It is not easy for a Lord-Arcanum to earn a Gryph-charger’s respect. Those who succeed gain an impossibly fleet mount, ensuring their sorceries can be unleashed wherever they are most needed.
Unit Size: 1 Points: 170
Battlefield Role: Leader
Base size: 90 x 52mm
A Lord-Arcanum on Gryph-charger is armed with an Aetherstave. WIZARD:
This unit can attempt to cast
1 spell in your hero phase
and attempt to unbind
1 spell in the enemy hero phase.
This unit’s Gryph-charger is armed with a Razor Beak and Claws.
Cycle of the Storm: A Lord-Arcanum is capable of capturing the soul-stuff of a fallen Stormcast Eternal, returning it to the battlefield to continue the fight.
Once per turn, before you allocate a wound
or mortal wound
to another friendly STORMCAST ETERNALS
unit within 18" of this unit, and that wound or mortal wound would cause a model in that unit to be slain, you can say that this unit will capture and return that warrior’s soul. If you do so, that wound or mortal wound is negated.
Ride the Winds Aetheric: Gryph-chargers can move faster than the eye can follow along the winds aetheric.
Instead of picking this unit to make a normal move
, you can say that it will ride the winds aetheric. If you do so, remove this unit from the battlefield and set it up again on the battlefield more than 1" from all terrain features
and more than 9" from all enemy units.
Healing Light: The Lord-Arcanum gathers aetheric energy and uses it to revitalise the depleted life energies of nearby Stormcast warriors.
Healing Light is a spell that has a casting value
of 5 and a range of 18". If successfully cast, pick 1 friendly STORMCAST ETERNALS
unit within range. Heal up to D3 wounds allocated to that unit. If the unmodified casting roll
was 8+, heal up to D6 wounds allocated to that unit instead.