Lumineth Realm-lords – The Light of Eltharion

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6"
8
3+
10
WARSCROLL

The Light of Eltharion

A legendary ancestor of the Lumineth race, the Light of Eltharion is a puissant warrior who has become one with the energies of Hysh. To face him is to face the power of light itself made manifest, and few have survived an encounter with his grim, enchanted blades.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fangsword of Eltharion
Fangsword of Eltharion1"42+3+-33
Celennari Blade
Celennari Blade1"22+3+-13
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 240
Battlefield Role: Leader
Base size: 50mm
Notes: Single, Unique

The Light of Eltharion is armed with the Fangsword of Eltharion and the Celennari Blade.

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 or MONSTER within 3" of this unit. If you do so, attacks made with this unit’s Celennari Blade that target that HERO or MONSTER in that phase have a Damage characteristic of 2D3 instead of 3.

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 unit’s Fangsword of Eltharion if this unit made a charge move in the same turn. In addition, if the unmodified wound roll for an attack made with this unit’s Fangsword of Eltharion is 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts.

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 unit that is visible to it 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 unit. In addition, halve the damage inflicted by attacks made with missile weapons or melee weapons that target this unit (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 unit. In addition, if the unmodified hit roll for an attack made by this unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound roll and save roll for each hit.

KEYWORDS
ORDER, LUMINETH REALM-LORDS, AELF, HERO, THE LIGHT OF ELTHARION

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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.
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.
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).
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.
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.
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.
© Vyacheslav Maltsev 2013-2024