Lumineth Realm-lords – Alarith Spirit of the Mountain

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LUMINETH REALM-LORDS WARSCROLL
Alarith Spirit of the Mountain
6"
14
3+
5
In times of direst crisis, the Alarith temples will call upon some of Hysh’s greatest defenders – the Spirits of the Mountain. These are the animus of the realm’s majestic peaks come forth, bound into war-forms carved from realmstone-laced rock and wielding huge, crushing hammers. To petition one to march to battle, the Lumineth must spend weeks appealing to these entities, for the mountains loathe rash decision-making. Once their course is set, however, these aelementors are unbreakable allies. Their wisdom is always sage, and their hammers can cave in the skull of a gargant with a single swing. In their presence, the power of the earth itself is awakened, unleashed through devastating shock waves. The war-forms of mountain spirits are themselves miniature ecosystems, their bodies garlanded by trees and their sunmetal armour cooled in the mountains’ own lakes and streams. Lesser animuses shelter in their mighty shadow. Their core, however, is their mask, which resembles the visage of an Ymetrican longhorn. Should the unthinkable happen and this mask be lost, then some part of the mountain’s soul may be lost with it. Still, Hysh’s peaks know that they must risk this grim fate to defend their earthly incarnations.
LUMINETH REALM-LORDS WARSCROLL
Alarith Spirit of the Mountain
RANGED WEAPONS
RngAtkHitWndRndDmg
Geomantic Blast
Geomantic Blast12"13+2+2D6
MELEE WEAPONS
AtkHitWndRndDmg
Cloven Hooves
Cloven Hooves24+2+12
Stoneheart Worldhammer
Stoneheart Worldhammer43+2+25
BATTLE PROFILE

Unit Size: 1      Points: 330
Base size: 100mm
Can be reinforced: No

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Stoneheart Worldhammer is 3.

Passive
STONEMAGE SYMBIOSIS: Stonemages are able to sustain a Spirit of the Mountain.

Effect: The ‘Battle Damaged’ ability has no effect on this unit while it is wholly within 12" of a friendly Alarith Stonemage.

Once Per Turn (Army), Any Combat Phase
STONEHEART SHOCKWAVE: When a Spirit of the Mountain smashes its worldhammer into the ground, it can direct the resulting shock wave at a nearby foe, hurling the enemy to its knees.

Declare: If this unit did not charge this turn, pick an enemy unit in combat with it to be the target.

Effect: Roll a dice. On a 4+, the target has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, WARD (6+), ALARITH
ORDER, LUMINETH REALM‑LORDS

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Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
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.

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

© Vyacheslav Maltsev 2013-2024