Lumineth Realm-lords – Alarith Stoneguard

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Alarith Stoneguard

Having accepted the mountains as their spiritual guides, the Alarith Stoneguard are granted immense strength and resilience. In battle, they are all but impossible to shift, while the blows of their sacred hammers are like an avalanche crashing into the enemy.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stone Mallet or Diamondpick Hammer
Stone Mallet or Diamondpick Hammer2"23+3+-11
Paired Stratum Hammers
Paired Stratum Hammers1"43+3+-1

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

Each model in an Alarith Stoneguard unit is armed with 1 of the following weapon options: Stone Mallet; or Diamondpick Hammer.

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

CHAMPION: 1 model in this unit can be a Truestone Seneschal. That model can be armed with Paired Stratum Hammers instead of the unit’s weapon option.

STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. You can re-roll battleshock tests for this unit if it includes any Standard Bearers.

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.

Fortitude of the Earth: When the Stoneguard adopt an unyielding martial stance around a site of power, even the most ferocious assaults cannot break them.
This unit has a ward of 4+ against mortal wounds while it is contesting an objective that you control.

Crushing Blow: The Stoneguard land blows with the power of a mountain avalanche.
If the unmodified hit roll for an attack made with a melee weapon by this unit is 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts.


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

Leader, Behemoth

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

14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
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.
© Vyacheslav Maltsev 2013-2024