Lumineth Realm-lords – Scourge of Aqshy Scinari Loreseeker

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LUMINETH REALM-LORDS WARSCROLL
Scourge of Aqshy Scinari Loreseeker
6"
5
4+
2
Their search for recondite knowledge and lost relics has brought the Scinari Loreseekers to the Great Parch. The warsages are quick to recover and conceal dangerous artefacts, preventing them from falling into the wrong hands – that is, any hands other than theirs.
LUMINETH REALM-LORDS WARSCROLL
Scourge of Aqshy Scinari Loreseeker
RANGED WEAPONS
RngAtkHitWndRndDmg
Eclipsian Staff [Shoot in Combat]
Eclipsian Staff
Shoot in Combat
12"33+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Loreseeker Blade [Crit (Mortal)]
Loreseeker Blade
Crit (Mortal)
53+4+12
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 32mm
Can be reinforced: No
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

Once Per Turn (Army), Your Hero Phase
ARCANE NULLIFICATION: Scinari Loreseekers can temporarily nullify powerful magical artefacts in order to facilitate their retrieval from the hands of less responsible beings.

Declare: Pick a visible enemy HERO within 12" of this unit to be the target.

Effect: If this unit is in combat with the target, the corresponding effect below applies until the start of your next turn. Otherwise, roll a dice. On a 3+, the corresponding effect below applies until the start of your next turn:

Holder of Forbidden Treasures: If the target has an artefact of power, that artefact of power has no effect.

An Insignificant Underling: If the target does not have an artefact of power, other than the Companion weapon ability, weapon abilities for the target’s combat attacks have no effect.

Once Per Turn (Army), End of Any Turn
LEASHED FURY: Embracing the Tyrionic side of their training, the Loreseeker funnels the raging emotions of the Aqshian landscape into their bladecraft.

Effect: If your opponent’s fury level is lower than yours, they must increase their fury level by 1, to a maximum of 7. Then, for the rest of the turn:
  • Each time this unit is picked to use the ‘Eruption of Fury’ ability, if you spend 1 rage dice as part of that ability, it counts as 3 rage dice.
  • This unit can be picked to use the ‘Eruption of Fury’ ability even if you have already used it this turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY
ORDER, LUMINETH REALM‑LORDS, AELF, SCINARI
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.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
Army List
Warscrolls collated

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Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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.

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 model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • 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.
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).
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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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.
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:

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).
4.1 Enhancements
Each set of faction rules include a number of enhancements that can be given to units, e.g. heroic traits and artefacts of power. You can take 1 enhancement from each enhancement table in your faction rules. Each enhancement table lists which units are eligible to be given that enhancement. UNIQUE units cannot be given enhancements.

While some abilities allow you to take extra enhancements, the same unit can never have more than 1 enhancement of the same type, and you can never include the same enhancement in your army more than once. Enhancements cannot be given to Regiment of Renown units, unless they have a keyword that matches that faction’s name.

ERUPTION OF FURY
Once Per Turn (Army), End of Any Turn
ERUPTION OF FURY: Stoked by the ongoing battle, this warrior’s wrath erupts in a display of bone-splintering violence.

Declare: Pick a friendly unit to use this ability, then pick an enemy unit in combat with that friendly unit to be the target.

Effect: Pick 1 of the melee weapons that the unit using this ability is armed with. Then, spend up to 3 rage dice.

Resolve a number of combat attacks against the target using the melee weapon you picked equal to the number of rage dice you spent.

Those attacks cannot score critical hits. Instead, for each unmodified hit roll of 6 for those attacks:
  • Inflict an additional D3 mortal damage on each enemy unit in combat with the unit using this ability.
  • Your opponent must increase their fury level by 1, to a maximum of 7.

For each unmodified hit roll of 1 for those attacks, allocate D3 mortal damage to this unit after the damage sequence has been resolved (ward rolls cannot be made for those damage points).

Designer’s Note: Rage dice do not add to the Attacks characteristic of the weapon you pick; if you spend 3 rage dice to use this ability, you only make 3 combat attacks.
KEYWORDSATTACK, FIGHT

© Vyacheslav Maltsev 2013-2026