Cities of Sigmar – Battlemage on Celestial Hurricanum

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Battlemage on Celestial Hurricanum

Celestial Battlemages harness the cosmic power of High Azyr to bring down storms and send arcs of lightning cascading through the ranks of the enemy, unleashing raw elemental power that is terrible to witness.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wizard’s Staff
Wizard’s Staff2"13+3+-1D3
Arcane Tools
Arcane Tools1"45+5+-1
Steel-shod Hooves
Steel-shod Hooves1"44+4+-1

Unit Size: 1      Points: 260
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Battlemage on Celestial Hurricanum is armed with a Wizard’s Staff

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. If you pick a spell from the Lore of the Collegiate Arcane for this unit, it must be Twin-tailed Comet.

CREW: This unit’s Acolytes are armed with Arcane Tools.

MOUNT: This unit’s Warhorses are armed with Steel-shod Hooves.

Storm of Shemtek: A Celestial Hurricanum can summon a magical storm to batter the foe with the fury of the heavens. As the battle rages, the tempest grows ever stronger.
In your hero phase, you can pick 1 enemy unit within 18" of this unit and roll a number of dice equal to the number of the current battle round. For each roll of 2+, that enemy unit suffers D3 mortal wounds.

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 HUMAN units wholly within 9" of any friendly units with this ability.

Chain Lightning: Lightning bursts from the wizard’s finger tips and arcs towards the enemy with crackling fury.
Chain Lightning is a spell that has a range of 18" and a casting value of 6. If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3 mortal wounds. Then, roll a dice for all other enemy units within 6" of the picked enemy unit. On a 4+, the unit being rolled for suffers D3 mortal wounds.

Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

The ORDER keyword is used in the following Cities of Sigmar warscrolls:

The CITIES OF SIGMAR keyword is used in the following Cities of Sigmar warscrolls:

Army List
Warscrolls collated

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14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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

Leader, Behemoth
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

The WIZARD keyword is used in the following Cities of Sigmar warscrolls:

Leader, Behemoth

Twin-tailed Comet

A blazing comet races across the sky, inspiring those Sigmarites who witness it before crashing into the enemy’s lines.

Twin-tailed Comet is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. Draw a straight line between the caster and 1 model in that unit. Until the end of the turn, each friendly HUMAN unit the line passes over has a Bravery characteristic of 10. Then, the enemy unit you picked suffers D3 mortal wounds.

© Vyacheslav Maltsev 2013-2024