Lumineth Realm-lords – Alarith Stonemage
6"
5
5+
8
WARSCROLL

Alarith Stonemage

First amongst Teclis’ disciples to learn the ways of the aelementiri, the Stonemages bring the might of the mountain to the battlefield. They can control rocks, boulders and even gravity itself to crush and confound their adversaries.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of the High Peaks
Staff of the High Peaks3"D33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 130
Battlefield Role: Leader

DESCRIPTION

An Alarith Stonemage is a single model armed with a Staff of the High Peaks.

ABILITIES

Stonemage Stance: A Stonemage is able to adopt a stance that allows them to deliver blows with shattering force. Nearby Alarith Stoneguard can emulate their movements to land equally powerful attacks.
At the start of the combat phase, you can say that this model will adopt the Stonemage Stance. If you do so, this model and any friendly ALARITH STONEGUARD units wholly within 12" of this model cannot make a pile-in move in that phase. However, until the end of that phase, improve the Rend characteristic of melee weapons used by this model and those friendly units by 1.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Gravitic Redirection spells.

Gravitic Redirection: The caster reduces gravity around them to almost zero, redirecting the force to weigh down a nearby foe.
Gravitic Redirection has a casting value of 5. If successfully cast, until your next hero phase, the caster can fly.

In addition, you can pick 1 enemy unit within 18" of the caster. If you do so, that unit suffers 1 mortal wound and, until your next hero phase, that unit’s Move characteristic is halved and it cannot fly.

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, AELEMENTIRI, ALARITH, HERO, WIZARD, STONEMAGE

The ALARITH and STONEGUARD keywords are used in following Lumineth Realm-lords warscrolls:

None
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

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

None
Battleline
Leader
Leader, Behemoth
Behemoth

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

None
Battleline
Leader
Leader, Behemoth

The LUMINETH REALM-LORDS keyword is used in following Lumineth Realm-lords warscrolls:

None
Battleline
Leader
Leader, Behemoth
Behemoth

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

None
Leader

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

None
Leader
Leader, Behemoth
Behemoth

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

Leader
Leader, Behemoth

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

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2020