Stormcast Eternal units
held in reserve in this manner must include a unit champion model. If the player decides
to do this, the reserve units will not deploy with the rest of the army and instead enter the
game as per the Ambushers special rule (see the Warhammer rulebook for details) with
the following modifications:
The reserve units will not enter the battle from ‘any battlefield edge,’ instead the
Stormcast Eternal player must pick each reserve unit one at a time and place the unit
champion model anywhere on the battlefield, keeping the model at least 1” apart from all
other units and impassable terrain. Then roll the scatter and artillery dice. If a hit is rolled,
the champion model stays where it is and the chosen unit must be deployed entirely
forming up around the champion model, in any legal formation. If an arrow is rolled,
move the champion model in the direction of the arrow a number of inches equal to the
number rolled on the artillery dice and deploy the unit as described above. Note that if the
champion moves on top (or within 1”) of another unit or impassable terrain continue to
move the model in the same direction of the arrow until the champion model may be
placed at least 1” apart from other units and impassible terrain.
If a misfire is rolled, the unit suffers D3+1 wounds with no save of any kind allowed.
Then reroll the artillery dice. If another misfire is rolled the unit suffers wounds again as
described above – keep rerolling the artillery dice until a number result is rolled.
Once the first unit is deployed, the player selects the next reserve unit and completes the
same process until there are no reserve units left to deploy.
Units may not move on the turn they deploy in this manner, but may otherwise act as
normal. Units armed with missile weapons count as having moved this turn.
SIGMAR’S FORGE
Listed below are the rules and descriptions for all the unique weapons, armour and other
upgrades only available to units and characters in the Stormhost of Sigmar army list.
Note all of the following equipment follow the rules for magic items as described in the
Warhammer rulebook.
Sigmarite Armour
Forged from sigmarite, a mysterious, cosmic metal by Sigmar himself, sigmarite armour
glistens with bright hues akin to gold and silver but with an endurance far superior than
any other metal in the material world.
Stormhammers count as hand weapons and grant the wielder a +1 ‘To Hit’ bonus on all
close combat attacks directed at a model with the Undead and/or Nehekharan Undead
special rule.
Grandhammers count as great weapons and also confer the bonus against
Undead/Nehekharan Undead models as described above.
Note: If a model armed with a stormhammer chooses the option of being equipped with
an additional stormhammer or warblade, the model must choose an additional
stormhammer (i.e. a model may not be armed with both a stormhammer and a warblade).
Warblades & Grandblades
Also known as ‘Swords of Sigmar’, warblades are wrought to unmake daemonic-hide,
searing unnatural daemon-flesh with bursts of pure light and causing excruciating pain
upon the foul entities of Chaos before banishing them from whence they came.
Warblades count as hand weapons and grant the wielder a +1 ‘To Hit’ bonus on all close
combat attacks directed at a model with the Daemonic special rule or who have the word
‘Daemon’ listed in their unit name.
Grandblades count as great weapons and also confer the bonus against Daemon models
as described above.
Note: If a model armed with a warblade chooses the option of being equipped with an
additional warblade or stormhammer, the model must choose an additional warblade (i.e.
a model may not be armed with both a warblade and a stormhammer).
Celestial Hammers
Celestial hammers are the favoured weapons of the angel-like Stormcast Prosecutors and
are imbued with the cosmic power of Azyr. In battle, the Prosecutors soar over the
battlefield casting their enchanted hammers from the skies, like raging bolts of lightning,
to strike down their foes, before the mystical weapons magically return to their wielder’s
grasp.
Two hand weapons. In the shooting phase, Stormcast Prosecutors may throw their
celestial hammers at the enemy, which immediately return to them after striking the foe.
This counts as a single ranged attack with the following profile:
*Thunderbolt Crossbows follow all the rules as described for Bolt Throwers in the
Warhammer rulebook with the above, modified profile. Note: Models armed with a
Thunderbolt Crossbow may move (but not march) and fire, and any wounds caused by
the weapon ignore armour saves.
Lightning Hammers
Radiating with celestial energy, these massive, double-handed hammers are fused with
the essence of Ghal Maraz, Sigmar’s legendary warhammer – each blow unleashes a
storm of lethal bursts of cosmic magic.
Lightning Hammers count as great weapons with the Multiple Wounds (D3) special rule.
Stormstrike Glaives
Stormstrike glaives are lightweight pole arms made of celestial alloys, which the
Stormcast Eternals wield with elegant strokes that enable them to deflect incoming
missiles and strike their foes with rapid precision.
Stormstrike glaives are hand weapons with the Always Strikes First, Armour Piercing and
Requires Two Hands special rules. In addition, enemy models shooting at a model armed
with a stormstrike glaive suffer an additional -1 penalty on their rolls ‘To Hit.’
Thunderaxes
Thunderaxes are huge double-handed axes that have been sharpened with raw sigmarite
and enchanted with the power of Urannon, enabling a mere glancing blow to lop off
heads and limbs alike.
Starsoul Mace
A starsoul mace contains the essence of a star saturated and set in a crystal chamber of
sky magic. When the mace strikes true, the weapon sucks and absorbs the soul of its
victim –forever trapping their spirit within the weapon’s fiery chamber.
Hand weapon. Starsoul Maces have the Heroic Killing Blow and Requires Two Hands
special rules.
Sigmarite Runeblade
Forged of raw sigmarite and etched with runes of lost enchantments, runeblades
effortlessly slice through metal, rock, flesh and bone.
All successful ‘To Hit’ rolls from a Sigmarite Runeblade will wound the enemy model
automatically with no armour saves allowed.
Sigmarite Warcloak
The commanders of Sigmar’s armies often wear warcloaks that sizzle with celestial
energy into battle. Using a portion of this stored magic, Lord-Celestants unleash bursts
of potent celestial beams that scorch and sear armour and flesh alike.
A Sigmarite Warcloak adds a +1 armour save bonus to the wearer’s armour save. In
addition, the cloak contains a Bound spell (power level 4). The Warcloak spell is a magic
missile with a range of 18” that causes D6 Strength 4 hits.
Warding Lantern
Each Warding Lantern contains a fragment of a Twin Tailed Comet – the legendary
harbinger of the God-King’s arrival and holy sigil of the Cult of Sigmar. When the
artifact is opened, beaming rays of celestial energy flow forth shielding the Forces of
Order while repelling the Servants of Destruction.
The Warding Lantern contains a Bound Spell (power level 5). This spell may be cast on
any unit within 18” of the lantern’s bearer. The spell is considered a hex spell if cast on
an enemy unit or an augment spell if cast on a friendly unit. The spell will last until the
beginning of the following Stormcast Eternal Magic phase.
When cast on an enemy unit, the unit’s armour save is reduced by 1 (i.e. a model with a
4+ armour save will have its armour save reduce to a 5+). Units with the Daemonic
special rule or who have the word ‘Daemon’ listed in their unit name also reduce their
ward save by 1.
When cast on a friendly unit, the unit’s armour save increases by 1 or provides an armour
save of 6+ if cast on a unit without an armour save.
LORDS
The Celestant-Prime
Lord-Celestant
HEROES
Lord-Castellant
Lord-Relictor
Knight-Angelos
CORE
Stormcast Liberators
Stormcast Judicators
Flagellants (E)
SPECIAL
Stormcast Paladins
Stormcast Prosecutors
Gryphounds
RARE
Dracothian Templars
Warrior Priests of Sigmar
LORDS
M WS BS S T W I A LD
Celestant-Prime 4 8 5 5 6 7 8 6 10
Points: 785
Special Rules: Sigmar’s Justice, Stubborn, Terror, Hatred (Chaos), Hover, Immune
to Psychology.
MAGIC ITEMS
The Cometstrike Sceptre: The Cometstrike Sceptre is the badge of office for the
Supreme Lord-Commander of the Stormhosts of Sigmar, second in authority only to the
God-King himself. Such is the might of magic imbued within this holy iconic sceptre that
the Celestant-Prime is able to rain great meteorites from the heavens above upon the
armies of his foes.
Enchanted Item. Bound spell (power level 10). The Cometstrike Sceptre contains the
Comet of Casandora spell (see the Lore of Heavens).
LORD-CELESTANT
M WS BS S T W I A LD
Lord-Celestant 4 7 4 4 5 5 7 5 10
Dracoth 8 5 0 5 5 4 4 4 7
Stardrake 6 8 0 8 8 8 1 7 9
Points: 290
Options:
May ride a Dracoth for +150 pts. OR a Stardrake for +530 pts.
Scaly-hide: Dracoths and Stardrakes provide their riders with a +2 armour save bonus,
rather than the usual +1 bonus provided by a Monstrous/Monster mount.
Special Rules (Stardrake): Large Target, Fly, Scaly Skin (2+), Terror, Scaly-hide.
HEROES
LORD-CASTELLANT
M WS BS S T W I A LD
Lord-Castellant 4 6 4 4 4 4 6 4 9
Points: 165
Troop Type: Infantry, 40mm square base (Character)
Magic: A Lord-Castellant may be upgraded to a Wizard (see below) and uses spells from
the Lore of Heavens.
Options:
KNIGHT-HERALDOR
One Lord-Castellant in a Stormcast Eternal army, and who is not the Battle Standard
Bearer, may be ungraded to be the army Knight-Heraldor for +25 points. A Knight-
Heraldor counts a musician. In addition as long as the Knight-Heraldor is alive on the
tabletop and not fleeing, all friendly Stormcast Eternal units (including individual
character models) count as having a musician.
LORD-RELICTOR
M WS BS S T W I A LD
Lord-Relictor 4 5 4 4 4 4 5 3 8
Points: 225
Troop Type: Infantry, 40mm square base (Character)
Equipment: Stormhammer and mortis armour (counts as sigmarite armour but also has
the Fear special rule).
Magic: Lord-Relictor is a Level 1 Wizard. He uses spells from the Lore of Heavens or
Death.
Options:
Relic Bearer: In addition to his normal spells, a Lord-Relictor always knows the
Regrowth spell from the Lore of Life.
KNIGHT-ANGELOS
M WS BS S T W I A LD
Lord-Angelos 4 5 6 4 4 4 5 3 8
Points: 135
Options:
CORE UNITS
M WS BS S T W I A LD
Stormcast Liberator 4 5 4 4 4 3 5 3 8
Liberator-Prime 4 5 4 4 4 3 5 4 8
Unit Size: 3+
Options:
May replace their shields for an additional stormhammer or warblade for +5 pts/model.
M WS BS S T W I A LD
Stormcast Judicator 4 5 4 4 4 3 5 3 8
Judicator-Prime 4 5 5 4 4 3 5 3 8
Unit Size: 3+
Options:
The entire unit may exchange their skybolt bows with boltstorm crossbows for free.
SPECIAL UNITS
M WS BS S T W I A LD
Stormcast Prosecutor 4 5 4 4 4 3 5 3 8
Prosecutor-Prime 4 5 5 4 4 3 5 3 8
Unit Size: 2+
Options:
May exchange their celestial hammers for a hand weapon, stormcall javelins and shield
for free OR may be equipped with shields for +3 pts/model.
M WS BS S T W I A LD
Stormcast Paladin 4 6 4 4 4 3 5 3 9
Paladin-Prime 4 6 4 4 4 3 5 4 9
Unit Size: 3+
Equipment: Lightning hammers and sigmarite armour.
Options:
The entire unit may replace their lightning hammers with either thunderaxes at no
additional points cost or stormstrike glaives at no additional points cost.
GRYPHOUNDS Points/model: 25
M WS BS S T W I A LD
Gryphound 8 4 0 4 4 2 4 2 7
Unit Size: 1+
Hunter Senses: Enemy units of Scouts may not be deployed within 18” of any unit of
Gryphounds.
RARE UNITS
M WS BS S T W I A LD
Dracothian Templar 4 5 4 4 4 3 5 3 8
Dracothian Templar-Prime 4 5 4 4 4 3 5 4 8
Dracoth 8 5 0 5 5 4 4 4 7
Unit Size: 2+
Equipment: Stormhammer or warblade, shield and sigmarite armour.
Options:
M WS BS S T W I A LD
Warrior Priests of Sigmar 4 4 4 4 4 2 4 2 8
Options:
The entire unit may replace their light armour with heavy armour for +2 pts/model and/or
carry shields for +2 pts/model.
Each Warrior Priest of Sigmar may take magic items (chosen from the Warhammer
rulebook and/or Warhammer: Empire) worth up to 20 pts.
Divine Power of Sigmar: A unit of Warriors Priests of Sigmar may channel power and
dispel dice in the same manner as a wizard (roll once for the unit, not each model).
Battle Prayers of Sigmar: Units of Warrior Priests of Sigmar follow the rules for Battle
Prayers as described on page 36 of Warhammer: The Empire. However, the unit counts
as a single Warrior Priest for the purposes of casting Battle Prayers. This means the
Warrior Priests of Sigmar unit may only cast each Battle Prayer once per friendly Magic
phase.