Lumineth Realm-lords – Vanari Auralan Wardens

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SPEARHEAD WARSCROLL
Vanari Auralan Wardens
6"
1
4+
1
The Auralan Wardens are the lynchpins of the Vanari military. These phalanxes of skilled aelven warriors embody the Tyrionic traditions of their people; they do not flinch in the face of danger, nor do they hesitate to wield their pikes to impale oncoming enemies. The Wardens’ strength is built upon unity of purpose and a discipline that only those as long-lived as the aelves can hope to master. Empowered by the energies of aetherquartz and the arcane moonfire entrusted to their High Warden, they are the proud fortress wall upon which the forces of disorder break.
SPEARHEAD WARSCROLL
Vanari Auralan Wardens
MELEE WEAPONS
AtkHitWndRndDmg
Warden’s Pike [Crit (Mortal), Anti-charge (+1 Rend)]
Warden’s Pike
Crit (Mortal), Anti-charge (+1 Rend)
23+4+-1
Once Per Battle, Any Combat Phase
MOONFIRE FLASK: The High Warden carries a flask filled with a burning silvery liquid that can be hurled at the incoming enemy.

Declare: Pick an enemy unit in combat with this unit and that charged this turn to be the target, then roll a dice.

Effect: On a 2+, inflict D3 mortal damage on the target.

KEYWORDS
INFANTRY, REINFORCEMENTS
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.
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

Army List
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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).
© Vyacheslav Maltsev 2013-2026