Lumineth Realm-lords – Ydrilan Riverblades

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LUMINETH REALM-LORDS WARSCROLL
Ydrilan Riverblades
7"
1
5+
1
Leaping into battle with acrobatic finesse, Ydrilan Riverblades are swift and aggressive fighters. They attack with a relentless drive, surging forwards into the enemy with flowing lethality akin to the waterways their aelementiri temple has sworn to protect.
LUMINETH REALM-LORDS WARSCROLL
Ydrilan Riverblades
RANGED WEAPONS
RngAtkHitWndRndDmg
Ythara Darts [Shoot in Combat]
Ythara Darts
Shoot in Combat
10"23+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Ydrilan Blades
Ydrilan Blades23+4+11
BATTLE PROFILE

Unit Size: 10      Points: 140
MODELBASE SIZE
Pureflood Seneschal32mm
4 x Crestdancers32mm
5 x Stream-runners28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Once Per Turn (Army), Your Movement Phase
TRAVEL THE WATERWAYS: The Ydrilan are able to navigate the realms’ waterways in order to travel as fast as the flow of the rapids.

Effect: Remove this unit from the battlefield and set it up again on the battlefield wholly within 6" of a battlefield edge and more than 9" from all enemy units.

If you picked to depict Ydriliqi, Rune of the River on your battle scripture this battle round, you can instead set up this unit anywherecon the battlefield more than 9" from all enemy units.

Once Per Turn (Army), Any Combat Phase
RELENTLESS AS THE DRIVING CURRENT: An Ydrilan warrior keeps surging forwards, their movements fluid and bewilderingly fast as they embody the momentum of rushing water.

Effect: If this unit is in combat, it can move 2D6". It can pass through models in enemy units but must end that move in combat.

KEYWORDS
INFANTRY, CHAMPION
ORDER, LUMINETH REALM‑LORDS, AELF, YDRILAN
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).
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
Warscrolls collated

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Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
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.
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

3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
Ydriliqi, Rune of the River
Ydriliqi, Rune of the River: Pick up to 2 friendly LUMINETH REALM-LORDS units for each instance of this rune depicted on your battle scripture to be the targets. Subtract 2 from charge rolls for enemy units while they are within 12" of any of the targets. In addition, the following enhanced effects apply:
  • While Alaithi, Rune of the Mountain is depicted on your battle scripture, ignore negative modifiers to hit rolls and wound rolls for attacks made by the targets.
  • If Oreali, Rune of the Wind is depicted on your battle scripture, each target can immediately move up to 3". They can pass through the combat ranges of enemy units and can end that move in combat.
© Vyacheslav Maltsev 2013-2026