Lumineth Realm-lords – Scinari Calligrave

This warscroll does not meet the selection criteria (see Settings tab).
LUMINETH REALM-LORDS WARSCROLL
Scinari Calligrave
6"
5
5+
2
For the Calligraves, the quill is truly mightier than the sword. By harnessing liquid light energy from their aetherquartz lanterns, these mages illustrate their enemies’ oncoming doom. Using enchanted floating canvases, the Calligraves paint runic symbols that are then magically rendered in far greater size upon the battlefield. Where these searing runes emerge, the aetheric power of light surges; nearby Lumineth are empowered, while rifts torn open to the Realm of Chaos may be sealed. The Calligrave discipline was pioneered by Il’yentai of Syar. It was she who devised the means of binding arcane energy into parchment for later deployment, and it was she who developed the tools of their trade: mystical brushes and daethar stilt-shoes that prevent stored spells from being accidentally earthed through contact with the realms. Successive generations then built upon her efforts, refining their sigil-conjuring techniques to the level of true artistry. When summoning an arcane construct, a Calligrave ensures that the incantation will not fail, having studied its runes thoroughly and extensively.
LUMINETH REALM-LORDS WARSCROLL
Scinari Calligrave
MELEE WEAPONS
AtkHitWndRndDmg
Calligrave Blade
Calligrave Blade33+4+12
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 32mm
Can be reinforced: No

Once Per Turn (Army), Reaction: You declared a Summon SPELL ability for this unit
REALMSCRIBE: The Calligrave traces a rune whose vast, blazing parallel simultaneously appears on the battlefield, unleashing the spell bound to it.

Effect: Change the casting roll for that spell to a value of 8 that cannot be modified.

KEYWORDS
HERO, WIZARD (1), INFANTRY
ORDER, LUMINETH REALM‑LORDS, AELF, SCINARI

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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:

© Vyacheslav Maltsev 2013-2024