Lumineth Realm-lords – Hurakan Windmage

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LUMINETH REALM-LORDS WARSCROLL
Hurakan Windmage
12"
5
5+
2
Windmages are the dexterous masters of the Hurakan temples. They have bonded with the winds so closely that to walk upon earth now feels unsettling, leading them to travel upon minor cloud spirits. This is not a matter of mastery but of symbiosis; while the Windmage gains an immortal companion, the spirit – otherwise prone to blowing every which way on the merest excitable whim – is guided by the aelf’s will and the power of their aspiragillum wand, granting them the focus to explore lands that their own flighty nature would never normally allow them to reach. It is on the field of battle that a Windmage truly shines. Though a breeze may feel soft and playful, it can turn bitter in a moment; a Windmage may artfully manipulate it to carry arrows with lethal precision or to force air into a foe’s lungs until they burst. The wind carries shouted orders from different portions of a battlefield or else sees them drowned out, bringing dissolution and anarchy to a battleline. Many Windmages are seen as unpredictable tricksters by fellow aelves, but this is more a statement of wary respect than condemnation, for to decry the wind’s amusements will quickly see one swept into its lethal embrace.
LUMINETH REALM-LORDS WARSCROLL
Hurakan Windmage
RANGED WEAPONS
RngAtkHitWndRndDmg
Windblast Vortex [Shoot in Combat]
Windblast Vortex
Shoot in Combat
10"12+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Aspiragillum
Aspiragillum23+4+12
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 60 × 35mm
Can be reinforced: No
Regiment Options: 0-1 Ydrilan Riverblades, Any Vanari Auralan Wardens, Any HURAKAN

Your Hero Phase
7
TRANSPORTING VORTEX: The caster calls upon a magnanimous whirlwind to sweep up their allies and carry them to safety.

Declare: Pick a visible friendly LUMINETH REALM-LORDS unit wholly within 12" of this unit and not in combat to be the target, then make a casting roll of 2D6.

Effect: Remove the target from the battlefield and set it up again on the battlefield more than 9" from all enemy units.
KEYWORDSSPELL

Your Movement Phase
WINDLEAP: Windmages often accompany Windchargers into battle, allowing the cavalry archers to perform soaring leaps right over the heads of their enemies.

Declare: Pick a friendly Hurakan Windchargers unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, add 3" to the target’s Move characteristic for the rest of the turn and the target has FLY for the rest of the turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY, FLY
ORDER, LUMINETH REALM‑LORDS, AELF, HURAKAN

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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.

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, it 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.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

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.
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:

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.

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

© Vyacheslav Maltsev 2013-2024