Lumineth Realm-lords – Archmage Teclis and Celennar, Spirit of Hysh

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LUMINETH REALM-LORDS WARSCROLL
Archmage Teclis
and Celennar, Spirit of Hysh
10"
16
5+
10
Searing beams of magic herald the descent of Teclis, the Mage God. With a flick of his hands, he summons waves of luminous sorcery, purging the souls of his foe in torrents of white flame or rewriting reality around him with the energies of Hyshian purity and reason. When Teclis truly focuses his will, even the greatest wizards cannot thwart him. Though relatively frail of body, Teclis’s magisterial arts can unravel all but the strongest arcana, and his trove of relics – from his elegant but potent blade to scrolls marked with symbols of his lost homeland – further supplement his deific might. Teclis is accompanied by a winged, leonine form lambent with innate power. This is Celennar, the spirit of Hysh’s true moon. During the darkest days of the Ocari Dara, when the Realm of Light was overrun by Slaanesh’s armies, Teclis ventured into the void to beseech Celennar’s aid. Long did the moon-spirit remain aloof, yet Teclis persevered. Some believe that the debate between the pair continued without rest for an entire month. To this day, when not leading the Lumineth warhosts, the Mage God and the lunasphinx deepen their bond through fervent discussions of philosophy and moral tenets.
LUMINETH REALM-LORDS WARSCROLL
Archmage Teclis
and Celennar, Spirit of Hysh
RANGED WEAPONS
RngAtkHitWndRndDmg
Lunar Staff
Lunar Staff12"12+2+2D6
MELEE WEAPONS
AtkHitWndRndDmg
Celennar’s Moonbright Talons [Companion]
Celennar’s Moonbright Talons
Companion
53+3+22
Sword of Teclis
Sword of Teclis23+3+2D3
BATTLE PROFILE

Unit Size: 1      Points: 590
Base size: 160mm
Can be reinforced: No
Regiment Options: 0-1 Lumineth Paragon, Any LUMINETH REALM-LORDS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of Celennar’s Moonbright Talons is 3.

Passive
AURA OF CELENNAR: Celennar grants arcane knowledge to nearby allies.

Effect: Add 1 to casting rolls for other friendly LUMINETH REALM-LORDS WIZARDS while they are wholly within 12" of this unit.

Once Per Turn (Army), Any Combat Phase
SPIRIT OF THE MOON: Celennar has a disquieting presence that can leave the boldest of warriors quivering in their boots.

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

Effect: Roll a dice. On a 3+, the target cannot use commands for the rest of the turn.
KEYWORDSRAMPAGE

Passive
ARCHMAGE: Teclis’s powerful magic pours from him in cascades, calling forth or nullifying the most potent of spells.

Effect: Instead of making a casting roll for this unit, you can use a value of 10 for the roll that cannot be modified. In addition, instead of making an unbinding roll or banishment roll for this unit, you can use a value of 8 for the roll that cannot be modified.

Your Hero Phase
10
STORM OF SEARING WHITE LIGHT: Beams of light shoot out from Teclis’s forehead to bisect nearby foes.

Declare: Pick any number of different visible enemy units within 18" of this unit to be the targets, then make a casting roll of 2D6 (see the ‘Archmage’ ability).

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (4), FLY, WARD (5+)
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.

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, it 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.
This HERO can join an eligible regiment as a Lumineth Paragon.

Infantry Hero
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’).
Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a manifestation within 30" of them to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy manifestation on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the manifestation’s warscroll, it is banished and removed from play. You cannot pick the same manifestation as the target of this ability more than once per turn.
KEYWORDSBANISH

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

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 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.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

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

© Vyacheslav Maltsev 2013-2024