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.
Unit Size: 1 Points: 120
Battlefield Role: Leader
Base size: 60 x 35mm
A Hurakan Windmage is armed with an Aspiragillum. BATTALIONS:
This warscroll can be used in the following warscroll battalions:
• Hurakan Battlehost
This unit can attempt to cast
1 spell in your hero phase
and attempt to unbind
1 spell in the enemy hero phase.
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