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
A Spirit of the Mountain is a war-form adopted by the geomantic animus of one of Hysh’s great peaks. The strength of the realm itself is theirs to wield, but though their hammers can crush walls and reduce enemies to bloody smears, it is their wisdom these spirits are most revered for – ponderous as it can be.
LUMINETH REALM-LORDS WARSCROLL
Alarith Spirit of the Mountain
RANGED WEAPONS
RngAtkHitWndRndDmg
Geomantic Blast [Shoot in Combat]
Geomantic Blast
Shoot in Combat
12"13+2+2D6
MELEE WEAPONS
AtkHitWndRndDmg
Stoneheart Worldhammer
Stoneheart Worldhammer44+2+25
BATTLE PROFILE

Unit Size: 1      Points: 340
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
WITH THE FORCE OF A LANDSLIDE: The Alaithi rune imbues mountain spirits with increasing power.

Effect: Add 1 to the Attacks characteristic of this unit’s Stoneheart Worldhammer for each instance of Alaithi, Rune of the Mountain depicted on your battle scripture.

Once Per Turn (Army), Any Combat Phase
RAIN OF STONE: Boulders crash down from the Spirit of the Mountain, crushing foes under the avalanche.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a D3. Add 2 to the roll if the target charged this turn. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, ALARITH
ORDER, LUMINETH REALM‑LORDS
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
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

Army List
Warscrolls collated

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Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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.

Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
Alaithi, Rune of the Mountain
Alaithi, Rune of the Mountain: Pick up to 2 friendly LUMINETH REALM-LORDS units for each instance of this rune depicted on your battle scripture to be the targets. Each target has WARD (5+). In addition, the following enhanced effects apply:
  • While Varinor, Rune of Strength is depicted on your battle scripture, the targets’ melee weapons have Anti-charge (+1 Rend).
  • While Ydriliqi, Rune of the River is depicted on your battle scripture, subtract 1 from wound rolls for attacks made by enemy units while they are in combat with any of the targets.
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).

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

© Vyacheslav Maltsev 2013-2026