Lumineth Realm-lords – Alarith Spirit of the Mountain

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6"
14
3+
10
WARSCROLL

Alarith Spirit of the Mountain

A Spirit of the Mountain is a war-form adopted by the geomantic animus of one of Hysh’s great peaks. The strength of the realm itself is theirs to wield, but though their hammers can crush walls and reduce enemies to bloody smears, it is their wisdom these spirits are most revered for - ponderous as it can be.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Geomantic Blast
Geomantic Blast13+2+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stoneheart Worldhammer
Stoneheart Worldhammer3"43+2+-2
Cloven Hooves
Cloven Hooves1"23+3+-12
DAMAGE TABLE
Wounds SufferedGeomantic BlastStoneheart WorldhammerStoneheart Shockwave
0-625"512"
7-920"410"
10-1215"38"
13+10"26"
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 340
Battlefield Role: Behemoth
Base size: 100mm
Notes: Single

An Alarith Spirit of the Mountain is armed with a Geomantic Blast, Stoneheart Worldhammer and Cloven Hooves.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Alarith Battlehost

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 unit does not make a charge move in your charge phase, add 1 to the Attacks characteristic of this unit’s melee weapons until your next movement phase.

Enduring as Rock: When in a battle trance inspired by the mountain, the Alarith take on the aspect of stone, blades rebounding off their rock-hard skin.
When this unit is targeted by an attack, worsen the Rend characteristic of that attack by 1, to a minimum of 0.

Stoneheart Shock Wave: When a Spirit of the Mountain smashes its worldhammer into the ground, it can direct the resulting shock wave at a nearby foe, hurling the enemy to its knees.
At the start of your opponent’s shooting phase and at the start of the combat phase, you can pick 1 enemy unit within range of this unit’s Stoneheart Shock Wave ability and visible to it. The range of this unit’s Stoneheart Shock Wave ability is shown on its damage table. If you do so, subtract 1 from hit rolls for that unit until the end of that phase.

Stonemage Symbiosis: Stonemages are able to sustain a Spirit of the Mountain, allowing them to fight to their fullest potential.
If this unit is within 12" of a friendly STONEMAGE, use the top row on this unit’s damage table, regardless of how many wounds it has suffered.

Faith of the Mountains: A Spirit of the Mountain can inspire its aelven supplicants to fight all the harder in the name of Hysh.
You can use this command ability at the start of your combat phase. The unit that receives the command must be a friendly ALARITH AELF unit. Add 1 to the Attacks characteristic of that unit’s melee weapons until the end of that phase. This unit can issue this command up to D3 times in the same phase. If it does so, no command points are spent the second and third times this unit issues this command in that phase. The same unit cannot benefit from this ability and the Unshakeable Faith of the Mountains ability in the same phase.

KEYWORDS
ORDER, LUMINETH REALM-LORDS, ALARITH, MONSTER, TOTEM, SPIRIT OF THE MOUNTAIN

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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.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

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

Leader
None

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

Leader, Behemoth
Leader
None
Behemoth

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

Leader, Behemoth
Behemoth
• Merwyrm

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

Leader, Behemoth
Leader
Behemoth

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

Leader, Behemoth
Behemoth
© Vyacheslav Maltsev 2013-2024