Cities of Sigmar – Celestial Hurricanum with Celestial Battlemage
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WARSCROLL

Celestial Hurricanum with Celestial Battlemage

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
Wizard’s Staff
Wizard’s Staff2"14+3+-1D3
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: 280
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Xintil War-magi

DESCRIPTION

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

CELESTIAL BATTLEMAGE: This model include 1 Celestial Battlemage armed with a Wizard’s Staff. The Look Out, Sir! rule does not apply to this model, and any command traits or artefacts of power only affect attacks made by the Celestial Battlemage.

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

Celestial Battlemage: Natives of Azyr, these wizards have an unrivalled affinity for celestial magic.
Add 1 to casting rolls for this model if the battle is taking place in Azyr.

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.

MAGIC

A Celestial Battlemage is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield, Chain Lightning and Comet of Casandora spells.

Chain Lightning: Lightning bursts from the wizard’s fingertips and arcs towards the enemy with crackling fury.
Chain Lightning has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. That unit suffers D3 mortal wounds. Then, roll a dice for every other enemy unit within 6" of the original target. On a 4+, that unit suffers D3 mortal wounds.

Comet of Casandora: Reaching out to the heavens, the wizard grasps a flaming comet and sends it crashing down upon the battlefield.
Comet of Casandora has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them and roll 2D6. If the roll is less than or equal to that unit’s Move characteristic, that unit suffers D3 mortal wounds. If the roll is greater than that unit’s Move characteristic, that unit suffers D6 mortal wounds.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, COLLEGIATE ARCANE, HERO, WIZARD, CELESTIAL HURRICANUM
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.
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.
Army List
Warscrolls collated
Faction Rules
• Allies
10.1.2 Look Out, Sir!
You must subtract 1 from the hit roll (see 13.3) for an attack made with a missile weapon if the target is an enemy HERO within 3" of an enemy unit that has 3 or more models. The Look Out, Sir! rule does not apply if the enemy HERO has a Wounds characteristic of 10 or more.
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
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.

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

Leader
Leader, Behemoth

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

Leader, Behemoth
Behemoth

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

Leader
Leader, Behemoth
Behemoth

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

Leader, Behemoth
Behemoth
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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).
© Vyacheslav Maltsev 2013-2021