Lumineth Realm-lords – Vanari Auralan Wardens

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6"
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WARSCROLL

Vanari Auralan Wardens

Auralan Wardens are the lynchpin of a Vanari battle line and a mainstay in the hosts of Hysh. Fearlessly do they stare down a charging enemy, waiting until the opportune moment before driving the sunmetal tips of their pikes forward and breaking the enemy advance like waves crashing against a cliff.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Champion’s Blade
Champion’s Blade1"23+4+-11
Warden’s Pike
Warden’s Pike3"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 150
Battlefield Role: Battleline
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 Wardens unit is armed with a Warden’s Pike.

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

WIZARD: The High Warden 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 Warden. That model is armed with a Champion’s Blade instead of a Warden’s Pike.

Sunmetal Weapons: The weapons used by Auralan Wardens are tipped with pure sunmetal that can burn a victim from the inside out.
If the unmodified hit roll for an attack made with a melee weapon 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).

Wall of Blades: When Auralan Wardens stand shoulder to shoulder, they present a bristling wall of pikes towards the foe.
If the target unit made a charge move in the same turn, add 1 to wound rolls for attacks made with this unit’s Warden’s Pikes and improve the Rend characteristic of that weapon by 1.

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.

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 WARDENS

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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.
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.

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

Leader
Battleline
None
Artillery
© Vyacheslav Maltsev 2013-2024