Lumineth Realm-lordsAvalenor, the Stoneheart King
6"
14
3+
10
WARSCROLL

Avalenor, the Stoneheart King

Of all the mountain spirits that march alongside the Lumineth, Avalenor is the eldest and the wisest. Unlike his fellows, he came to the aid of the aelves of his own accord and has been wielding his magical hammers in the name of Hysh ever since.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Geomantic Blast
Geomantic Blast13+2+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Firestealer Hammers
Firestealer Hammers2"63+3+-1
Cloven Hooves
Cloven Hooves1"23+3+-12
DAMAGE
Wounds SufferedGeomantic BlastGuardian of HyshFirestealer Hammers
0-330"12"5
4-625"6"4
7-920"3"3
10-1215"2"2
13+10"1"1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 360
Battlefield Role: Leader, Behemoth
Notes: Unique

DESCRIPTION

Avalenor, the Stoneheart King, is a named character that is a single model. He is armed with a Geomantic Blast, the Firestealer Hammers and Cloven Hooves.

ABILITIES

All but Immovable: A Spirit of the Mountain is at its most dangerous when it pauses, plants its feet solidly on the ground and takes careful stock of its surroundings before inflicting carnage upon its enemies.
If this model does not make a charge move in your charge phase, add 1 to the Attacks characteristic of this model’s melee weapons until your next movement phase.

Firestealer Hammers: The Firestealer Hammers channel the intense and freezing temperatures of Avalenor’s peak.
If the unmodified hit roll for an attack made with the Firestealer Hammers is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Elder Wisdom: Those with the patience to earn the Stoneheart King’s trust will find themselves enlightened for the rest of their living days.
At the end of your hero phase, you can pick 1 friendly LUMINETH REALM-LORDS AELF HERO within 6" of this model. If that LUMINETH REALM-LORDS AELF HERO is within 6" of this model at the start of your next hero phase, then that LUMINETH REALM-LORDS AELF HERO can use a command ability in that turn without spending any command points.

Guardian of Hysh: It is said that Avalenor is formed entirely of aetherquartz, causing him to glow with a dazzling light in even the darkest of locations.
Subtract 1 from hit rolls for attacks made by enemy models that are within range of this model’s Guardian of Hysh ability. The range of the Guardian of Hysh ability for this model is shown on the damage table above.

Stonemage Symbiosis: Stonemages are able to sustain a Spirit of the Mountain, allowing them to fight to their fullest potential.
When you look up a value on this model’s damage table, if this model is within 12" of a friendly STONEMAGE, this model is treated as if it has suffered 0 wounds.

COMMAND ABILITIES

Unshakeable Faith of the Mountains: Avalenor inspires total confidence in his aelven supplicants.
You can use this command ability at the start of the combat phase. If you do so, pick up to D3 friendly ALARITH AELF units wholly within 24" of a friendly model with this command ability. Add 1 to the Attacks characteristic of those units’ melee weapons in that combat phase. A unit cannot benefit from this command ability more than once per combat phase, and a unit cannot benefit from this ability and the Faith of the Mountains command ability in the same phase.

KEYWORDS
ORDER, LUMINETH REALM-LORDS, ALARITH, YMETRICA, MONSTER, HERO, SPIRIT OF THE MOUNTAIN, AVALENOR
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
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 LUMINETH REALM-LORDS, AELF and HERO keywords are used in following Lumineth Realm-lords warscrolls:

Leader
Leader, Behemoth
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

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

Leader

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

None
Leader

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

None
Battleline
Leader
Leader, Behemoth
Behemoth

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

None
Battleline
Leader
Leader, Behemoth
Behemoth

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

None
Leader
Leader, Behemoth
Behemoth

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

Leader, Behemoth
Behemoth

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

Leader
Leader, Behemoth

The SPIRIT OF THE MOUNTAIN keyword is used in following Lumineth Realm-lords warscrolls:

Leader, Behemoth
Behemoth
© Vyacheslav Maltsev 2013-2020