Cities of SigmarCelestial Hurricanum
11
4+
6
WARSCROLL

Celestial Hurricanum

One of the most complex and deadly creations of the Collegiate, the Celestial Hurricanum is a gigantic arcane orrery that can summon a furious magical storm to lay waste to enemy warriors.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Storm of Shemtek
Storm of Shemtek18"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Arcane Tools
Arcane Tools1"45+5+-1
Steel-shod Hooves
Steel-shod Hooves1"44+4+-1
DAMAGE
Wounds SufferedMovePortents of BattleStorm of Shemtek
0-210"10"3
3-49"8"2
5-68"6"2
7-87"4"1
9+6"2"1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Behemoth

DESCRIPTION

A Celestial Hurricanum is a single model armed with the Storm of Shemtek.

CREW: This model has a crew of Acolytes that attack with their Arcane Tools. For rules purposes, the crew are treated in the same manner as a mount.

MOUNT: This unit’s Warhorses attack with their Steel-shod Hooves.

ABILITIES

Locus of Azyr: Fellow mages in the vicinity of the Hurricanum feel their arcane might strengthened.
Add 1 to casting rolls made for friendly COLLEGIATE ARCANE WIZARDS wholly within 12" of any friendly CELESTIAL HURRICANUMS.

Portents of Battle: Celestial Hurricanums leak magical energy, granting nearby soldiers visions of the imminent future that allow them to land their blows with uncanny accuracy.
Add 1 to hit rolls for attacks made by friendly CITIES OF SIGMAR models within range of the Portents of Battle ability of any friendly CELESTIAL HURRICANUMS. The range of the Portents of Battle ability for this model is shown on the damage table above.

Storm of Shemtek: A Celestial Hurricanum can summon a magical storm to batter the foe with the fury of the heavens.
Do not use the attack sequence for an attack made with the Storm of Shemtek. Instead, roll a number of dice equal to the Storm of Shemtek value shown on this model’s damage table. For each 2+, the target suffers D3 mortal wounds.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, COLLEGIATE ARCANE, CELESTIAL HURRICANUM
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.

The COLLEGIATE ARCANE and WIZARD keywords are used in following Cities of Sigmar warscrolls:

Leader
Leader, Behemoth

The CELESTIAL HURRICANUM keyword is used in following Cities of Sigmar warscrolls:

Leader, Behemoth
Behemoth
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The COLLEGIATE ARCANE keyword is used in following Cities of Sigmar warscrolls:

Leader
Leader, Behemoth
Behemoth

The CELESTIAL HURRICANUM keyword is used in following Cities of Sigmar warscrolls:

Leader, Behemoth
Behemoth
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© Vyacheslav Maltsev 2013-2020