Lumineth Realm-lords – Hurakan Windchargers

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14"
2
5+
7
WARSCROLL

Hurakan Windchargers

There is nowhere to hide from the Windchargers of the Hurakan temple. Their treerunner mounts are capable of deftly navigating the densest terrain to slip past their enemies, while the arrows of the aelves are carried upon loyal winds and almost always find their mark.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Windcharger Bow
Windcharger Bow12"23+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Windcharger Bow
Windcharger Bow3"13+3+-11
Claws
Claws1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 140
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline in a Helon army

Each model in a Hurakan Windchargers unit is armed with a Windcharger Bow.

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

MOUNT: This unit’s treerunners are armed with Claws.

CHAMPION: 1 model in this unit can be a Windspeaker Seneschal. Add 1 to the Attacks characteristic of that model’s Windcharger Bow.

STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. You can re-roll battleshock tests for this unit if it includes any Standard Bearers.

Windcharger Arrows: Windcharger arrows are guided to their target by aelementor winds.
Ward rolls cannot be made for wounds and mortal wounds caused by attacks made with missile weapons by this unit.

Go Where the Wind Blows: Treerunners can perform seemingly gravity-defying leaps, allowing them to bypass battlefield obstacles with ease.
When this unit makes a move, it can pass across terrain features in the same manner as a unit that can fly.

Move Like the Wind: Hurakan warriors are almost impossible to pin down in combat. They swirl around their foes, first closing to strike and then performing gravity-defying leaps to take them over or away from their enemies.
When you make a pile-in move with this unit, it does not have to finish the move no further from the nearest enemy unit than it was at the start of the move. In addition, when you make a pile-in move with this unit, if it made a charge move in the same turn, it can fly and can move an extra 3" when it piles in.

KEYWORDS
ORDER, LUMINETH REALM-LORDS, AELF, AELEMENTIRI, HURAKAN, WINDCHARGERS

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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.
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.
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.
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.

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

Leader
None
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.

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

Leader
None
© Vyacheslav Maltsev 2013-2024