Lumineth Realm-lords – Scinari Cathallar
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WARSCROLL

Scinari Cathallar

It is the noble duty of a Scinari Cathallar to take the spiritual anguish that emanates from their kin, and redirect it against their enemies. They are the lone point of darkness in the brilliance of a Lumineth line, capable of wielding despair itself as a weapon.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Despairing Touch
Despairing Touch1"14+2+-D3
PITCHED BATTLE PROFILE

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

A Scinari Cathallar is a single model armed with a Despairing Touch.

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

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 that cannot be modified (do not roll 2D6), but it can be unbound.

Absorb Despair: Scinari Cathallars can assuage the dark despair that afflicts a Lumineth Realm-lord after the use of their aetherquartz reserve. The negative energies are not just burned off but released towards the foe as a psychological weapon.
Once per phase, if a friendly unit uses its aetherquartz reserve while it is wholly within 18" of any friendly units with this ability, you can say that this unit will absorb the negative energy. If you do so, do not subtract 1 from that unit’s Bravery characteristic. Instead, you can pick 1 enemy unit within 18" of this unit. If you do so, subtract 1 from the Bravery characteristic of that unit for the rest of the battle. The same enemy unit cannot be affected by this ability more than once per battle.

Darkness of the Soul: The caster fills the minds of their enemies with dark thoughts and negative emotions, making it hard for them to do anything other than contemplate their own futile existence.
Darkness of the Soul is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. Until your next hero phase, roll 2D6 each time that unit makes a normal move, runs, retreats, makes a charge move, shoots or fights. Make the roll before the action is carried out. If the roll is greater than that unit’s Bravery characteristic, that unit cannot perform that action in that phase.

KEYWORDS
ORDER, LUMINETH REALM-LORDS, AELF, SCINARI, HERO, WIZARD, CATHALLAR
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.
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.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.

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

Leader
© Vyacheslav Maltsev 2013-2022