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
The winds of Hysh are mercurial, empowered by the natural magic of Hysh. The strongest possess their own mighty animus and can be coaxed to fight in the form of a Hurakan aelementor. Their power is focused through sacred masks wrought in the image of the horned fox, a semi-mythical Hyshian beast renowned for its cunning and swiftness. Such fits the Spirits of the Wind well, for they bring their unpredictable nature even to war. Hurakan wind spirits are flighty and easily distracted. They revel in their ability to travel where they wish at speed, howling with laughter as they cross great distances in the laggardly blink of a mortal eye. They cannot abide becoming bogged down at close quarters, instead wielding colossal longbows that fire spear-length shafts towards their adversaries. Each bolt is capable of punching through a rank of enemies or spearing the brain of a rampaging gargant, and the wind spirits display vindictive glee when competing to see what kills they can make with a singular shot. Should an enemy dare too close, a Spirit of the Wind will embody the aspect of the tornado to buffet them with waves of gale-force power.
LUMINETH REALM-LORDS WARSCROLL
Hurakan Spirit of the Wind
RANGED WEAPONS
RngAtkHitWndRndDmg
Bow of the Wind’s Vengeance [Shoot in Combat, Anti-MONSTER (+1 Rend)]
Bow of the Wind’s Vengeance
Shoot in Combat, Anti-MONSTER (+1 Rend)
12"42+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Swirling Shards
Swirling Shards62+4+11
BATTLE PROFILE

Unit Size: 1      Points: 250
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.

Passive
SPIRIT OF THE WIND: A Spirit of the Wind never remains in one place for long.

Effect: While friendly HURAKAN units are wholly within 12" of this unit, they can use SHOOT and/or CHARGE abilities even if they used a RUN or RETREAT ability in the same turn and no mortal damage is inflicted on them by RETREAT abilities.

Once Per Turn (Army), Any Combat Phase
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.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll, then this unit can move 6", but it must end that move in combat.
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.

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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.

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).
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 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.
15.4 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:

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.

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

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

5.0 Abilities
The vast majority of things that units can do in Warhammer Age of Sigmar are called abilities. This is an example of an ability:


1
Timing
2
Name and description
3
Declare instructions
4
Effect
5
Keywords

Ability icons give you an idea what kind of effect the ability has at a glance.

Movement Ability
Offensive Ability
Defensive Ability
Shooting Ability
Rallying Ability
Special Ability
Control Ability
© Vyacheslav Maltsev 2013-2024