Lumineth Realm-lords – Hurakan Windmage
This warscroll does not meet the selection criteria (see Settings tab).
16"
5
5+
7
WARSCROLL

Hurakan Windmage

True allies of the Hyshian winds, a Hurakan Windmage travels everywhere upon a loyal zephyr-spirit companion. From here, they encourage their aelementors to follow their aelven disciples and unleash the gale-force wrath of the air against their enemies.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aspiragillum
Aspiragillum3"23+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 60 x 35mm
Notes: Single

A Hurakan Windmage is armed with an Aspiragillum.

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

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

FLY: This unit can fly.

Fan of Redirection: The fan carried by a Windmage can be used to brush aside enemy missiles, redirecting them into the ground or even nearby foes.
Add 1 to save rolls for attacks made with missile weapons that target this unit. In addition, if the unmodified save roll for an attack made with a missile weapon that targets this unit is 6, after all of the attacking unit’s attacks have been resolved, you can cause 1 mortal wound to 1 enemy unit within 9" of this unit and visible to it.

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 move an extra 3" when it piles in.

Windleap: Windmages often accompany Windchargers into battle, allowing the cavalry archers to perform soaring leaps right over the heads of their enemies.
If a friendly WINDCHARGERS unit starts a move wholly within 6" of this unit, when it makes that move, that unit has a Move characteristic of 16" and can fly.

Windblast Vortex: The caster calls forth a vortex that they can send roaring towards the foe at will.
Windblast Vortex is a spell that has a casting value of 5 and a range of 9". If successfully cast, in your next shooting phase, you can pick 1 enemy unit within range and visible to the caster and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

KEYWORDS
ORDER, LUMINETH REALM-LORDS, AELF, AELEMENTIRI, HURAKAN, HERO, WIZARD, WINDMAGE
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.
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.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
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

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

None

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

Leader
None
© Vyacheslav Maltsev 2013-2022