Cities of Sigmar – Battlemage on Celestial Hurricanum

This warscroll does not meet the selection criteria (see Settings tab).
CITIES OF SIGMAR WARSCROLL
Battlemage
on Celestial Hurricanum
8"
12
4+
5
Each wizard in the cities of Sigmar has a honed aptitude for the arcane. Whether through lineage traced to an ancient magocracy, natural affinity or the fruits of long study, each Battlemage has passed trials beyond number. They can slay a foe with a shouted phrase and a killing gesture just as easily as they can provide salvation with a warding symbol or chant. Amongst the Collegiate Arcane’s members are quick-tempered pyromancers from the Bright College and druid-like mages from the Jade College with the power of life at their fingertips. Morbid devotees from the Amethyst traditions of Shyish wield the chill magic of the grave, while those of the Gold College specialise in transmutation. There are those of the Collegiate Arcane who rely on esoteric technology over the savage dominion seen in Aqshy and Ghur. Battlemages of the Celestial tradition have a great insight into reading the stars of the aetheric vault to pick out strands and echoes of future events. They make frequent use of portable astrolabes and telescopes to bolster their powers. Some will ride to battle upon Celestial Hurricanums, massive chariot-like constructions whose orreries can summon a vortex of aetheric energy from the skies. They use this energy to blast the foe apart with bright, scouring lightning.
CITIES OF SIGMAR WARSCROLL
Battlemage
on Celestial Hurricanum
MELEE WEAPONS
AtkHitWndRndDmg
Wizard’s Staff
Wizard’s Staff34+4+1D3
Warhorses’ Steel‑shod Hooves [Companion]
Warhorses’ Steel‑shod Hooves
Companion
45+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 240
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any HUMAN INFANTRY, Any HUMAN CAVALRY

Once Per Turn (Army), Your Hero Phase
PORTENTS OF BATTLE: Celestial Hurricanums leak magical energy, granting nearby soldiers visions of the imminent future that allow them to land their blows with uncanny accuracy.

Declare: Pick up to D3 visible friendly CITIES OF SIGMAR HUMAN units wholly within 12" of this unit to be the targets.

Effect: Add 1 to hit rolls for the targets’ combat attacks until the start of your next turn.

Once Per Turn (Army), Your Shooting Phase
STORM OF SHEMTEK: A Celestial Hurricanum can summon a magical storm to batter the foe with the fury of the heavens. As the battle rages, the tempest grows ever stronger.

Declare: Pick a visible enemy unit within 12" of this unit to be the target.

Effect: Make a number of D3 rolls equal to the current battle round number. For each 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
HERO, WAR MACHINE, WIZARD (1)
ORDER, CITIES OF SIGMAR, HUMAN
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, il might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The WIZARD keyword is used in the following Cities of Sigmar warscrolls:

The HUMAN and CAVALRY keywords are used in the following Cities of Sigmar warscrolls:

© Vyacheslav Maltsev 2013-2024