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.
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
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.