Lumineth Realm-lords – Vanari Bladelords

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SPEARHEAD WARSCROLL
Vanari Bladelords
6"
2
4+
1
Bladelords are amongst the most elite Lumineth warriors. Each has formed a deep connection with the essence of their weapon and views combat as a series of elegant and artful equations. To kill with the perfectly calculated cut or degree of force is seen as the greatest of virtues – not out of a sense of ego or self-aggrandisement, they say, but because it brings them closer to true enlightenment. Bladelords serve as guardians to the mages of the Scinari, souls who share their quest for mental perfection and will give their lives in service of their honoured charges.
SPEARHEAD WARSCROLL
Vanari Bladelords
MELEE WEAPONS
AtkHitWndRndDmg
Sunmetal Greatblade: Perfect Strike
Sunmetal Greatblade: Perfect Strike1
See below
Sunmetal Greatblade: Flurry of Blows [Anti-INFANTRY (+1 Rend), Crit (Mortal)]
Sunmetal Greatblade: Flurry of Blows
Anti-INFANTRY (+1 Rend), Crit (Mortal)
33+4+11
Passive
SWORDMASTERS: 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 Greatblade. 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 unit.

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

Effect: While your general is wholly within this unit’s combat range, both this unit and your general have WARD (5+).

KEYWORDS
INFANTRY
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.
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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.

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).
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.
© Vyacheslav Maltsev 2013-2026