Lumineth Realm-lords – The Light of Eltharion

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LUMINETH REALM-LORDS WARSCROLL
The Light of Eltharion
6"
6
3+
2
Eltharion is an ancient hero of aelvenkind. In the final days of the World-that-Was, he was slain while doing great service to the martial god Tyrion. But his soul was strong, its remnants lingering an age in the darkness of the void. Teclis recalled his friend’s sacrifice and was determined to save him. He recreated the warrior’s legendary Fangsword and armour before creating a doppelgänger to house Eltharion’s soul, yet this form burnt to ash upon coming into contact with that most luminous essence. However, Teclis’s grief turned to wonder as he watched the empty armour pulse with an inner glow, stirring and lifting a blade in salute. Eltharion walked once more, now a being of purest light bound into his enchanted plate. Eltharion serves as the champion of the twin gods. He is a masterful duellist, striking and feinting in close combat as fluidly as the wind itself. Perhaps most crucially, his nature as a being of insubstantial light makes him almost impossible to destroy and allows him to venture into places so suffused with magic that they are lethal to mortalkind.
LUMINETH REALM-LORDS WARSCROLL
The Light of Eltharion
RANGED WEAPONS
RngAtkHitWndRndDmg
Searing Darts of Light
Searing Darts of Light12"32+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Fangsword of Eltharion [Crit (2 Hits)]
Fangsword of Eltharion
Crit (2 Hits)
42+3+33
Celennari Blade [Anti-HERO (+1 Rend), Anti-MONSTER (+1 Rend)]
Celennari Blade
Anti-HERO (+1 Rend), Anti-MONSTER (+1 Rend)
22+3+13
BATTLE PROFILE

Unit Size: 1      Points: 250
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 Lumineth Paragon, Any LUMINETH REALM-LORDS

Passive
SUPREME SWORDMASTER: The Light of Eltharion is a consummate warrior and one of the greatest swordmasters of all time.

Effect: Ignore negative modifiers to hit rolls and wound rolls for this unit’s attacks. In addition, ignore negative modifiers to the characteristics of this unit’s melee weapons.

Passive
SPIRIT ARMOUR: Instead of protecting a body of flesh and blood, this armour houses the undying spirit of the mighty warrior Eltharion. Though animated by the Light of Eltharion, it is essentially hollow – even a penetrating thrust may simply pass through the glowing form within.

Effect: Ignore all modifiers to save rolls for this unit (positive and negative).

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (5+)
ORDER, LUMINETH REALM‑LORDS, AELF
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).
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.

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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.

Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
This HERO can join an eligible regiment as a Lumineth Paragon.

Infantry Hero
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.
© Vyacheslav Maltsev 2013-2024