Lumineth Realm-lords – Ellania and Ellathor, Eclipsian Warsages

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LUMINETH REALM-LORDS WARSCROLL
Ellania and Ellathor
Eclipsian Warsages
6"
8
4+
4
Though young by aelven standards at barely fifty years of age, Ellania and Ellathor are twins and prodigies both. As little more than children, they passed the sense-warping Trial of the Mindrazor. As they grew to adolescence, Ellania proved able to face down the most learned opponents in symposium debates, while Ellathor triumphed in back-to-back Vanari duelling contests. Teclis soon saw in these siblings echoes of him and his own brother. What this might portend, even the Archmage does not know, but Teclis is not one to discount the symmetry of fate. After much deliberation and testing, the twin gods dubbed them Eclipsian Warsages, champions who would travel far and fight to enact the will of their gods while seeking to temper their natural ability with wisdom. To aid them, both twins received potent gifts. Ellania was bequeathed the staff Dianaer, whose realmstone head is said to capture the light of pure potential, as well as her faithful avian companion Atheane. Ellathor was granted the aetherquartz sword Altairi from Tyrion’s own arsenal. The twins now travel across the realms carrying out missions for the aelven gods. In battle, whichever sibling is more adept at quelling the enemy takes the lead, allowing them to excel regardless of whether magic or blade is required most.
LUMINETH REALM-LORDS WARSCROLL
Ellania and Ellathor
Eclipsian Warsages
RANGED WEAPONS
RngAtkHitWndRndDmg
Blazing Sunbolt [Crit (Auto-wound)]
Blazing Sunbolt
Crit (Auto-wound)
12"32+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Dianaer
Dianaer23+4+1D3
Altairi
Altairi52+3+12
BATTLE PROFILE

Unit Size: 1      Points: 280
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.

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 uses a command within 18" of this unit, your opponent must spend an additional command point to use that command.
KEYWORDSSPELL

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.

Effect: This unit can use this ability if any enemy models were slain by it this turn. 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. When using the ‘Equal Prodigies’ ability in your next turn, you must pick Ellania to take the lead.

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).

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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

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:

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

Infantry Hero
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.
1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
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 2013-2024