Lumineth Realm-lords – Shrine Luminor

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LUMINETH REALM-LORDS WARSCROLL
Shrine Luminor
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12
3+
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A Shrine Luminor is built upon a realmstone-rich metalith, a floating island in miniature leaden with geomantic energies. Through this elegant structure, a Lumineth mage can channel this elemental power to purify corrupted land as well as bolster their own arcane potential. Shrines Luminor are instrumental to the Lumineth’s efforts in purging Chaos from the Mortal Realms, and the aelves will follow without question the commands of those who guard them. A Shrine Luminor cleanses corruption from the lines of geomantic power that criss-cross the Mortal Realms. They travel alongside armies marching out of Hysh, directed by the aelves to the most broken of lands in need of healing. The Lumineth know how best to harness the free-floating metaliths that dot the Mortal Realms. Not for the Lumineth are the crude methods of humanity, who attach chains to the islands and drag them along. Instead, aelven mages will commune with the metalith upon which the Shrine Luminor sits, sharing their desires and emotions with the stone spirit within. In this way, the metaliths are capable of receiving commands to hover alongside marching armies, the sanctified energies of the shrine purifying the path ahead.
LUMINETH REALM-LORDS WARSCROLL
Shrine Luminor
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Impassable

Passive
SHRINE GUARDIAN: Protected from attacks, the Shrine Guardian can move the metalith with but a fleeting thought.

Effect: While this terrain feature has a Shrine Guardian:
  • This terrain feature has a Move characteristic of 6" and can use MOVE abilities as if it were a unit.
  • The Shrine Guardian cannot use MOVE abilities and remains on this terrain feature each time it moves.
  • Instead of measuring range or visibility to the Shrine Guardian, measure to this terrain feature instead.
  • All attacks that would target the Shrine Guardian target this terrain feature instead.
  • If this terrain feature is destroyed, before removing it from the battlefield, inflict D3 mortal damage on the Shrine Guardian. Then, set up the Shrine Guardian on the battlefield wholly within 3" of this terrain feature and not in combat. That unit is no longer a Shrine Guardian. If it is not possible to set up the Shrine Guardian, it is slain.

Your Hero Phase
ENTER THE SHRINE: Worthy Lumineth take up position within a Shrine Luminor to help to cleanse the realms.

Declare: If this terrain feature does not have a Shrine Guardian, pick a friendly LUMINETH REALM‐LORDS INFANTRY HERO within 3" of it and not in combat to be the target.

Effect: Place the target on this terrain feature. The target is now a Shrine Guardian (see ‘Shrine Guardian’).

Your Hero Phase
EXIT THE SHRINE: The Guardian floats down to the battlefield to rejoin the fray.

Effect: If this terrain feature has a Shrine Guardian that was not placed on it this turn, set up the Shrine Guardian on the battlefield wholly within 6" of this terrain feature and not in combat. That unit is no longer a Shrine Guardian.

Once Per Turn, Reaction: You declared a SPELL ability for a unit wholly within 12" of this terrain feature
CLEANSING RITUALS: These shrines are instrumental to the Lumineth’s efforts in purging Chaos from the Mortal Realms.

Effect: While this terrain feature has a Shrine Guardian, you can re-roll the casting roll for that spell.

KEYWORDS
FACTION TERRAIN, FLY
ORDER, LUMINETH REALM‑LORDS
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).

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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

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).
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.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

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

Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Impassable
Models cannot move across, be set up on or end moves on any part of this terrain feature.

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

© Vyacheslav Maltsev 2013-2024