Lumineth Realm-lords – Vanari Bannerblade

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6"
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3+
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WARSCROLL

Vanari Bannerblade

The central point of many a Vanari battleline, each Bannerblade is a locus of surety in the maelstrom of battle. The World Banners they bear are priceless artefacts, for they can unleash the power of a Hyshian dawn to blind, melt and even kill.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bannerblade’s Sword
Bannerblade’s Sword1"42+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 70
Battlefield Role: Leader
Base size: 40mm
Notes: Single

A Vanari Bannerblade is armed with a Bannerblade’s Sword.

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

World Banner: This mighty standard is adorned with symbols of great importance to the Lumineth. In extremis, it can be used to unleash a blast of Hyshian energy to smite enemies.
You can re-roll charge rolls for friendly LUMINETH REALM-LORDS units wholly within 18" of any friendly BANNERBLADES.

In addition, once per battle at the start of any phase, you can say that this unit will draw on the power of its World Banner. If you do so, roll a dice for each enemy unit within 18" of this unit. If the roll is equal to or less than the number of the current battle round, that unit suffers D3 mortal wounds, and subtract 1 from hit rolls for that unit until the end of that phase.

Sunmetal Weapons: The swords carried by Vanari Bannerblades are forged from sunmetal, which can burn a victim from the inside out.
If the unmodified hit roll for an attack made with a Bannerblade’s Sword 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).

KEYWORDS
ORDER, LUMINETH REALM-LORDS, AELF, VANARI, HERO, TOTEM, BANNERBLADE

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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.

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

Leader
Battleline
None
Artillery

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

Leader, Behemoth
Leader
Behemoth
© Vyacheslav Maltsev 2013-2024