Lumineth Realm-lords – Myari’s Purifiers

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6"
2
4+
7
WARSCROLL

Myari’s Purifiers

The aelves who follow Myari each embody different warrior aspects of the Lumineth race. Bahannar is a stoic exemplar of the Alarith, Senaela is a keen-eyed shot, while the peerless Bladelord Ailenn is tireless in the defence of her Scinari charge.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Auralan Bow
Auralan Bow18"23+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stone Mallet
Stone Mallet1"33+3+-1D3
Sunmetal Greatsword
Sunmetal Greatsword1"22+2+-1D3
Vanari Dagger
Vanari Dagger1"13+4+-1D3
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 210
Battlefield Role: None
Base size: 32mm
Notes: Single, Unique. Myari Lightcaller and Myari’s Purifiers must be taken as a set. Although taken as a set, each is a separate unit.

The models in Myari’s Purifiers are Ailenn, the Mind’s Edge, Bahannar and Senaela. Ailenn is armed with a Sunmetal Greatsword. Bahannar is armed with a Stone Mallet. Senaela is armed with an Auralan Bow and Vanari Dagger.

Guardians: The Purifiers fight alongside Myari Lightcaller, protecting the mage from harm.
Before you allocate a wound or mortal wound to a friendly MYARI LIGHTCALLER within 3" of this unit, or instead of making a ward roll for a wound or mortal wound that would be allocated to a friendly MYARI LIGHTCALLER within 3" of this unit, roll a dice. On a 2+, that wound or mortal wound must be allocated to this unit instead of MYARI LIGHTCALLER and cannot be negated.

Purifying Strikes: The Purifiers land devastating blows that can overthrow any adversary.
If the unmodified hit roll for an attack made by this unit is 6, that attack causes 1 mortal wound to the target and the attack sequence ends (do not make a wound roll or save roll).

KEYWORDS
ORDER, LUMINETH REALM-LORDS, AELF, YMETRICA, MYARI’S PURIFIERS

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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.
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).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
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.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
© Vyacheslav Maltsev 2013-2024