Lumineth Realm-lords – Vanari Starshard Ballistas
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Vanari Starshard Ballistas

No normal ballistas, Vanari Starshards fire twin bolts of such fine craftsmanship they can punch through Chaos warplate. At need, their crews can load bolts that blind as well as maim, and they employ warding lanterns that likewise steal the enemy’s sight.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Starshard Bolts
Starshard Bolts30"23+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Arming Swords
Arming Swords1"23+4+-1

Unit Size: 1      Points: 135
Battlefield Role: Artillery
Base size: 80mm
Notes: Single


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


A unit of Vanari Starshard Ballistas has any number of models, each armed with Starshard Bolts and Arming Swords.


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, 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. A unit cannot be dazzled more than once per turn.

Messenger Hawk: Every Starshard ballista is accompanied by a messenger hawk, which is used by the leaders of the army to direct the crew’s fire towards the most important targets.
Add 1 to hit rolls for attacks made with Starshard Bolts by this unit, if the attacks target an enemy unit that is visible to a friendly LUMINETH REALM-LORDS HERO that is within 18" of this unit.

Warding Lanterns: The crew of a Starshard ballista carry deployable aetherquartz lanterns that aid accuracy and dazzle attackers.
Roll a dice each time you allocate a wound or mortal wound to this unit if it has not made a move in the same turn. On a 6, that wound or mortal wound is negated. In addition, add 1 to the Attacks characteristic of this unit’s Starshard Bolts if it has not made a move in the same turn.

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

14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
© Vyacheslav Maltsev 2013-2022