Lumineth Realm-lords – Scinari Calligrave

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Scinari Calligrave

With the stroke of a brush, a Scinari Calligrave can alter reality. Hie runes they paint upon their enchanted parchments soon emblazon the battlefield itself - and, in extremis, can be used to erase a foe from existence.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Calligrave Blade
Calligrave Blade3"D33+3+-12

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Scinari Calligrave is armed with a Calligrave Blade.

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

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Deep Thinkers: The Scinari are renowned across the realms for their profound knowledge and thoughtful deliberation.
Once per battle, in your hero phase, when this unit attempts to cast its first spell in that phase, it is automatically cast with a casting roll of 9 (do not roll 2D6). It can still be unbound.

Realmscribe: With intense concentration, the Calligrave inscribes a rune whose vast, blazing parallel simultaneously appears on the battlefield.
Once per battle, in your hero phase, instead of attempting to cast any spells with 1 friendly unit with this ability, you can roll a dice. Add the number of the current battle round to the roll. On a 5+, pick a point anywhere on the battlefield. For the rest of the battle, do not take battleshock tests for friendly LUMINETH REALM-LORDS units wholly within 9" of that point, and add 1 to casting, dispelling and unbinding rolls for friendly LUMINETH REALM-LORDS WIZARDS within 9" of that point.

Erasure: With a deft flourish, the Calligrave swiftly scribes a rune that opens gaping wounds in the flesh of a foe or concentrates on creating a more intricate symbol in preparation to wipe the target from existence entirely.
Erasure is a spell that has a casting value of 8 and a range of 24". If successfully cast, pick 1 enemy HERO within range and visible to the caster. You can either cause D3 mortal wounds to that HERO or mark them for erasure. However, if that HERO is already marked for erasure, then instead they suffer 2D6 mortal wounds and they are no longer marked for erasure.


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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 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.
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