The Dawnriders charge the foe in tight formation, thundering into the enemy ranks and punching their lances through the chests of their foremost adversaries before leaping over their corpses so that their noble steeds might trample those behind.
A unit of Vanari Dawnriders has any number of models, each armed with a Sunmetal Lance.
This unit’s stallion steeds attack with their Dashing Hooves.
1 model in this unit can be a Steedmaster. A Steedmaster is armed with a Sunmetal Lance and a Guardian’s Sword.
1 in every 5 models in this unit can be a Standard Bearer. You can re-roll battleshock tests
for units that include any Standard Bearers.
Deathly Furrows: Vanari Dawnriders scythe through enemy infantry, trampling over lesser foes and carving a furrow of death through the enemy ranks.
At the start of the combat phase
, you can say that this unit will use its Deathly Furrows ability. If you do so, in that phase, you can either add 1 to the Attacks characteristic of this unit’s melee weapons
, but it can only target units that have a Wounds characteristic of 1 or 2 and do not have a mount
, or you can add 2 to the Attacks characteristic of this unit’s melee weapons, but it can only target units that have a Wounds characteristic of 1 and do not have a mount.
Lances of the Dawn: When Vanari Dawnriders charge full pelt at the foe, their lances can punch through the thickest of armour in a blaze of light and explosive magical power.
If this unit made a charge move
in the same turn, add 1 to wound rolls
for attacks made with this unit’s Sunmetal Lances and improve the Rend characteristic of that weapon by 1.
Sunmetal Weapons: The lances used by Vanari Dawnriders are tipped with pure sunmetal that can burn a victim from the inside out.
If the unmodified hit roll
for an attack made with a Sunmetal Lance is 6, that attack inflicts 1 mortal wound
on the target and the attack sequence ends (do not make a wound or save roll
The Steedmaster of this unit is a WIZARD
while this unit has 3 or more models. They can attempt to cast
1 spell in your hero phase
and attempt to unbind
1 spell in the enemy hero phase. They know the Power of Hysh
Power of Hysh: Lumineth wizards can use their arcane arts to empower sunmetal, making it burn with an even greater intensity.
Power of Hysh has a casting value
of 6. If successfully cast, until your next hero phase
, the Sunmetal Weapons
ability for the caster and/or the unit they are part of causes mortal wounds
to be inflicted on an unmodified hit roll
of 5+ instead of 6.
Any number of LUMINETH REALM-LORDS WIZARDS
can attempt to cast Power of Hysh in the same hero phase.
ORDER, AELF, LUMINETH REALM-LORDS, VANARI, DAWNRIDERS