Lumineth Realm-lords – Scinari Enlightener

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LUMINETH REALM-LORDS WARSCROLL
Scinari Enlightener
6"
5
5+
2
The Scinari are mages and philosophers, tending towards deep insights that unlock the secrets of reality. It is not unusual for a Scinari mage to live a life of solitude in order to better concentrate on their own mental and magical advancement. All too often, however, it is the shorter-lived races that require a more pointed education. It is the task of the Scinari Enlightener to show the arcane might of the Lumineth, teaching enemies their place with blistering displays of magical ability that turn the symmetry and symbolism of Hysh into a devastating weapon. An Enlightener usually seeks subtle means to turn the battle to their favour. Granting allies shields of magic, channelling energising spells through runes to share them with their compatriots or causing assailants to suffer a precise reflection of any harm they deal out are just some such magical weavings. Yet in the heart of every Enlightener is a hidden desire to manifest the full wrath of Hysh, and very occasionally, when they are within the blazing crucible of battle, they will do just that. At such times, they bring a fatal form of enlightenment to bear on the enemy, letting loose multiple spells at once to sear foes to ash.
LUMINETH REALM-LORDS WARSCROLL
Scinari Enlightener
RANGED WEAPONS
RngAtkHitWndRndDmg
Crescent Staff [Shoot in Combat]
Crescent Staff
Shoot in Combat
12"33+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Enlightener Blade
Enlightener Blade33+4+12
BATTLE PROFILE

Unit Size: 1      Points: 190
Base size: 32mm
Can be reinforced: No

Once Per Turn, Reaction: You declared the ‘Speed of Hysh’, ‘Overwhelming Heat’ or ‘Ethereal Blessings’ spell for this unit
RUNE OF ENTHLAI: The Enlightener draws on the duality of this rune’s power to conjure sorceries with doubled potency.

Effect: If that spell is successfully cast, roll a dice. On a 3+, after resolving the effect of that spell, this unit can immediately cast that spell a second time using the same casting roll. Do not count the second spell towards the number of SPELL abilities this unit can use this turn.

Your Hero Phase
6
ETHERAL BLESSINGS: By focusing their will and concentrating deeply, the caster makes an ally as insubstantial as the light of the moon.

Declare: Pick a visible friendly LUMINETH REALM-LORDS INFANTRY unit wholly within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: Ignore all modifiers to save rolls for the target (positive and negative) until the start of your next turn.
KEYWORDSSPELL

KEYWORDS
HERO, WIZARD (2), INFANTRY
ORDER, LUMINETH REALM‑LORDS, AELF, SCINARI

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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:

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.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
© Vyacheslav Maltsev 2013-2024