Lumineth Realm-lords – Scinari Loreseeker
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6"
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WARSCROLL

Scinari Loreseeker

Loreseekers strike a perfect balance between the Tyrionic and the Teclian disciplines, and they find great power in that harmony. They know the secrets of the realms: where to look for esoteric artefacts and how best to make use of them when they are found.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Eclipsian Staff
Eclipsian Staff12"23+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Loreseeker Blade
Loreseeker Blade1"42+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: Leader
Base size: 32mm
Notes: Single

DESCRIPTION

A Scinari Loreseeker is a single model armed with an Eclipsian Staff and Loreseeker Blade.

ABILITIES

Loreseeker: Scinari Loreseekers bring the enemy’s secrets to light and turn them to the advantage of the Lumineth.
If an enemy model that bears an artefact of power is slain within 3" of any friendly models with this ability, you receive 1 command point.

Lone Agent: Scinari Loreseekers employ their skills as independent operatives to great effect upon the field of battle.
You can add 1 to save rolls for attacks that target this model if it is more than 9" from any friendly models.

In addition, instead of setting up this model on the battlefield, you can place it to one side and say that it is set up as a Lone Agent reserve unit. If you do so, at the start of the first battle round, before determining who has the first turn, you must set up this model on the battlefield anywhere that is more than 3" from any enemy units and not in your territory. If you set up this model within 6" of an objective that has no enemy units within 6" of it, you gain control of that objective, and your opponent cannot gain control of it while this model is within 6" of it.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt and Mystic Shield spells.

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, SCINARI, HERO, WIZARD, LORESEEKER
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).
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.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.

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

Leader
© Vyacheslav Maltsev 2013-2021