Lumineth Realm-lords – Hurakan Spirit of the Wind

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LUMINETH REALM-LORDS WARSCROLL
Hurakan Spirit of the Wind
18"
8
4+
5
5+
When roused to wrath, the Spirits of the Wind strike like a cyclone. It is all but impossible to track them as they dart through the air, launching arrow after arrow from their elegant but monstrously powerful bows and slipping away before retribution can land, the wind whistling with their laughter.
LUMINETH REALM-LORDS WARSCROLL
Hurakan Spirit of the Wind
RANGED WEAPONS
RngAtkHitWndRndDmg
Bow of the Wind’s Vengeance [Anti-MONSTER (+1 Rend), Shoot in Combat]
Bow of the Wind’s Vengeance
Anti-MONSTER (+1 Rend), Shoot in Combat
15"42+3+22
MELEE WEAPONS
AtkHitWndRndDmg
Swirling Shards [Crit (Mortal)]
Swirling Shards
Crit (Mortal)
62+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 270
Base size: 60mm
Can be reinforced: No

Passive
HUNTERS OF MAJESTIC BEASTS: With vindictive glee, wind spirits race across the battlefield in pursuit of mighty behemoths, seeking to lay them low with a well-placed shot.

Effect: The Damage characteristic of this unit’s Bow of the Wind’s Vengeance is 3 for attacks that target MONSTERS.

Once Per Turn (Army), Any Shooting Phase
SPIRIT OF THE WIND: A Spirit of the Wind never remains in one place for long.

Effect: If this unit used a SHOOT ability this phase, this unit can move D6". Add 2 to the roll for each instance of Oreali, Rune of the Wind depicted on your battle scripture. It cannot end that move in combat.
KEYWORDSMOVE

Once Per Turn (Army), Any Shooting Phase
HURRICANE WINDS: The arrows of the Spirits of the Wind are followed by a blast of wind, throwing enemies to the ground.

Declare: Pick an enemy unit that had any damage points allocated to it this turn by this unit’s shooting attacks to be the target.

Effect: Roll a dice. On a 3+, the target has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, FLY, WARD (5+)
ORDER, LUMINETH REALM‑LORDS, HURAKAN
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
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).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
Army List
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Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

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

19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.

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

Oreali, Rune of the Wind
Oreali, Rune of the Wind: Pick up to 2 friendly LUMINETH REALM-LORDS units for each instance of this rune depicted on your battle scripture to be the targets. Subtract 1 from hit rolls for attacks made by enemy units while they are in combat with any of the targets. In addition, the following enhanced effects apply:
  • While Varinor, Rune of Strength is depicted on your battle scripture, add 4" to each target’s Move characteristic.
  • While Alaithi, Rune of the Mountain is depicted on your battle scripture, add 5 to each target’s control score.
18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.
© Vyacheslav Maltsev 2013-2026