Lumineth Realm-lords – Scinari Loreseeker

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Scinari Loreseeker

Scinari Loreseekers are Eclipsians, souls with the potential to achieve true harmony between their Teclian and Tyrionic aspects. These warsages find great power in this, and they scour the realms for esoteric knowledge and artefacts that only the Lumineth can be entrusted with.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Eclipsian Staff
Eclipsian Staff12"23+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Loreseeker Blade
Loreseeker Blade1"42+3+-1D3

Unit Size: 1      Points: 160
Battlefield Role: Leader
Base size: 32mm
Notes: Single

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

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 (do not roll 2D6). It can still be unbound.

Lone Agent: Scinari Loreseekers employ their skills as independent operatives to great effect upon the field of battle.
Add 1 to save rolls for attacks that target this unit if it is more than 9" from all friendly units.

In addition, instead of setting up this unit 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 end of deployment, before determining control of objectives, you must set up all friendly Lone Agent reserve units on the battlefield more than 3" from all enemy units and not in your territory.

If you set up a friendly Lone Agent reserve unit within 6" of an objective that is not contested by enemy units, that Lone Agent reserve unit counts as 10 models for the purposes of contesting that objective.


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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.
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.

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

© Vyacheslav Maltsev 2013-2024