Lumineth Realm-lords – Lyrior Uthralle, Warden of Ymetrica

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LUMINETH REALM-LORDS WARSCROLL
Lyrior Uthralle
Warden of Ymetrica
14"
7
3+
2
Lyrior Uthralle is a legendary warrior famed for his precise attacks and strategy, his skill proven in countless wars. He holds the title of Voice of the Phoenix, one of only ten souls who serve as the aelven god Tyrion’s champions. As one would expect from a son of Ymetrica, Lyrior appears in public as a warrior with a soul of stone, riding resplendent upon Farael, his lightcourser steed, and wielding his armies with the same intractable purpose as he does his enchanted lance Daemonbane. Yet in private, this mask begins to slip, and the Lord Regent Supreme’s grief wells to the surface. In the early decades of the Age of Sigmar, Lyrior was commanded to lead the defence of Tor Limina. Yet in doing so, he was forced to leave his home city woefully vulnerable. Lyrior was to pay the price for his loyalty; upon returning, he found the city obliterated by greenskin raiders. When Uthralle discovered the brutalised remains of his beloved kin, something broke within him. Even now he screams into the void each night; only the spiritual ministrations of a trio of Cathallars keep his soul intact. Lyrior now funnels his torment into deeds, riding out to command almost every battle Ymetrica wages against the orruks in person and venting his hatred.
LUMINETH REALM-LORDS WARSCROLL
Lyrior Uthralle
Warden of Ymetrica
RANGED WEAPONS
RngAtkHitWndRndDmg
Daemonbane [Anti-DAEMON (+1 Rend)]
Daemonbane
Anti-DAEMON (+1 Rend)
12"12+2+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Daemonbane [Anti-DAEMON (+1 Rend), Charge (+1 Damage)]
Daemonbane
Anti-DAEMON (+1 Rend), Charge (+1 Damage)
22+3+12
Farael’s Horns and Claws [Companion]
Farael’s Horns and Claws
Companion
45+3+-1
Lyrior’s Sword [Crit (Mortal)]
Lyrior’s Sword
Crit (Mortal)
42+3+12
BATTLE PROFILE

Unit Size: 1      Points: 240
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: 0-1 Lumineth Paragon, Any ALARITH, Any VANARI

Reaction: Passive
VOICE OF TYRION: Lyrior is part of Tyrion’s inner circle, and he speaks with the authority of the god himself in matters military.

Effect: Each time a friendly LUMINETH REALM‐LORDS unit wholly within 12" of this unit uses the ‘All-out Attack’ command, no command points are spent.

Your Hero Phase
7
SOLAR FLARE: Channelling his anger, Lyrior causes one of the solar bodies above the battlefield to belch forth a searing flare of energy.

Declare: Pick a visible enemy unit or MANIFESTATION wholly within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: If the target is a MANIFESTATION, inflict 3D6 mortal damage on it. Otherwise, roll a dice for each model in the target unit. For each 5+, inflict 1 mortal damage on the target.
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (1), CAVALRY
ORDER, LUMINETH REALM‑LORDS, AELF, 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).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
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.

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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:

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.
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’).
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.

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

Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with a frenzied vigour.

Used By: The unit using that ATTACK ability.

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability.
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.
© Vyacheslav Maltsev 2013-2024