Lumineth Realm-lords – Avalenor, the Stoneheart King
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6"
16
3+
10
WARSCROLL

Avalenor, the Stoneheart King

Avalenor is the eldest and wisest of all Hysh’s mountain spirits. He alone chose to stand with the aelves of his own accord, and his twin Firestealer Hammers have never rested in the defence of Hysh and its sibling realms - nor shall they while a single servant of the Dark Gods draws breath.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Geomantic Blast
Geomantic Blast13+2+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Firestealer Hammers
Firestealer Hammers2"63+3+-2
Cloven Hooves
Cloven Hooves1"23+3+-12
DAMAGE
Wounds SufferedGeomantic BlastGuardian of HyshFirestealer Hammers
0-625"12"5
7-920"6"4
10-1215"3"3
13+10"1"2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 420
Battlefield Role: Leader, Behemoth
Base size: 100mm
Notes: Single, Unique

Avalenor, the Stoneheart King, is armed with a Geomantic Blast, the Firestealer Hammers 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, if the weapon used for that attack has a Rend characteristic of -1, change the Rend characteristic for that attack to ‘-’.

Firestealer Hammers: The Firestealer Hammers channel the intense and freezing temperatures of Avalenor’s peak.
If the unmodified hit roll for an attack made with the Firestealer Hammers is 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts.

Guardian of Hysh: It is said that Avalenor is formed entirely of aetherquartz, causing him to glow with a dazzling light in even the darkest of locations.
Subtract 1 from hit rolls for attacks made by enemy units within range of this unit’s Guardian of Hysh ability. The range of this unit’s Guardian of Hysh ability is shown on its damage table.

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.

Unshakeable 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 3 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 Faith of the Mountains ability in the same phase.

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

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

Leader
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 2013-2022