Cities of Sigmar – Luminark of Hysh with White Battlemage
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WARSCROLL

Luminark of Hysh with White Battlemage

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
Wizard’s Staff
Wizard’s Staff2"14+3+-1D3
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: 275
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

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

WHITE BATTLEMAGE: This model include 1 White Battlemage armed with a Wizard’s Staff. The Look Out, Sir! rule does not apply to this model, and any command traits or artefacts of power only affect attacks made by the White Battlemage.

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

White Battlemage: These arcane experts have mastered the magical winds of Hysh.
Add 1 to casting rolls for this model if the battle is taking place in Hysh.

MAGIC

A White Battlemage 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, Burning Gaze and Pha’s Protection spells.

Burning Gaze: Bolts of burning light fly from the wizard’s eyes, searing all that they touch.
Burning Gaze has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" that is visible to the caster. That unit suffers D3 mortal wounds. Double the number of wounds inflicted if that unit has 10 or more models, or triple the number of wounds inflicted if that unit has 20 or more models.

Pha’s Protection: The wizard calls upon the benevolent Guardians of Light to protect their allies from harm.
Pha’s Protection has a casting value of 5. If successfully cast, pick 1 friendly unit within 18" of the caster that is visible to them. Subtract 1 from hit rolls for attacks that target that unit until your next hero phase.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, COLLEGIATE ARCANE, HERO, WIZARD, LUMINARK OF HYSH
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
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.
Army List
Warscrolls collated
Faction Rules
• Allies
10.1.2 Look Out, Sir!
You must subtract 1 from the hit roll (see 13.3) for an attack made with a missile weapon if the target is an enemy HERO within 3" of an enemy unit that has 3 or more models. The Look Out, Sir! rule does not apply if the enemy HERO has a Wounds characteristic of 10 or more.
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.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.

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
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.
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.

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

Leader, Behemoth
Behemoth

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

Leader, Behemoth
Behemoth
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).
© Vyacheslav Maltsev 2013-2021