Lumineth Realm-lords – Sevireth, Lord of the Seventh Wind

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24"
10
5+
10
WARSCROLL

Sevireth, Lord of the Seventh Wind

The bellicose aelementor known as Sevireth is the searing wrath of a desert wind come to life. The sandstorm that whips around him can scour the idols and monuments of his foes clean in moments, while enemies are flayed straight to the bone - those not struck down by his arrows, that is.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Enathrai, the Howling Death
Enathrai, the Howling Death18"42+3+-3D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Enathrai, the Howling Death
Enathrai, the Howling Death3"22+3+-2D3
Swirling Shards
Swirling Shards3"D33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 270
Battlefield Role: Leader
Base size: 60mm
Notes: Single, Unique

Sevireth, Lord of the Seventh Wind, is armed with Enathrai, the Howling Death, and Swirling Shards.

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

FLY: This unit can fly.

Into the Gale: The cyclonic currents that surround a Spirit of the Wind make it very difficult for enemies to harm them.
This unit has a ward of 5+.

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 unit after this unit 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. The same unit cannot be affected by this ability more than once per phase.

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.

Scour: Sevireth has a loathing for the monuments of his enemies and can use the winds under his control to scour them down to nothing but smooth-surfaced rubble.
At the end of the charge phase, you can pick this unit to carry out the Smash To Rubble monstrous rampage (core rules, 21.1) even though it is not a MONSTER.

Searing Desert Winds: Sevireth is lord of burning-hot and parching desert winds. If Sevireth whirls around a foe for long enough, only desiccated corpses are left in his wake.
After this unit makes a normal move (including if it moves at the end of the shooting phase), pick 1 enemy unit that has any models that this unit passed across and roll a dice. On a 3+, that unit suffers D3 mortal wounds.

Spirit of the Wind: A Spirit of the Wind never remains in one place for long.
At the end of your shooting phase, this unit can make a normal move or a retreat of 12" (it cannot run). In addition, this unit can retreat and still charge later in the turn.

KEYWORDS
ORDER, LUMINETH REALM-LORDS, HURAKAN, HERO, SPIRIT OF THE WIND, SEVIRETH

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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.
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.
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. Units cannot make a normal move if they are within 3" of an enemy unit.
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. Units cannot run if they are within 3" of an enemy unit.
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. Units cannot retreat if they are not within 3" of an enemy unit.
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.

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

Leader
None

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

Leader
© Vyacheslav Maltsev 2013-2024