Cities of Sigmar – Luminark of Hysh
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WARSCROLL

Luminark of Hysh

The Luminark of Hysh is a devastating arcane war machine, capable of focusing light through its aetherquartz optics in order to unleash a beam of soulfire that vaporises everything in its path.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Searing Beam of Light
Searing Beam of Light30"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Arcane Tools
Arcane Tools1"45+5+-1
Steel-shod Hooves
Steel-shod Hooves1"44+4+-1
DAMAGE
Wounds SufferedMoveAura of ProtectionSearing Beam of Light
0-210"10"2+
3-49"8"3+
5-68"6"4+
7-87"4"5+
9+6"2"6+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Xintil War-magi

DESCRIPTION

A Luminark is a single model armed with a Searing Beam of Light.

CREW: This model has a crew of Acolytes that attack with their Arcane Tools. For rules purposes, the crew are treated in the same manner as a mount.

MOUNT: This unit’s Warhorses attack with their Steel-shod Hooves.

ABILITIES

Aura of Protection: Luminarks of Hysh are surrounded by a protective magical aura.
Roll a dice each time you allocate a wound or mortal wound to a friendly CITIES OF SIGMAR model within range of the Aura of Protection ability of any friendly LUMINARKS OF HYSH. On a 6+, that wound or mortal wound is negated. The range of the Aura of Protection ability for this model is shown on the damage table above.

Locus of Hysh: The light of Hysh fills the minds of spellcasters nearby, allowing them to utter words of unbinding with pristine clarity.
Add 1 to unbinding rolls for friendly COLLEGIATE ARCANE WIZARDS wholly within 12" of any friendly LUMINARKS OF HYSH.

Searing Beam of Light: As interlocking lenses of aetherquartz click into place, a beam of blinding white light burns forth to immolate all before it.
Do not use the attack sequence for an attack made with this model’s Searing Beam of Light. Instead, pick 1 point on the battlefield within range of this model’s Searing Beam of Light that is visible to this model and draw an imaginary straight line 1mm wide between that point and the closest part of this model’s base. Roll a dice for each unit that has models passed across by this line. For each roll that is equal to or greater than the Searing Beam of Light value shown on this model’s damage table, that unit suffers D3 mortal wounds

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, COLLEGIATE ARCANE, LUMINARK OF HYSH
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

The LUMINARK OF HYSH keyword is used in the following Cities of Sigmar warscrolls:

Leader, Behemoth
Behemoth
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

The COLLEGIATE ARCANE and WIZARD keywords are used in the following Cities of Sigmar warscrolls:

Leader
Leader, Behemoth

The COLLEGIATE ARCANE keyword is used in the following Cities of Sigmar warscrolls:

Leader
Leader, Behemoth
Behemoth

The LUMINARK OF HYSH keyword is used in the following Cities of Sigmar warscrolls:

Leader, Behemoth
Behemoth
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© Vyacheslav Maltsev 2013-2021