Lumineth Realm-lords – Alarith Stoneguard
This warscroll does not meet the selection criteria (see Settings tab).
4"
2
4+
7
WARSCROLL

Alarith Stoneguard

The Alarith temples accept the mountain as their master and, in doing so, inherit part of its strength and resilience. They fight as immovable objects, wielding magical hammers that can crush enemy skulls in a single, perfectly measured blow.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stone Mallet or Diamondpick Hammer
Stone Mallet or Diamondpick Hammer1"23+3+-11
Stratum Hammer(s)
Stratum Hammer(s)1"33+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 120
Battlefield Role: None
Base size: 32mm
Notes: Battleline in an YMETRICA army

BATTALIONS

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

DESCRIPTION

A unit of Alarith Stoneguard has any number of models. The unit is armed with one of the following weapon options: Stone Mallet; or Diamondpick Hammer.

TRUESTONE SENESCHAL: 1 model in this unit can be a Truestone Seneschal. A Truestone Seneschal can be armed with a pair of Stratum Hammers instead of the unit’s weapon option.

STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. A Standard Bearer is armed with a Stratum Hammer instead of the unit’s weapon option. You can re-roll battleshock tests for units that include any Standard Bearers.

ABILITIES

Crushing Blow: The Stoneguard land blows with the power of a mountain avalanche.
If the unmodified hit roll for an attack made with a Stone Mallet is 6, add 1 to the damage inflicted if that attack is successful.

Diamondpick Hammer: The diamond spike on this hammer can pierce through any armour.
If the unmodified hit roll for an attack made with a Diamondpick Hammer is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

Pair of Stratum Hammers: A stratum hammer carries the weight of aeons-old rock.
You can re-roll hit rolls for a pair of Stratum Hammers.

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, AELEMENTIRI, ALARITH, STONEGUARD
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
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.
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.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
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.

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

None
Leader

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

None
Leader
Leader, Behemoth
Behemoth
© Vyacheslav Maltsev 2013-2021