Lumineth Realm-lords – Vanari Auralan Wardens

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LUMINETH REALM-LORDS WARSCROLL
Vanari Auralan Wardens
6"
1
4+
1
Auralan Wardens are the lynchpin of a Lumineth battleline and a mainstay in the hosts of Hysh. Fearlessly do they stare down a charging enemy, waiting until the opportune moment before driving the sunmetal tips of their pikes forward and breaking the enemy advance like an unyielding cliff before a crashing wave.
LUMINETH REALM-LORDS WARSCROLL
Vanari Auralan Wardens
MELEE WEAPONS
AtkHitWndRndDmg
Warden Pike and Blade [Anti-charge (+1 Rend), Crit (Mortal)]
Warden Pike and Blade
Anti-charge (+1 Rend), Crit (Mortal)
23+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 120
Base size: 32mm
Can be reinforced: Yes

Passive
ANTICIPATED STRIKE: When Auralan Wardens stand shoulder to shoulder, they present a bristling wall of pikes to the foe.

Effect: If this unit has not charged this turn, ignore the effect of the Charge (+1 Damage) ability for combat attacks made by enemy units that target this unit.

KEYWORDS
INFANTRY, CHAMPION
ORDER, LUMINETH REALM‑LORDS, AELF, VANARI
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.
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).
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.
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
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.
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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

Army List
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