Masters of aetheric lightning who can manipulate the cerulean energy of Azyr, Lord- Arcanums can see the souls of living creatures, the better to heal their kindred. When allied with wind-swift Gryph-chargers, they are all but inescapable.
Unit Size: 1 Points: 200
Battlefield Role: Leader
A Lord-Arcanum on Gryph-charger is a single model armed with an Aetherstave.
MOUNT: This model’s Gryph-charger attacks with its Razor Beak and Claws.
Aethereal Strike: A Gryph-charger’s claws are supernaturally sharp, tearing through armour with ease.
If the unmodified
hit roll for an attack made with a Gryph-charger’s Razor Beak and Claws is 6, that attack inflicts 1
mortal wound on the target and the attack sequence ends (do not make a
wound or save roll).
Cycle of the Storm: A Lord-Arcanum is capable of capturing the soul-stuff of a fallen Stormcast Eternal, returning it back to the battlefield to continue the fight.
Once per turn, when a friendly
STORMCAST ETERNAL model is slain within 18" of this model, instead of removing the slain model, you can
heal 1 wound allocated to it. This model cannot use this ability on itself.
Ride the Winds Aetheric: Gryph-chargers can move faster than the eye can follow along the winds aetheric, though the shifting of these winds makes such movement perilous at times.
In your
movement phase, this model can
Ride the Winds Aetheric instead of
moving normally. If it does so, choose the direction in which it will move, and roll 6D6. This model can move up to a number of inches equal to the result in the direction chosen,
moving over terrain and other models as if it could
fly. It must end the move more than 3" from enemy models – if this is impossible, it cannot move at all. This model cannot
charge in a turn in which it
Rides the Winds Aetheric.
Spirit Flask: As a desperate last resort, Lord- Arcanums can smash open one or more of the filled spirit flasks that they carry, causing a deadly explosion of soul energy that engulfs the wizard and anybody that is nearby.
Once per battle, at the start of the
combat phase, you can say that this model will shatter 1, 2 or 3 spirit flasks. If you do so, each unit within 3" of this model suffers 1
mortal wound for each spirit flask that was shattered. Units within 3" with 10 or more models suffer D3 mortal wounds for each spirit flask that was shattered instead. Allocate the mortal wounds to this model last of all, after allocating them to any other units that are affected.
This model is a
WIZARD. It can attempt to
cast one spell in your
hero phase, and attempt to
unbind one spell in the enemy hero phase. It knows the
Arcane Bolt,
Mystic Shield and
Healing Light spells. In addition, the
Arcane Bolts that this model unleashes are fuelled by
Prime Electrids.
Healing Light: The Lord-Arcanum gathers aetheric energy and uses it to revitalise the depleted life energies of Stormcast warriors that are nearby.
Healing Light has a
casting value of 5. If successfully cast, pick a friendly
STORMCAST ETERNAL model within 18" of the caster.
Heal D3 wounds that have been allocated to that model. If the
casting roll was 8+, heal D6 wounds that have been allocated to that model instead.
Prime Electrids: With the power of Azyr crackling through them, Lord-Arcanums can summon lightning as easily as another mortal draws breath.
If this model successfully
casts Arcane Bolt and it is not
unbound, then the spell inflicts D3
mortal wounds instead of 1, or D6 mortal wounds instead of D3 if the casting roll was 10+.
Soul Energy: A Lord-Arcanum can enhance the soul energy of nearby units from the Sacrosanct Chamber, allowing them to perform extraordinary deeds.
You can use this
command ability in your
hero phase, your
shooting phase, or the
combat phase.
Hero Phase: If you use this command ability in your hero phase, pick a friendly unit of
EVOCATORS wholly within 9" of a friendly model with this command ability. That unit can automatically
cast Empower in that hero phase (no casting roll is required, and the spell cannot be
unbound).
Shooting Phase: If you use this command ability in your shooting phase, pick a friendly unit of
CASTIGATORS wholly within 9" of a friendly model with this command ability. You can use
Aetheric Channelling to increase the accuracy and power of that unit’s Thunderhead Greatbows in that shooting phase instead of choosing only one of those options.
Combat Phase: If you use this command ability in the combat phase, pick a friendly unit of
SEQUITORS wholly within 9" of a friendly model with this command ability. You can use
Aetheric Channelling to increase the power of the unit’s weapons and shields in that combat phase instead of choosing only one of those options.