Lumineth Realm-lords – Vanari Auralan Sentinels

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6"
1
5+
6
WARSCROLL

Vanari Auralan Sentinels

The Auralan Sentinels are amongst the finest archers in all the Mortal Realms. Wielding complex bows of aelven design, they are able to place their shots over an incredible distance or else deliver their sunmetal ammunition with such accuracy that even the thickest armour may be thwarted.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Auralan Bow: Aimed
Auralan Bow: Aimed18"13+4+-11
Auralan Bow: Lofted
Auralan Bow: Lofted24"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Champion’s Blade
Champion’s Blade1"23+4+-11
Vanari Dagger
Vanari Dagger1"13+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 150
Battlefield Role: None
Base size: 32mm
Notes: For each Vanari Auralan Wardens unit included in your army, you can take 1 Vanari Auralan Sentinels unit or 1 Vanari Dawnriders unit as a Battleline unit.

Each model in a Vanari Auralan Sentinels unit is armed with an Auralan Bow and Vanari Dagger.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Auralan Battlehost

WIZARD: The High Sentinel of this unit is a WIZARD while this unit has 5 or more models. That model can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

CHAMPION: 1 model in this unit can be a High Sentinel. That model is armed with a Champion’s Blade instead of an Auralan Bow and Vanari Dagger, and it carries a Scryhawk Lantern.

Many-stringed Weapon: An Auralan bow is a flexible weapon that can either fire arrows in aimed shots on a flat trajectory or loft them towards a distant target.
Each time this unit shoots, choose either the Aimed or Lofted weapon characteristics for all the attacks it makes with its Auralan Bows.

Sunmetal Weapons: The arrows and blades used by Auralan Sentinels are tipped with pure sunmetal that can burn a victim from the inside out.
If the unmodified hit roll for an attack made by this unit is 6, that attack causes 1 mortal wound to the target and the attack sequence ends (do not make a wound roll or save roll).

Shining Company: Vanari warriors often fight in a tight grouping that combines the bright light of each numinous soul into a dazzling brilliance that befuddles enemies.
Subtract 1 from hit rolls for attacks that target this unit if the base of each model in this unit is touching the bases of 2 or more other models in the same unit.

Scryhawk Lantern: Companions of the High Sentinels, drawn to the gentle light of the lanterns upon these aelves’ backs, Scryhawks work in unison with their Lumineth allies to spot and coordinate firepower against even distant targets.
Add 6" to the Range characteristic of this unit’s Lofted Auralan Bows while it is within 12" of any other friendly AURALAN SENTINELS units or STARSHARD BALLISTAS.

Power of Hysh: Lumineth wizards can use their arcane arts to empower sunmetal, making it burn with an even greater intensity.
Power of Hysh is a spell that has a casting value of 6. If successfully cast, until your next hero phase, the Sunmetal Weapons ability for the caster and/or the unit they are part of causes mortal wounds on an unmodified hit roll of 5+ instead of 6. Any number of LUMINETH REALM-LORDS WIZARDS can attempt to cast Power of Hysh in the same hero phase.

KEYWORDS
ORDER, LUMINETH REALM-LORDS, AELF, VANARI, AURALAN SENTINELS

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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.
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.

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

Leader
Battleline
None
Artillery
© Vyacheslav Maltsev 2013-2024