Lumineth Realm-lords – Vanari Dawnriders
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14"
2
4+
7
WARSCROLL

Vanari Dawnriders

The Dawnriders charge the foe in tight formation, thundering into the enemy ranks and punching their lances through the chests of their foremost adversaries before leaping over their corpses so that their noble steeds might trample those behind.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Guardian’s Sword
Guardian’s Sword1"23+4+-11
Sunmetal Lance
Sunmetal Lance2"13+4+-1
Dashing Hooves
Dashing Hooves1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 140
Battlefield Role: None
Base size: 60 x 35mm
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:
 • Dawnrider Lance

DESCRIPTION

A unit of Vanari Dawnriders has any number of models, each armed with a Sunmetal Lance.

MOUNT: This unit’s stallion steeds attack with their Dashing Hooves.

STEEDMASTER: 1 model in this unit can be a Steedmaster. A Steedmaster is armed with a Sunmetal Lance and a Guardian’s Sword.

STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. You can re-roll battleshock tests for units that include any Standard Bearers.

ABILITIES

Deathly Furrows: Vanari Dawnriders scythe through enemy infantry, trampling over lesser foes and carving a furrow of death through the enemy ranks.
At the start of the combat phase, you can say that this unit will use its Deathly Furrows ability. If you do so, in that phase, you can either add 1 to the Attacks characteristic of this unit’s melee weapons, but it can only target units that have a Wounds characteristic of 1 or 2 and do not have a mount, or you can add 2 to the Attacks characteristic of this unit’s melee weapons, but it can only target units that have a Wounds characteristic of 1 and do not have a mount.

Lances of the Dawn: When Vanari Dawnriders charge full pelt at the foe, their lances can punch through the thickest of armour in a blaze of light and explosive magical power.
If this unit made a charge move in the same turn, add 1 to wound rolls for attacks made with this unit’s Sunmetal Lances and improve the Rend characteristic of that weapon by 1.

Sunmetal Weapons: The lances used by Vanari Dawnriders 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 Sunmetal Lance 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 Steedmaster of this unit is a WIZARD while this unit has 3 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, DAWNRIDERS
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat 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 target does not have to be visible).
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
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.
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).
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.
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.

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