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.
Unit Size: 1 Points: 120
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Scinari Cathallar is a single model armed with a Despairing Touch.
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.
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.