Lumineth Realm-lords – Sanctum of Amyntok

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LUMINETH REALM-LORDS WARSCROLL
Sanctum of Amyntok
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7+
Upon battlefields thick with airborne spells and artillery fire, a Lumineth mage may call upon the Sanctum of Amyntok to shield them from harm. The ground splits to form a ritual circle around the mage, and the life force of the realm springs forth. The focal point of a Sanctum of Amyntok is the rune Yngra, symbolising both rescue and imprisonment – a fitting icon, given that its summoner is surrounded by a barrier of light energy. Protected thus, arrows and magical bolts dissipate harmlessly upon contact with the sanctum. The rune hovering above shines with pure Hyshian magic, limiting visibility by blinding those who target the mage beneath it. The beams that compose this portable sanctum are drawn from the outer reaches of Haixiah, the magic-saturated rim territory of Hysh, allowing it to burn away even the most vicious of incantations. However, such is the sanctum’s strength that a mage is ill-advised to summon it when surrounded by allies. The Sanctum of Amyntok is often deployed by aelven casters in their most desperate hour, when they are exposed to enemy fire with no reinforcements to help them.
LUMINETH REALM-LORDS WARSCROLL
Sanctum of Amyntok
Passive
SIGIL OF YNGRA: The sanctum turns baleful spells and attacks into flashes of blinding light.

Effect: While the unit that was picked to be the target of the ‘Summon Sanctum of Amyntok’ ability is inside the ring formed by this MANIFESTATION:
  • That unit has WARD (4+).
  • If that unit is a WIZARD, add 1 to that unit’s power level.
  • Instead of measuring range or visibility to that unit, measure to this MANIFESTATION instead.
  • This MANIFESTATION cannot be picked to be the target of abilities other than BANISH abilities.
  • If that unit uses a MOVE ability, makes a pile-in move or is removed from the battlefield, this MANIFESTATION is removed from play.

KEYWORDS
MANIFESTATION, ENDLESS SPELL
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.

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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, 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

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.
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.

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

The LUMINETH REALM‑LORDS, HERO and INFANTRY keywords are used in the following Lumineth Realm-lords warscrolls:

Your Hero Phase
4
SUMMON SANCTUM OF AMYNTOK: The ground splits around the mage, and the life force of the realm springs forth as a crackling shield.

Declare: If there is not a friendly Sanctum of Amyntok on the battlefield, pick a friendly LUMINETH REALM-LORDS WIZARD to cast this spell, pick a visible friendly LUMINETH REALM-LORDS INFANTRY HERO wholly within 12" of them and more than 3" from all other units and terrain features to be the target, then make a casting roll of 2D6.

Effect: Set up a Sanctum of Amyntok within the target’s combat range, visible to the caster and not in combat. A Sanctum of Amyntok has 3 parts that must be set up touching each other so that they form a ring with the target inside.
KEYWORDSSUMMON, SPELL
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.
© Vyacheslav Maltsev 2013-2024