Lumineth Realm-lords – Vanari Bladelords

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LUMINETH REALM-LORDS WARSCROLL
Vanari Bladelords
6"
2
4+
1
Though they are meticulous adherents to the warrior creed of the Vanari, Bladelords most commonly serve as bodyguards to the Scinari mage-caste. This bond is displayed all over a Bladelord’s person, from the Scinari runes worked into their armour to their vanashimor back-banners. In battle, the Bladelords serve with quiet, unflinching pride, driving the enemy back with perfectly placed strikes that allow the Scinari to practise their arcane rites undisturbed. When surrounded by unending ranks of foes, they can change style effortlessly to instead land a flurry of blows that can slice through hordes with ease. In turn, the Scinari seek to further uplift the minds of their guardians. Bladelords are encouraged to see battle as a complex equation, where momentum, force and reaction must all be balanced in a split second. Successful calculation of these competing forces sees the Bladelords wield their lightweight greatswords and twin blades to lop off limbs and heads in whirling strikes, each clumsy blow from their adversaries accounted for and countered with the perfect riposte. The Bladelords frown upon boastfulness even more so than other Lumineth; as they see it, their only duty is to protect their wizardly charges. If they happen to inch closer towards achieving the most sublime warrior state imaginable, then so be it.
LUMINETH REALM-LORDS WARSCROLL
Vanari Bladelords
MELEE WEAPONS
AtkHitWndRndDmg
Sunmetal Blade: Flurry of Blows [Anti-INFANTRY (+1 Rend), Crit (Mortal)]
Sunmetal Blade: Flurry of Blows
Anti-INFANTRY (+1 Rend), Crit (Mortal)
33+4+11
Sunmetal Blade: Perfect Strike
Sunmetal Blade: Perfect Strike1
BATTLE PROFILE

Unit Size: 5      Points: 150
Base size: 32mm
Can be reinforced: Yes

Passive
SWORDSMASTERS: Vanari Bladelords adopt different fighting styles depending upon the nature of their opponents.

Effect: Each time this unit uses a FIGHT ability, you must pick either the Perfect Strike or Flurry of Blows weapon characteristics for all the attacks it makes with its Sunmetal Blades.

In addition, do not use the attack sequence for an attack made with Perfect Strike. Instead, roll a dice. On a 2+, inflict 1 mortal damage on the target.

Passive
GUARDIANS: Bladelords are tasked with protecting the Scinari from harm.

Effect: While any friendly SCINARI HEROES are wholly within this unit’s combat range, both this unit and those friendly units have WARD (5+).

KEYWORDS
INFANTRY, CHAMPION
ORDER, LUMINETH REALM‑LORDS, AELF, VANARI
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.
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.
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:

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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.

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.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.

The SCINARI and HERO keywords are used in the following Lumineth Realm-lords warscrolls:

© Vyacheslav Maltsev 2013-2024