Lumineth Realm-lords – Ellania and Ellathor, Eclipsian Warsages

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LUMINETH REALM-LORDS WARSCROLL
Ellania and Ellathor
Eclipsian Warsages
6"
10
4+
4
5+
Though the young prodigies Ellania and Ellathor may lack experience, they make up for it in raw excellence. These twins have proved themselves champions of the aelven race on multiple occasions, and wielding the gifts of their godly patrons, they are a true force to be reckoned with.
LUMINETH REALM-LORDS WARSCROLL
Ellania and Ellathor
Eclipsian Warsages
RANGED WEAPONS
RngAtkHitWndRndDmg
Blazing Sunbolt [Crit (Auto-wound)]
Blazing Sunbolt
Crit (Auto-wound)
12"33+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Altairi
Altairi52+3+12
Dianaer
Dianaer23+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 290
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Lumineth Paragon, Any LUMINETH REALM-LORDS

Your Hero Phase
EQUAL PRODIGIES: On the battlefield, one twin will take the lead to aid their allies while the other stands guard.

Declare: Pick whether Ellania will take the lead or Ellathor will take the lead.

Effect: If Ellania takes the lead, until the start of your next turn, add 1 to this unit’s power level and it has WARD (4+).

If Ellathor takes the lead, until the start of your next turn, add the current battle round number to the Damage characteristic of Altairi.

End of Any Turn
SUDDEN TRANSLOCATION: Should Ellathor use Altairi for too long, he will start to be overwhelmed by its arcane power and Ellania will be forced to transport him away from the battle, lest he be transformed into a creature of blazing fury.

Declare: This unit can only use this ability if any enemy models were slain this turn by this unit’s combat attacks.

Effect: Heal (D6) this unit. Then, remove it from the battlefield and set it up again on the battlefield more than 9" from all enemy units.

Your Hero Phase
8
TOTAL ECLIPSE: Ellania gestures towards a lunar body and causes a shadow to draw across it, distracting the foe.

Declare: Make a casting roll of 2D6.

Effect: Until the start of your next turn, the first time an enemy unit within 18" of this unit uses a command, unless your opponent spends 1 additional command point, the command has no effect, it still counts as having been used and the command points spent to use the command are still lost.
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (1), INFANTRY, WARD (5+)
ORDER, LUMINETH REALM‑LORDS, AELF, SCINARI, VANARI
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Army List
Warscrolls collated

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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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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

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

Those HEROES can join an eligible regiment as a Lumineth Paragon.

Infantry Hero
1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
© Vyacheslav Maltsev 2013-2026