Cities of Sigmar – Battlemage on Luminark of Hysh

This warscroll does not meet the selection criteria (see Settings tab).
CITIES OF SIGMAR WARSCROLL
Battlemage
on Luminark of Hysh
8"
12
4+
5
Each wizard in the cities of Sigmar has a honed aptitude for the arcane. Whether through lineage traced to an ancient magocracy, natural affinity or the fruits of long study, each Battlemage has passed trials beyond number. They can slay a foe with a shouted phrase and a killing gesture just as easily as they can provide salvation with a warding symbol or chant. Amongst the Collegiate Arcane’s members are quick-tempered pyromancers from the Bright College and druid-like mages from the Jade College with the power of life at their fingertips. Morbid devotees from the Amethyst traditions of Shyish wield the chill magic of the grave, while those of the Gold College specialise in transmutation. The wizard-philosophers of the White College use brilliant devices set with aetherquartz when they need to bolster the illuminations and ritual exorcisms they use to banish the foe. Known as Luminarks of Hysh, these obsessively calibrated contraptions concentrate motes of Hyshian magic through a series of arcane lenses. In doing so, they form a beam of light so intense that it can melt right through a rampaging daemon lord and leave a smoking hole behind. Powerful White Battlemages direct searing rays of light from the Luminark to vaporise enemy champions whilst deftly casting scouring sorceries of their own.
CITIES OF SIGMAR WARSCROLL
Battlemage
on Luminark of Hysh
RANGED WEAPONS
RngAtkHitWndRndDmg
Searing Beam of Light
Searing Beam of Light24"12+
See below
MELEE WEAPONS
AtkHitWndRndDmg
Wizard’s Staff
Wizard’s Staff34+4+1D3
Warhorses’ Steel‑shod Hooves [Companion]
Warhorses’ Steel‑shod Hooves
Companion
45+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any HUMAN INFANTRY, Any HUMAN CAVALRY

Passive
AURA OF PROTECTION: Luminarks of Hysh are surrounded by a protective magical aura.

Effect: Friendly CITIES OF SIGMAR units have WARD (6+) while they are wholly within 12" of this unit.

Passive
SEARING BEAM OF LIGHT: As interlocking lenses of aetherquartz click into place, a beam of blinding white light shoots forth to incinerate all before it.

Effect: Each time this unit attacks with its Searing Beam of Light, pick a point on the battlefield within range to be the target. If the attack scores a hit, draw a straight line between that point and the closest point on this unit’s base. Inflict D3 mortal damage on each visible unit (friendly and enemy) that the line passes across.

KEYWORDS
HERO, WAR MACHINE, WIZARD (1)
ORDER, CITIES OF SIGMAR, HUMAN

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, il might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The WIZARD keyword is used in the following Cities of Sigmar warscrolls:

The HUMAN and CAVALRY keywords are used in the following Cities of Sigmar warscrolls:

© Vyacheslav Maltsev 2013-2024