Lumineth Realm-lords – Alarith Stonemage

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LUMINETH REALM-LORDS WARSCROLL
Alarith Stonemage
6"
5
4+
2
Stonemages are masters of astounding earth magics, aelves who have achieved true unity with the mountains. These souls trekked to the highest peaks, dodging death while singing laments of contrition. They formed works of beautiful art from interlocking stones and refused to succumb to anger or fear even as their vengeful surroundings sought to claim their lives. Something in this unshakeable purpose slowly placated the mountain spirits, and they granted the regretful aelves moss growths and scuttling creatures to feast on. Over time, these tenuous relationships became true understandings, and those Lumineth of a most mystical disposition were granted the secrets of geokinetic and lithomantic sorceries. Stonemages speak with the commanding rumble of the avalanche and can adjust gravity’s pull to send even heavy stones floating serenely into the air around them. In battle, such is the bond between Stonemage and aelementor that, when the mountain spirits march in their war-forms, these aelves are often found in close proximity, channelling their powers into their patron to grant them even greater fortitude.
LUMINETH REALM-LORDS WARSCROLL
Alarith Stonemage
MELEE WEAPONS
AtkHitWndRndDmg
Staff of the High Peaks
Staff of the High Peaks33+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Ydrilan Riverblades, Any Vanari Auralan Wardens, Any ALARITH

Any Combat Phase
STONEMAGE STANCE: A Stonemage can adopt a stance that can be emulated by nearby Stoneguard, allowing them to deliver blows with shattering force.

Declare: Pick a friendly ALARITH AELF unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, add 1 to the Rend characteristic of the target’s melee weapons for the rest of the turn.

Your Hero Phase
7
LIVING FISSUE: The caster touches a rocky outcrop, causing it to split apart along its entire length.

Declare: Pick a point on the battlefield within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: Draw a straight line between the target and the closest part of this unit’s base. Roll a D3 for each unit (friendly and enemy) that the line passes across. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.
KEYWORDSSPELL

KEYWORDS
HERO, WIZARD (1), INFANTRY, ALARITH
ORDER, LUMINETH REALM‑LORDS, AELF

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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:

The ALARITH and AELF keywords are used in the following Lumineth Realm-lords warscrolls:

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.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

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.
© Vyacheslav Maltsev 2013-2024