Lumineth Realm-lords – Rune of Petrification

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LUMINETH REALM-LORDS WARSCROLL
Rune of Petrification
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6
4+
7+
By drawing on the steadfast will and determination of the patient mountains, a Lumineth mage can summon the Rune of Petrification, ripping it from the crust of the realm underfoot. Those who dare too close to this arcane glyph find their flesh slowly transmuting to unfeeling rock until they are eventually cursed to become inert statues for all time – monuments to their own folly in opposing the Lumineth Realm‑lords. Though some Lumineth mages will eventually dedicate themselves to a single aelementiri temple, choosing to master a specific elemental aspect of Hysh’s sacred lands, all aelves must first come to understand the bloody history of each part of the realm in order to better atone for their ancient wrongdoings. Mages in training are expected to spend time amongst the different aelementiri temples before settling on their own path. It is at the Alarith mountain temples that these spellcasters learn to summon the Rune of Petrification, most feared of all the Lumineth’s enduring spells, thereby allowing them to call upon the steadfast rune in their hour of direst need.
LUMINETH REALM-LORDS WARSCROLL
Rune of Petrification
Any Hero Phase
TURN TO STONE: Any foes who remain too close to this hovering sigil will find their flesh hardening and turning into stone until they are nothing more than lifelike statues.

Declare: Pick each enemy unit within 6" of this MANIFESTATION to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll. If a target has 3 mortal damage inflicted on it by this ability, it has STRIKE-LAST for the rest of the turn.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
ORDER, LUMINETH REALM‑LORDS
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.

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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.

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).

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

Endless Spell

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

Endless Spell
© Vyacheslav Maltsev 2013-2024