Lumineth Realm-lords – Vanari Auralan Sentinels
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6"
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5+
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WARSCROLL

Vanari Auralan Sentinels

Master archers, the Auralan Sentinels wield complex aelven bows that can either fire straight and true or loft arrows high in the air to curve down onto distant foes. When their High Sentinel channels power into their arrowheads, they are all the more lethal.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Auralan Bow: Aimed
Auralan Bow: Aimed18"13+4+-11
Auralan Bow: Lofted
Auralan Bow: Lofted30"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
Notes: For each Vanari Auralan Wardens unit included in an army, 1 Vanari Auralan Sentinels unit or 1 Vanari Dawnriders unit can be included in the army as a Battleline unit.

BATTALIONS

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

DESCRIPTION

A unit of Vanari Auralan Sentinels has any number of models, each armed with an Auralan Bow and Vanari Dagger.

HIGH SENTINEL: 1 model in this unit can be a High Sentinel. A High Sentinel is armed with a Champion’s Blade instead of an Auralan Bow and Vanari Dagger, and they carry a Scryhawk Lantern.

ABILITIES

Scryhawk Lantern: Every High Sentinel carries a lantern upon their back. Sharp-eyed scryhawks are drawn to its gentle light, over time forming a bond with the archers below. By hovering over the foe, these hawks direct their masters’ aim towards any enemies that may be hidden from sight.
At the start of your shooting phase, you can pick 1 enemy unit within 30" of this unit’s High Sentinel that is not visible to them. If you do so, you must choose the Lofted missile weapon characteristic for all attacks made with this unit’s Auralan Bows in that phase, but that enemy unit is treated as being visible to all friendly models from this unit until the end of that phase.

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.
Before attacking with Auralan Bows, choose either the Aimed or Lofted missile weapon characteristics for all shooting attacks made by this unit in that phase.

Sunmetal Weapons: The arrows 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 with an Auralan Bow is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

MAGIC

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

Power of Hysh: Lumineth wizards can use their arcane arts to empower sunmetal, making it burn with an even greater intensity.
Power of Hysh 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 to be inflicted 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, AELF, LUMINETH REALM-LORDS, VANARI, AURALAN SENTINELS
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.
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).
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.
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.
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.

The LUMINETH REALM-LORDS and WIZARD keywords are used in the following Lumineth Realm-lords warscrolls:

Leader
Leader, Behemoth

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

None
Artillery
Battleline
Leader
© Vyacheslav Maltsev 2013-2021