Lumineth Realm-lords – Vanari Lord Regent

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LUMINETH REALM-LORDS WARSCROLL
Vanari Lord Regent
14"
7
3+
2
Lord Regents are the commanders of the Lumineth warhosts, storied champions who have risen through the ranks by dint of sheer excellence. These leaders employ effectively limitless military authority, able to veto invasions or legitimise the mustering of hundreds of warriors. The Lord Regents do not occupy any formal seat of power in a Great Nation’s rulership; they serve instead as Tyrion’s proxies, commanding those fronts where the Lord Phoenix cannot. Regardless of the nation they were born in, Lord Regents follow the Decree Tyrionic, moulded by traditions that prize decisive action over drawn-out cerebral contemplation. Each Regent spends countless hours studying matters of strategy, allowing them to make quick calls during battle, and they are adept at channelling solar energies into their warriors’ sunmetal blades until they blaze with captured light. The trials by which a Regent earns their rank are taxing in the extreme. Tracking down and earn the allegiance of a lightcourser, a swift-footed quadruped energised by Hysh’s radiance, is but one of these. As their mount sprints forward at blistering speed to deliver bone-breaking kicks, the Lord Regent draws upon the aetherquartz crystals worked into their wargear to launch precise attacks.
LUMINETH REALM-LORDS WARSCROLL
Vanari Lord Regent
MELEE WEAPONS
AtkHitWndRndDmg
Lightcourser’s Horns and Claws [Companion]
Lightcourser’s Horns and Claws
Companion
35+3+-1
Regent’s Sword [Crit (Mortal)]
Regent’s Sword
Crit (Mortal)
53+4+12
BATTLE PROFILE

Unit Size: 1      Points: 230
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: 0-1 Lumineth Paragon, 0-1 Ydrilan Riverblades, Any VANARI

Once Per Battle, Your Hero Phase
PUREST AETHERQUARTZ: Lord Regents carry a reserve of fine aetherquartz that burns with the brilliance of Hysh.

Effect: For the rest of the turn, add 1 to casting rolls for this unit and subtract 1 from hit rolls for attacks that target this unit.

Once Per Battle, Your Charge Phase
CHARGE OF THE LUMINETH: The Lord Regent leads a united cavalry charge crashing into the enemy ranks.

Declare: Pick this unit and up to 2 friendly Vanari Dawnriders units within this unit’s combat range to be the targets.

Effect: You can re-roll charge rolls for the targets for the rest of the turn. In addition, if a target charges this phase, add 1 to the Attacks characteristic of that target’s weapons for the rest of the turn.

KEYWORDS
HERO, WIZARD (1), CAVALRY
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.

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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.

6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, il might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
This HERO can join an eligible regiment as a Lumineth Paragon.

Infantry Hero
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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.

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

14.3 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

© Vyacheslav Maltsev 2013-2024