Lumineth Realm-lords – Vanari Starshard Ballista

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Vanari Starshard Ballista

The bolts of a Starshard Ballista are more than capable of piercing the armour of a Chaos Warrior or impaling a rank of Gutrippaz one after the other. When needs must, the ballista’s crew can load it with specially enchanted ammunition, designed to blind whomever it strikes.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Starshard Bolts
Starshard Bolts30"32+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Arming Swords
Arming Swords1"23+4+-1

Unit Size: 1      Points: 110
Battlefield Role: Artillery
Base size: 80mm
Notes: Single

A Vanari Starshard Ballista is armed with Starshard Bolts and manned by a crew armed with Arming Swords.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Starshard Battery

Blinding Bolts: A Starshard can be loaded with specialised bolts that explode with blinding light when they strike a target.
Once per battle, when you pick this unit to shoot, you can say that it will fire its blinding bolts. If you do so, in addition to any damage inflicted, units that are hit by an attack made by this unit in that phase are dazzled until the end of the turn. Subtract 1 from hit rolls for a unit that is dazzled.

Keen-eyed Artillerists: The crew of a Starshard Ballista use their twin-bolt arsenal to bring down the most imposing targets.
If the target is a MONSTER, the Damage characteristic of this unit’s Starshard Bolts is 3 instead of D3.

Warding Lanterns: The crew of a Starshard Ballista carry deployable aetherquartz lanterns that dazzle attackers.
This unit has a ward of 6+ if it remains stationary in the same turn.

Scryhawks: 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 Starshard Bolts while it is within 12" of any other friendly STARSHARD BALLISTAS or AURALAN SENTINELS units.


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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.

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

14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
© Vyacheslav Maltsev 2013-2024