Lumineth Realm-lords – Sevireth, Lord of the Seventh Wind

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LUMINETH REALM-LORDS WARSCROLL
Sevireth
Lord of the Seventh Wind
18"
10
4+
5
Legends speak of the seven regal winds of Hysh, air aelementors too powerful to ever be bound to another’s will. The Lumineth see the Seven Winds as entities to be respectfully appeased from a distance because of their unpredictable anger – and of these spirits, Sevireth, Lord of the Seventh Wind, is the most furious. Once, Sevireth was a spirit who blew freely across the Realm of Light, granting his wisdom to those Hyshians who meditated atop towering cliffs and elegant spires. Yet in the Age of Chaos, Sevireth was lured into a series of volcanic caverns by Slaaneshi cultists and sealed within, left to rage trapped and impotent. When the Lumineth at last freed him, the wind spirit was filled with a terrifying ire, his pride leading him on a rampage. Thankfully, Sevireth’s anger appears to be mostly directed against Hysh’s enemies. When the Lord of the Seventh Wind deigns to take to the field, he brings with him the flaying force of the sandstorm, capable of eroding cities and camps to nothing in hours. Even other winds fear to dare too close to Sevireth, and the trail of scoured bone he leaves in his wake tells that his fury is far from sated.
LUMINETH REALM-LORDS WARSCROLL
Sevireth
Lord of the Seventh Wind
RANGED WEAPONS
RngAtkHitWndRndDmg
Enathrai, the Howling Death [Shoot in Combat]
Enathrai, the Howling Death
Shoot in Combat
12"42+3+3D3+1
MELEE WEAPONS
AtkHitWndRndDmg
Swirling Shards
Swirling Shards62+4+11
BATTLE PROFILE

Unit Size: 1      Points: 350
Base size: 60mm
Can be reinforced: No
Regiment Options: Any Vanari Auralan Wardens, Any HURAKAN

Passive
THE LIVING GALE: The cyclonic currents surrounding Sevireth make it near impossible to target him from afar.

Effect: This unit cannot be targeted by shooting attacks made by enemy units that are more than 9" from this unit.

Once Per Turn (Army), Any Combat Phase
SEARING DESERT WINDS: Sevireth is the lord of burning-hot and parching desert winds. If Sevireth whirls around a foe for long enough, only desiccated corpses are left in his wake.

Declare: Pick up to 3 different enemy units in combat with this unit to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll and subtract 1 from wound rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Passive
SPIRIT OF THE WIND: A Spirit of the Wind and its disciples never remain 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.

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, FLY, WARD (5+)
ORDER, LUMINETH REALM‑LORDS, 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.

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).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.

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

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.
15.4 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