Lumineth Realm-lords – Sevireth, Lord of the Seventh Wind
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24"
10
5+
10
WARSCROLL

Sevireth, Lord of the Seventh Wind

The hot gale of the Hyshian deserts is made manifest in Sevireth. His arrows, though deadly, are not his fiercest weapon, for the sandstorm that whips around him can strip a man’s flesh from bone, erode the statues of tyrants and scour evil men from history.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Enathrai, the Howling Death
Enathrai, the Howling Death18"42+3+-3D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Enathrai, the Howling Death
Enathrai, the Howling Death3"22+3+-2D3
Swirling Shards
Swirling Shards3"D33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 300
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Sevireth is a named character that is a single model. He is armed with Enathrai, the Howling Death and Swirling Shards.

FLY: This model can fly.

ABILITIES

Into the Gale: The cyclonic currents that surround a Spirit of the Wind make it very difficult for enemies to harm them.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+, that wound or mortal wound is negated.

In addition, subtract 2" from the distance enemy models within 3" of this model can pile in (to a minimum of 1") while they are within 3" of this model.

Living Cyclone: As a Spirit of the Wind moves across the battlefield, enemies are picked up and tossed about, buffeted into each other with crushing force by the aelementor’s mere passing.
Roll a dice for each enemy unit that is within 3" of this model after this model makes a charge move. On a 3+, that unit suffers 1 mortal wound, and subtract 1 from hit rolls for that unit until the end of the next combat phase. A unit cannot be affected by this ability more than once per phase.

Scour: Sevireth has a loathing for the monuments of his enemies and can use the winds under his control to scour them down to nothing but smooth-surfaced rubble.
At the start of the charge phase, you can pick 1 faction terrain feature that is within 1" of this model. If you do so, this model cannot charge in that phase but you can roll a dice. On a 2+, the scenery rules on that terrain feature’s warscroll cannot be used for the rest of the battle.

Designer’s Note: The terrain feature can still be used to provide cover, and any scenery rules that apply to it which are not on its warscroll can still be used.

Searing Desert Winds: Sevireth is lord of burning-hot and parching desert winds. If Sevireth whirls around a foe for long enough, only desiccated corpses are left in his wake.
After this model makes a normal move (including if it moves at the end of the shooting phase), pick 1 enemy unit that has any models that this model passed across and roll a dice. On a 3+, that unit suffers D3 mortal wounds.

Spirit of the Wind: A Spirit of the Wind never remains in one place for long.
At the end of the shooting phase, this model can make a normal move of 12" but cannot run (it can retreat). In addition, this model can retreat and still charge later in the same turn.

Windmage Symbiosis: Windmages are able to sustain Spirits of the Wind, refreshing the elemental energies that are their life force.
In your hero phase, if this model is within 12" of any friendly WINDMAGES, you can heal up to D3 wounds allocated to this model.

KEYWORDS
ORDER, LUMINETH REALM-LORDS, HURAKAN, YMETRICA, HERO, SPIRIT OF THE WIND, SEVIRETH
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
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.
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
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.
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.
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.
Cover
Add 1 to save rolls for a unit if all of its models are wholly on or within a terrain feature when the rolls are made. This modifier does not apply in the combat phase if the unit you are making save rolls for made a charge move in the same turn, and never applies to units containing models with the MONSTER or WAR MACHINE keyword that have a Wounds characteristic of 8 or more.
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
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.
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.

The WINDMAGE keyword is used in following Lumineth Realm-lords warscrolls:

Leader
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.

The HURAKAN keyword is used in following Lumineth Realm-lords warscrolls:

None
Leader

The SPIRIT OF THE WIND keyword is used in following Lumineth Realm-lords warscrolls:

None
Leader
© Vyacheslav Maltsev 2013-2021