Lumineth Realm-lords – Hurakan Spirit of the Wind
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24"
8
5+
10
WARSCROLL

Hurakan Spirit of the Wind

The winds of Hysh were forced to watch as the lands they once loved were corrupted by Chaos. Now, given focus by the Lumineth, they take the fight to the hated agents of disorder with arcane arrow, swirling shard-storm, and raging vortex all at once.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bow of the Wind’s Vengeance
Bow of the Wind’s Vengeance18"42+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bow of the Wind’s Vengeance
Bow of the Wind’s Vengeance3"22+3+-2D3
Swirling Shards
Swirling Shards3"D33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 265
Battlefield Role: None
Base size: 60mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Hurakan Temple

DESCRIPTION

A Hurakan Spirit of the Wind is a single model armed with a Bow of the Wind’s Vengeance 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, if an enemy model starts a pile-in move within 3" of any friendly units with this ability, subtract 2" from the distance that model can pile in during that phase (to a minimum of 1").

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.

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 or a retreat of 12" (it cannot run). 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, SPIRIT OF THE WIND
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
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.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.

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

Leader
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.

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

None
Leader

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

None
Leader
© Vyacheslav Maltsev 2013-2021