New rules are here every day leading to the release of the battle tome, today we have the Lumineth Realm-lords Hurakan rules!
Warhammer Community unveiled a bunch of the special rules surrounding the Hurakan. Most of them are, obviously, about them controlling the wind. So if you like fast and agile units, the new units might just be for you!
If you missed the rules from yesterday, don’t worry, we’ll recap those and then jump into the new rules!
GW Reveals Lumineth Realm-lords Hurakan Rules
The new battletome brings you right up to speed with the ongoing narrative of the Lumineth Realm-lords and introduces the Hurakan. The Hyshian aelves who’ve become attuned to the spirits of the wind.
Just a friendly reminder. If you have the original battletome, Broken Realms Teclis is enough to update you to their current rules. This battletome just serves as a more convenient entry point for new army collectors/players.
Ellania and Ellathor
This model has two in one, meaning you’ll get a mage and a fighter. They also get much better as the battle goes on. As their damage increases depending on the battle round. Get them stuck in on turn 4 or 5 and every one of the 4 attacks will be doing that much damage at -2 rend! Especially with a 2+ to hit and 3+ to wound! Also, if you wait until later in the battle to unleash the other power, you can deal an insane amount of wounds. With the mortals triggering on a 2+ on every model with damage equal to the battle round.
This is a neat way to take them as allies. And if you have them hanging out near your general, you’ll have a 50/50 chance to get more command points!
Lyrior Uthralle, Warden of Ymetrica
Even though it’s only one shot, at 2+ to hit and wound, this will be a reliable ranged weapon. In CC it has the same profile, making it very reliable. And anytime you’re fighting Chaos or Daemons, it will always inflict 3 Damage. Nothing wrong with that!
If you decide to take him over Teclis, you’ll almost always be getting a free command point. Just don’t get too mad when you roll that one!
Here are the latest rules for the Hurkan Warriors in the new Battletome!
Move Like the Wind
Being able to flow effortlessly around their foes when charging means that the Hurakan rarely have to compromise on their target of choice. All the better to fell foes with the Windchargers’ signature close-range archery or dish out a whack on the noggin with a Windmage’s fan.
This is really nice with all your Hurakan models, they can charge in and back out with pile-ins, fly over stuff, and just be really annoying! Also, they can pile towards other models if they want, overall this just gives them a ton of options when it comes to combat.
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Calming Zephyr
Nothing wrong with healing wounds and making them immune to battleshock tests! It’s not too game-changing but a cool little power overall.
Grand Windrider
When a Hurakan general is elected to lead a force to war, they lend their speed and commanding perspective to the Lumineth warhost. Of particular note is their ability to enhance even more of their mounted kin than usual, with a huge 24” range of Windcharger-buffing prowess.
This ups the range from 6″ to 24″, so needless to say this is a giant buff. This can really take your opponents by surprise when your general is across the map and a unit can cover a ton of ground immediately.
Windblast Fan
Lastly, any self-respecting general wouldn’t be seen dead on a battlefield without an artefact to spruce up their wargear, and the Hurakan are no different. We’ve mentioned the Windmage’s fans already and, as good as they are for giving an opponent a splitting headache, it takes a particularly magical one to send entire units spinning across the battlefield.
Even though this is only once per battle, when you use it, man will it be annoying! If you use this correctly it can really mess up your enemy’s plans.
Are you excited about the new rules? Will you be picking up the Hurakan units?
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