Lumineth Realm-lords – Ellania and Ellathor, Eclipsian Warsages

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Ellania and Ellathor, Eclipsian Warsages

Though the young prodigies Ellania and Ellathor may lack experience, they make up for it in raw excellence. These twins have proved themselves champions of the aelven race on multiple occasions, and wielding the gifts of their godly patrons, they are a true force to be reckoned with.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Altairi1"42+3+-2See below
Moonbright Talons
Moonbright Talons1"13+3+-11

Unit Size: 1      Points: 190
Battlefield Role: Leader
Base size: 40mm
Notes: Single, Unique

Ellania and Ellathor, Eclipsian Warsages, are armed with Altairi and Dianaer.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Auralan Battlehost
 • Bladelord Host

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

COMPANION: This unit’s lune-owl, Atheane, is armed with Moonbright Talons.

Aspect of Celennar: Ellania enjoys the protection of Celennar and is accompanied by an owl familiar that grants her a measure of the moon-spirit’s arcane knowledge and insight.
Add 1 to casting, dispelling and unbinding rolls for this unit.

Realm Wanderers: Ellania and Ellathor travel the Mortal Realms searching for knowledge, helping any who fight for Order along the way.
This unit can be included as an ally in armies that have an ORDER general. In addition, if this unit is within 3" of your general at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point. However, this unit can never be a general.

Altairi: Tyrion has gifted Ellathor with an enchanted blade of awesome power that blazes with increasing intensity from the moment it is unsheathed in battle.
The Damage characteristic of Altairi is equal to the number of the current battle round. In addition, once per battle in your shooting phase, you can say that Ellathor will unleash a blazing sunbolt. If you do so, pick 1 point on the battlefield within 12" of this unit and visible to it and draw a line between that point and the closest point on this unit’s base. Roll a dice for each unit that has any models passed across by this line. On a 2+, that unit suffers a number of mortal wounds equal to the number of the current battle round.

Sudden Translocation: Should Ellathor use Altairi for too long, he will start to be overwhelmed by its arcane power, and Ellania will be forced to transport him away from the battle lest he be transformed into a creature of blazing fury.
At the end of the combat phase, roll a dice if this unit fought in that phase. If the roll is less than the number of the current battle round or less than the number of wounds allocated to this unit, heal up to D6 wounds allocated to this unit and remove it from the battlefield. Then, set it up again more than 12" from all enemy units. If this is impossible, this unit is removed from play but does not count as having been destroyed.

Salvation of Hysh: A veil of magical energy like a shimmering aurora descends upon the caster, protecting them from harm.
Salvation of Hysh is a spell that has a casting value of 6. If successfully cast, the caster has a ward of 5+ until your next hero phase.

1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).

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


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

19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
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.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
© Vyacheslav Maltsev 2013-2024