Lumineth Realm-lords – The Light of Eltharion
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6"
7
3+
10
WARSCROLL

The Light of Eltharion

Eltharion has no physical form, only a spiritual essence given uncanny strength through Teclis’ magic. An ancestor of the Lumineth race, his avenging spirit is a puissant warrior and an inspiring hero to those aelves who witness his shining light.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fangsword of Eltharion
Fangsword of Eltharion1"42+3+-3D3
Celennari Blade
Celennari Blade1"22+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 250
Battlefield Role: Leader
Base size: 50mm
Notes: Single, Unique

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Teclian Vanguard

DESCRIPTION

The Light of Eltharion is a named character that is a single model. He is armed with the Fangsword of Eltharion and the Celennari Blade, and he wears Spirit Armour.

ABILITIES

Celennari Blade: This blade was forged by Teclis using Celennar’s scryer-stone ores. The lunar gem in its hilt allows the bearer to predict where an opponent will be most vulnerable.
At the start of the combat phase, you can pick 1 enemy HERO within 3" of this model. If you do so, add 1 to the damage inflicted by successful attacks made with this model’s Celennari Blade that target that HERO in that phase.

Fangsword of Eltharion: The original Fangsword was a powerful heirloom of Eltharion’s mortal dynasty. The incarnation of the Fangsword wielded by the Light of Eltharion is crafted from sunmetal and has a solar jewel in its hilt, making it even mightier than the sword whose legacy it propagates.
Add 1 to wound rolls for attacks made with this model’s Fangsword of Eltharion if this model made a charge move in the same turn. In addition, if the unmodified wound roll for an attack made with this model’s Fangsword of Eltharion is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Searing Darts of Light: Darts of brilliance hurtle from the Light of Eltharion’s outstretched fingers, shooting through nearby enemies.
In your shooting phase, you can pick 1 enemy unit within 18" of this model that is visible to them and roll a dice. On a 1, nothing happens. On a 2-4, that unit suffers D3 mortal wounds. On a 5+, that unit suffers D6 mortal wounds.

Spirit Armour: Instead of protecting a body of flesh and blood, this armour houses the undying spirit of the mighty warrior Eltharion. Though animated by the Light of Eltharion, it is essentially hollow – even a penetrating thrust may simply pass through the glowing form within.
Ignore modifiers (positive or negative) when making save rolls for attacks that target this model. In addition, halve the damage inflicted by attacks made with missile weapons or melee weapons that target this model (rounding up).

Supreme Swordmaster: The Light of Eltharion is a consummate warrior and one of the greatest swordsmen of all time.
Ignore negative modifiers when making hit rolls for attacks made by this model. In addition, if the unmodified hit roll for an attack made by this model is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

COMMAND ABILITIES

Unflinching Valour: The Light of Eltharion can communicate telepathically with the warriors of the Lumineth Realm-lords, instilling them with his own dour certainty and unwavering courage.
You can use this command ability at the start of the battleshock phase. If you do so, pick 1 friendly model with this command ability. Until the end of that phase, all friendly LUMINETH REALM-LORDS units wholly within 24" of that model are treated as having a Bravery characteristic of 10.

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, HERO, LIGHT OF ELTHARION
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
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.
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.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.
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.
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
© Vyacheslav Maltsev 2013-2021