The Lumineth are often mistaken for angelic beings of pure light, for they glow with the glorious power of Hysh. Their incredible intellects were once turned to the pursuits of art, magic and philosophy, but now they are attuned to the business of war. To fight them is to battle not only the aelven warhosts but the Realm of Light itself.

This page contains all of the rules you need to field your Lumineth Realm-lords miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.

Books

BookKindEditionVersionLast update
  Lumineth Realm-lords
  Lumineth Realm-lordsBattletome21.0August 2020
  General’s Handbook ’2020
  General’s Handbook ’2020Expansion21.0August 2020

Designers’ Commentary

Battletome: Lumineth Realm-lords

 Q: Can a unit that is not a WIZARD use ‘Magical Insight’ to cast a spell?
A:
No.
 Q: If a unit is affected by both the ‘Crippling Vertigo’ and ‘Darkness of the Soul’ spells, do I make 2 different rolls of 2D6 when that unit attempts to make a normal move or charge move?
A:
Yes.
 Q: If any models in a VANARI unit that is a shining company move away from the unit or are slain, and the unit is no longer a shining company as a result, can that unit reform as a shining company if its models once again touch the bases of 2 or more models in the unit?
A:
No.
 Q: If a friendly SYAR unit that is wholly within 18" of a friendly SYAR HERO uses the ‘Deplete Reservescommand ability, is it possible to use both of that unit’s aetherquartz reserves on the same ability (such as ‘Heightened Senses’) in the same phase?
A:
Yes.
 Q: Can you explain what happens if TECLIS casts a spell within range of an effect that requires you to re-roll, change or replace a successful casting roll?
A:
As you do not roll the dice, a spell cast with the Archmage ability cannot be re-rolled, changed or replaced.
 Q: Can the number of spells I pick for TECLIS with the Archmage ability ever be increased or decreased?
A:
No.
 Q: If the answer to the previous question is ‘No’, how do effects that allow a WIZARD to cast additional spells work with TECLIS?
A:
Any effects that would allow Teclis to cast an additional spell are ignored.
 Q: Can you explain the sequence for changing the value of the D6 beside the Hyshian Twinstones if a friendly LUMINETH REALM-LORDS WIZARD draws on the power of the twinstones and then casts a spell within 12" of it?
A:
If it is your turn and the spell is successfully cast and not unbound, after the effects of that spell have been resolved, you can first change the value of the D6 next to the endless spell to 1 and then increase the value of the D6 by 1.
 Q: If I successfully cast ‘Summon Sanctum of Amyntok’ with a LUMINETH REALM-LORDS WIZARD that is part of a unit that has more than 1 model, what happens to the other models in that unit?
A:
In order to set up the Sanctum of Amyntok, you must be able to set up all of its models without moving any models from the caster’s unit. If this is impossible, the endless spell cannot be set up. Sometimes this will mean that other models from the caster’s unit will be inside the Sanctum of Amyntok; if this is the case, those models must remain inside the ring for as long as the Sanctum of Amyntok is on the battlefield. Models from the caster’s unit cannot be moved across any part of the endless spell.

If an enemy unit targets the unit inside the Sanctum of Amyntok, the modifiers to hit and save rolls from the ‘Sigil of Yngra’ ability do not apply, unless the caster is the only model from that unit on the battlefield.
However, you can still roll for each enemy unit at the end of the combat phase with the ‘Sigil of Yngra’ ability as normal. Remember, the range to the unit inside the Sanctum of Amyntok is measured to the endless spell model.

In addition, if the Sanctum of Amyntok was cast by a model that is no longer a WIZARD (e.g. a High Warden from a Vanari Auralan Wardens unit that no longer has 5 or more models), the endless spell remains on the battlefield until that model is slain or it is dispelled.

Allies

FACTIONALLIES
Lumineth Realm-lordsIdoneth Deepkin

Lumineth Realm-lords Battle Traits

Aetherquartz Reserve

Every Lumineth Realm-lord carries with them a tiny reserve of aetherquartz that they keep in a gem-like container. In extremis, the Realm-lord can break the vessel’s seal, allowing them to temporarily increase their physical and arcane prowess, albeit at a heavy emotional cost.

Each unit in a Lumineth Realmlords army starts the battle with 1 aetherquartz reserve. Once per phase, you can say that 1 unit will use its aetherquartz reserve to use 1 of the following aetherquartz reserve abilities. However, if you do so, subtract 1 from that unit’s Bravery characteristic for the rest of the battle.

Heightened Reflexes: You can say that a unit will use this ability when it is picked to be the target of an enemy attack. If you do so, add 1 to save rolls for attacks that target that unit until the end of that phase.

Heightened Senses: You can say that a unit will use this ability when it is picked to shoot or fight. If you do so, add 1 to hit rolls for attacks made by that unit until the end of that phase.

Magical Boost: You can say that a unit will use this ability after it has attempted to cast a spell but before any unbinding rolls are made for that spell. If you do so, you can either add 1 to that casting roll or re-roll that casting roll.

Magical Insight: You can say that a unit will use this ability at the start of your hero phase. If you do so, that unit can attempt to cast 1 extra spell in that phase.

Absorb Despair

Scinari Cathallars can assuage the dark despair that afflicts a Lumineth Realm-lord after the use of their aetherquartz reserve. The negative energies are not just burned off but released towards the foe as a psychological weapon.

If a friendly unit uses its aetherquartz reserve while it is wholly within 18" of any friendly CATHALLARS, you can pick 1 of the CATHALLARS within 18" of that unit and say that they will absorb the negative energy. A CATHALLAR cannot absorb negative energy more than once per phase.

If a CATHALLAR absorbs the negative energy from a friendly unit, do not subtract 1 from that unit’s Bravery characteristic. Instead, you can pick 1 enemy unit within 18" of that CATHALLAR. If you do so, subtract 1 from the Bravery characteristic of that enemy unit for the rest of the battle. The same enemy unit cannot be affected by this ability more than once per battle.

Lightning Reactions

Lumineth Realm-lords possess a natural skill and talent that far outstrips that of most other races. When combined with decades of martial training, this creates a warrior elite that can think faster, act more decisively and fight more proficiently than any other.

During the combat phase, when it is your turn to pick a unit to fight, you can pick 2 eligible units instead of 1. If you do so, each of those units can fight one after the other in the order of your choice.

Designer’s Note: This ability only applies to units that fight during the combat phase; therefore, it cannot be used for units that fight at the start or the end of the combat phase, or for units that fight in any phase other than the combat phase.

Lumineth Great Nations

The Lumineth are gathered into Great Nations, each with their own unique culture, specialisations and sets of social mores.

When you choose an Lumineth Realm-lords army, you can give it a Great Nation keyword from the list below. All LUMINETH REALM-LORDS units in your army gain that keyword, and you can use the allegiance abilities listed for that Great Nation.

YMETRICA
SYAR
ILIATHA
ZAITREC

If a model already has a Great Nation keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its Great Nation.

Vanari Battle Traits

Shining Company

Vanari warriors often fight in a tight grouping, so close that their shoulders or stirrups are almost touching. This densely packed formation sacrifices a little fluidity but combines the bright light of each numinous soul into a dazzling brilliance that befuddles enemies.

After a VANARI unit is set up, if the base of each model in the unit is touching the bases of 2 or more other models from the same unit, then that unit becomes a shining company.

That unit remains a shining company until, after finishing a move, the base of each model in the unit is no longer touching the bases of 2 or more other models from the same unit, or until, after removing a slain model from the unit, the bases of any remaining models in the unit are not touching the bases of 2 or more other models from the same unit.

Subtract 1 from hit rolls for attacks that target a shining company. However, a shining company cannot run or charge, and models in that unit can only move 1" when they pile in.

Scinari Command Traits

CATHALLAR generals only.

D3COMMAND TRAIT
1

Spellmaster

This general has studied the arcane arts for centuries.

Once in each of your hero phases, you can re-roll 1 failed casting roll for this general.

2

Loremaster

Few can rival this general’s knowledge of aelven magic.

This general knows 1 extra spell from the Lore of Hysh.

3

Warmaster

This general has mastered advanced strategies and tactics of battle.

If this general is part of your army and on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.


Scinari Artefacts of Power

CATHALLARS only.

D3ARTEFACT OF POWER
1

Phoenix Stone

This ancient crystal can heal those on the brink of death.

If a friendly LUMINETH REALM-LORDS HERO is slain within 12" of the bearer, before removing that model from play, roll a dice. On a 6, that model is not slain, all wounds allocated to it are healed and any wounds that currently remain to be allocated to it or its unit are negated.

2

Silver Wand

This slender wand is covered with winding Lumineth runes.

The bearer can attempt to cast 1 extra spell in your hero phase.

3

Blade of Leaping Gold

A more finely balanced blade than this has never been wrought.

Pick 1 of the bearer’s melee weapons. Add 3 to the Attacks characteristic of that weapon.


Alarith Battle Traits

Enduring as Rock

When in a battle trance inspired by the mountain, the Alarith take on the aspect of stone, blades rebounding off their rock-hard skin.

After armies have been set up but before the first battle round begins, and at the start of any of your hero phases, you can pick any number of friendly ALARITH units and say that they are adopting the mountain stance. If you do so, until your next hero phase, if the weapon used for an attack that targets an ALARITH unit in the mountain stance has a Rend characteristic of -1, change the Rend characteristic for that attack to ‘-’.

Tectonic Force

The Alarith are imbued with the grinding, unstoppable power of the tectonic plates that created the mountains of Hysh.

At the end of each combat phase, you can pick 1 enemy unit within 1" of each friendly ALARITH unit. You cannot pick the same enemy units more than once in the same phase. After you pick each unit, your opponent must move that unit 2" and that unit must finish that move more than 1" from any ALARITH units from your army if it is possible for it to do so.

Once those enemy units have been forced to move, any friendly ALARITH units that are within 3" of any enemy units can make a 1" pile-in move.

Alarith Command Traits

ALARITH generals only.

D3COMMAND TRAIT
1

Majestic

Few can look upon this general and not be awed by their luminous majesty.

Add 1 to the Bravery characteristic of friendly LUMINETH REALM-LORDS units while they are wholly within 12" of this general. In addition, subtract 1 from the Bravery characteristic of enemy units while they are within 18" of this general.

2

Enduring

This general’s stamina is legendary.

Add 3 to this general’s Wounds characteristic.

3

Loremaster

Few can rival this general’s knowledge of aelven magic.

If this general is a WIZARD, they know 1 extra spell from the Lore of the High Peaks.


Alarith Artefacts of Power

ALARITH HEROES only.

D3ARTEFACT OF POWER
1

Heartstone Amulet

This fragment of mountain heartstone lends the bearer an indomitable toughness.

Roll a dice each time you allocate a wound or mortal wound to the bearer. On a 5+, that wound or mortal wound is negated.

2

Ebony Stone

Dark as midnight jet, this rock absorbs the arcane energy of hostile spells.

Each time the bearer is affected by a spell or endless spell, you can roll a dice. On a 4+, ignore the effects of that spell on the bearer.

3

Magmic Hammer

This volcanic hammer shimmers red-hot as it unleashes powerful arcane bolts.

If the bearer is a WIZARD, add 1 to the number of mortal wounds inflicted by Arcane Bolt spells that are cast by the bearer.


Spell Lores

You can choose or roll for one spell from one of the following tables for each WIZARD in a Lumineth Realm-lords army. TECLIS knows all of the spells in all of the following tables.

Lore of Hysh

TECLIS, CATHALLARS and VANARI WIZARDS only.

D6SPELL
1

Speed of Hysh

The caster gestures at a nearby Lumineth regiment, enchanting them so they can move blurringly fast.

Speed of Hysh has a casting value of 5. If successfully cast, pick 1 friendly LUMINETH REALM-LORDS unit wholly within 18" of the caster and visible to them. Double the Move characteristic of that unit until your next hero phase.

2

Solar Flare

Communing with the solar bodies above the battlefield, the caster causes one of them to belch forth a searing flare of energy that disrupts the magical energy across the battlefield.

Solar Flare has a casting value of 8. If successfully cast, pick a point on the battlefield within 10" of the caster and visible to them. If there is an endless spell at that point, it is dispelled, and if there is a unit at that point, roll a number of dice equal to the number of models in that unit. For each 6+, that unit suffers 1 mortal wound. In addition, until your next hero phase, subtract 2 from casting, dispelling and unbinding rolls for WIZARDS within 12" of that point.

3

Lambent Light

The wizard points at a foe and calls down a ghostly illumination that makes them starkly visible to their enemies.

Lambent Light has a casting value of 5. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. Until your next hero phase, you can re-roll hit rolls for attacks made with missile weapons that target that unit.

4

Ethereal Blessing

By focusing their will and concentrating deeply, the caster makes an ally as insubstantial as the light of the moon.

Ethereal Blessing has a casting value of 6. If successfully cast, pick 1 friendly LUMINETH REALM-LORDS unit wholly within 18" of the caster and visible to them. Until your next hero phase, ignore modifiers (positive or negative) when making save rolls for attacks that target that unit.

5

Total Eclipse

The caster gestures towards a lunar body above their head, causing a dark shadow to draw across it. This distracts the foe and makes it hard for their leaders to issue effective commands.

Total Eclipse has a casting value of 8. If successfully cast, until your next hero phase, your opponent must spend 2 command points to use a command ability instead of 1.

6

Protection of Hysh

The caster opens their arms wide, creating a field of glowing energy that protects all of the caster’s allies that are nearby.

Protection of Hysh has a casting value of 8. If successfully cast, until your next hero phase, roll a dice each time you allocate a wound or mortal wound to a friendly unit wholly within 9" of the caster. On a 5+, that wound or mortal wound is negated. This spell cannot be cast in the same hero phase as Protection of Teclis (see Archmage Teclis warscroll).


Lore of the High Peaks

TECLIS and ALARITH WIZARDS only.

D6SPELL
1

Unyielding Calm

The caster imbues an ally with the unbreakable stoicism of the mountains.

Unyielding Calm has a casting value of 4. If successfully cast, pick 1 friendly LUMINETH REALM-LORDS unit wholly within 18" of the caster. Until your next hero phase, do not take battleshock tests for that unit.

2

Crippling Vertigo

The caster visualises standing upon a narrow ledge of a high mountain and transfers this image into the minds of their foes, amplifying it until it consumes them entirely.

Crippling Vertigo has a casting value of 6. If successfully cast, pick 1 enemy unit wholly within 18" of the caster and visible to them. Until your next hero phase, roll 2D6 before that unit makes a normal move, a charge move or a pile-in move. If the roll is greater than that unit’s Bravery characteristic, it cannot make that move.

3

Voice of the Mountains

The caster communes with a nearby peak, his war shout growing ever louder into a thunderous rumble of stone that fills the foe with dread before eventually fading.

Voice of the Mountains has a casting value of 6. If successfully cast, until the end of the turn, subtract 2 from the Bravery characteristic of enemy units. Then, until your next hero phase, subtract 1 from the Bravery characteristic of enemy units instead.

4

Living Fissure

The caster touches a rocky outcrop, causing it to split apart along its entire length.

Living Fissure has a casting value of 6. If successfully cast, pick 1 point on the battlefield within 9" of the caster that is visible to them and draw an imaginary straight line 1mm wide between that point and the closest part of the caster’s base. Roll a dice for each unit that has models passed across by this line. On a 2+, that unit suffers D3 mortal wounds.

5

Entomb

The caster points at a foe and closes their hand into a tight fist. The ground opens beneath their victim, engulfing them in a prison made of solid rock.

Entomb has a casting value of 7. If successfully cast, pick 1 enemy model within 18" of the caster and visible to them, and roll a dice. If the roll is greater than that model’s Wounds characteristic, that model is slain. If the roll is a 6 but is not greater than that model’s Wounds characteristic, that model suffers D6 mortal wounds.

6

Assault of Stone

The caster draws forth a slew of sharp rocks that burst from the ground and cascade towards the startled foe.

Assault of Stone has a casting value of 8. If successfully cast, pick 1 enemy unit wholly within 24" of the caster and visible to them, and roll a number of dice equal to the casting roll. For each roll that is less than that unit’s Save characteristic, that unit suffers 1 mortal wound. Rolls of 1 or 2 always fail to inflict a mortal wound on the target. A Save characteristic of ‘-’ counts as a 6 for the purposes of this rule.


Great Nations

These rules can be used by units in a Lumineth Realm-lords army that have been given the appropriate keyword (see the Lumineth Great Nations battle trait).

Ymetrica

The Ymetricans, known as the Scions of the Peaks, hail from the most mountainous of all the Hyshian nations. They are famed across the Realm of Light for their stoicism. Unflinching and devoted to Teclis’ cause, they are a bulwark of skill that can turn aside an enemy blow before channelling the power of the peaks into a deadly riposte.

ABILITIES
Mountain Realm: Ymetrica’s people hail from a mountainous realm and can channel the power of stone.
The Enduring as Rock battle trait changes the Rend characteristic for an attack that targets an YMETRICA ALARITH unit in the mountain stance to ‘-’ if the weapon used for that attack has a Rend characteristic of -1 or -2 instead of only -1.

COMMAND ABILITY
Redoubled Force: Nothing can halt the steady advance of the Alarith warriors that hail from Ymetrica.
You can use this command ability at the end of the combat phase. If you do so, pick 1 friendly YMETRICA ALARITH unit that has just forced an enemy unit to move using the Tectonic Force battle trait for the first time in that phase and that is wholly within 18" of a friendly YMETRICA HERO. You can use the Tectonic Force battle trait for a second time by picking 1 other enemy unit within 1" of that friendly unit.

COMMAND TRAIT
An YMETRICA general must have this command trait instead of one listed in Command Traits section (Scinari or Alarith Command Traits).

Almighty Blow: This general can gather their strength and unleash it in a single devastating attack.
When this general fights, instead of piling in and attacking, you can say that they will unleash a single almighty blow. If you do so, pick 1 enemy unit within 1" of this general and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

ARTEFACT OF POWER
The first YMETRICA HERO to receive an artefact of power must be given the Mountains’ Gift.

Mountains’ Gift: This weapon contains fragments of rock gifted to the bearer by all of the mountains in Ymetrica. It bears several geomantic enchantments blended as one.
Pick 1 of the bearer’s melee weapons. Once per phase, you can add 1 to the damage inflicted by 1 attack made with that weapon. In addition, roll a dice each time you allocate a wound or mortal wound to the bearer. On a 6, that wound or mortal wound is negated. In addition, each time the bearer is affected by a spell or endless spell, you can roll a dice. On a 5+, ignore the effects of that spell on the bearer.

Syar

The Syari are artisans beyond compare, lavishing years or even decades on the most superb works of craftsmanship that the Mortal Realms have ever seen. When they go to war, they do so in splendour, bedecked in the finest artefacts and armour. In the hands of a Syari warrior, even a tiny jewelled dagger can cut to the heart.

ABILITIES
Gleaming Brightness: The sheer concentration of aetherquartz that the Syar have gathered and fashioned into their raiment of war flaunts their wealth for all to see.
SYAR units start the battle with 2 aetherquartz reserves instead of 1.

COMMAND ABILITY
Deplete Reserves: The Syar do not hesitate to use their reserves of aetherquartz when it is opportune to do so.
You can use this command ability when a friendly SYAR unit could use an aetherquartz reserve ability, even if any friendly SYAR units have already done so in that phase. If you do so, pick 1 friendly SYAR unit that has any aetherquartz reserves and is wholly within 18" of a friendly SYAR HERO. That unit can use 1 of its aetherquartz reserves to use that aetherquartz reserve ability.

COMMAND TRAIT
A SYAR general must have this command trait instead of one listed in Command Traits section (Scinari or Alarith Command Traits).

Goading Arrogance: This general uses an appearance of arrogance and superiority as a feint, goading the enemy into foolhardy attacks.
At the start of the combat phase, you can pick 1 enemy HERO within 6" of this general. That enemy HERO can only target this general in that phase. In addition, you can add 1 to hit rolls for attacks that target that enemy HERO in that phase.

ARTEFACT OF POWER
The first SYAR HERO to receive an artefact of power must be given The Perfect Blade.

The Perfect Blade: This blade, understated in appearance, is one of the most perfect weapons ever made.
Pick 1 of the bearer’s melee weapons. An unmodified hit roll of 3+ for an attack made by that weapon always hits the target, an unmodified wound roll of 3+ for an attack made by that weapon is always successful, and an unmodified save roll of 3 or less for an attack made by that weapon always fails.

Iliatha

The shining hosts of Iliatha are famously close-knit – disturbingly so, in fact, for they house clone-twins that are essentially one mind in two bodies. Even in the mayhem of battle, one regiment will instinctively know which course of action another will take, lending them an uncanny unity and resolve on the battlefield.

ABILITIES
Soul-bond: Vanari and aelementiri units from Iliatha are made up of soul-bonded twins, none of whom will desert their siblings either in life or in death.
Add 2 to the Bravery characteristic of ILIATHA VANARI and ILIATHA AELEMENTIRI units.

Unity of Purpose: The Warden and Sentinel regiments of Iliatha act in unison at a single command.
After a friendly ILIATHA VANARI unit uses a command ability, you can pick 1 other friendly ILIATHA VANARI unit within 3" of that unit. If you do so, that other unit can also use that command ability without spending any command points. You can only use this ability once per phase.

COMMAND ABILITY
Strike in Unison: This army is made up of soulbonded twins who act in unison as if one mind were in two bodies.
You can use this command ability in your shooting phase or in the combat phase. If you do so, pick 1 friendly ILIATHA VANARI unit with 2 or more models. You can re-roll hit rolls of 1 for that unit until the end of that phase.

ARTEFACT OF POWER
The first ILIATHA HERO to receive an artefact of power must be given the Simulacra Amulet.

Simulacra Amulet: This finely crafted but innocuous-looking ornament is bonded to the wearer and can swiftly create a healthy clone of the bearer’s body in the instant of their death.
The first time the bearer is slain, before removing them from the battlefield, roll a dice. On a 1-3, the bearer is slain. On a 4-6, the bearer is not slain, all wounds allocated to them are healed and any wounds that currently remain to be allocated to them are negated.

Zaitrec

In a race known for its mastery of the arcane arts, the lambent mystics of Zaitrec are a cut above the rest. Even their youngest Vanari have copious magical talent. The mages of this Great Nation summon the energies of killing light in such abundance that they can melt most of an enemy force into slurry even before the battlelines close.

ABILITIES
Lambent Mystics: The Lumineth of Zaitrec are exceptionally gifted in the arcane arts. It is said that the power of magic runs through their veins.
Add 1 to the first casting, dispelling or unbinding roll you make for each friendly ZAITREC WIZARD in each hero phase. In addition, each ZAITREC WIZARD HERO knows 1 extra spell from the appropriate spell lore.

COMMAND ABILITY
A ZAITREC WIZARD general must have this command trait instead of one listed in Command Traits section (Scinari or Alarith Command Traits).

Fast Learner: This wizard general is endlessly fascinated by any form of magic, studying it intently in order to unravel its secrets.
This general can attempt to unbind 1 extra spell in the enemy hero phase. In addition, the second time that this general attempts to unbind a spell in the same enemy hero phase, you can re-roll the unbinding roll.

ARTEFACT OF POWER
The first ZAITREC HERO to receive an artefact of power must be given the Gift of Celennar.

Gift of Celennar: This moonstone talisman protects the bearer from harm. Its power is redoubled in the presence of Celennar.
Roll a dice each time you allocate a wound or mortal wound to the bearer. Add 2 to the roll if TECLIS is part of your army and on the battlefield. On a 6+, that wound or mortal wound is negated.

LORE OF ZAITREC
ZAITREC WIZARDS know the following spell in addition to any other spells that they know.

Overwhelming Heat: The caster causes the air to grow thicker and thicker with oppressive, overwhelming heat.
Overwhelming Heat has a casting value of 7. If successfully cast, pick 1 enemy unit wholly within 24" of the caster and visible to them. Halve the Move characteristic of that unit until your next hero phase. Then, roll a dice. If the roll is equal to or greater than that unit’s Save characteristic, that unit suffers D3 mortal wounds.

Battleplans

Battleplan

The Vanguard Strikes

Until recently, the Lumineth Realm-lords have been a reclusive race, rarely venturing beyond the boundaries of their Great Nations in the Realm of Light. Archmage Teclis is determined for this to change, as he fears that without the active participation of the Lumineth in the fight against Chaos, all of the Mortal Realms may be doomed.

To this end, he has started leading powerful vanguards of his kin through Realmgates into the other realms. All those who are foolish enough to oppose the Lumineth are swiftly crushed, like the misguided upstarts that they are.


THE ARMIES
Each player picks an army as described in the core rules. One player is the Lumineth Realm-lords player. Their opponent is the Upstart. The Lumineth Realm-lords player must use a Lumineth Realm-lords army that includes TECLIS.

THE BATTLEFIELD
Set up 1 Baleful Realmgate terrain feature in the centre of the battlefield. Then, set up any further terrain as described in the core rules.

SET-UP
The Lumineth Realm-lords player sets up 3 units from their army wholly within their territory, as shown on the map. TECLIS must not be one of these units. The remaining units in the Lumineth Realm-lords army start the battle in reserve and will arrive as described later (see Command Ability).

The Upstart then picks 1 point on the battlefield edge and sets up 3 units from their army wholly within 9" of that point. The remaining units in the Upstart’s army start the battle in reserve and will arrive as described later (see Wrath Awakened).

FIRST TURN
The Lumineth Realm-lords player takes the first turn in the first battle round.

WRATH AWAKENED
As the sound of battle grows, more and more units from the Upstart’s army begin to arrive.
At the end of their movement phase, the Upstart can roll a number of dice equal to the number of the current battle round. For each 4+, they can set up 1 reserve unit from their army wholly within 6" of the battlefield edge and more than 9" from any enemy units.

COMMAND ABILITY
The following additional command ability can be used in this battle.

Call for Reinforcements: The Lumineth can call for reinforcements to help them defend the bridgehead.
The Lumineth Realm-lords player can use this command ability at the end of their turn if any units from their army are in reserve and if a friendly HERO is on the battlefield and wholly within their own territory. If they do so, they can roll a dice. On a 2+, they can set up 1 reserve unit from their army wholly within 6" of the Baleful Realmgate in the centre of the battlefield and more than 3" from any enemy units.

DESTROY THE REALMGATE
The Upstart quickly realises that the only way to halt this incursion is to destroy the Realmgate.
Units in the Upstart’s army treat the Baleful Realmgate in the centre of the battlefield as an enemy model and can attack it with melee weapons (it is not affected by spells or abilities except for those that affect terrain features). That Baleful Realmgate is considered to have a Wounds characteristic of 12 and a Save characteristic of 3+.

BATTLE LENGTH
The battle lasts until the Baleful Realmgate in the centre of the battlefield is destroyed or for 5 battle rounds, whichever happens first.

GLORIOUS VICTORY
If the Baleful Realmgate in the centre of the battlefield is destroyed, the Upstart wins a major victory.

If the Baleful Realmgate in the centre of the battlefield has fewer than 6 wounds allocated to it at the end of the battle, the Lumineth Realm-lords player wins a major victory.

If neither player has won a major victory, the Upstart rolls a dice and adds the number of wounds allocated to the Baleful Realmgate to the roll. If the total is greater than 12, the Upstart wins a minor victory. If the total is less than 12, the Lumineth Realm-lords player wins a minor victory. If the total is exactly 12, the battle is a draw.


Battleplan

Site of Enlightenment

Standing sentinel over the mountain temples that form the focal points of their bond with their aelementor are the Alarith warriors known as the Stoneguard. Should travellers approach one of these sacred sites, these hitherto serene aelves will move quickly and purposefully to impede their passage, demanding they state their intentions. Any aggressive action on the part of the travellers will be met with intractable defiance by the Stoneguard, who will swiftly be joined in defence of the temple by more of their kin.

THE ARMIES
Each player picks an army as described in the core rules. One player is the Lumineth Realm-lords player and their opponent is the Traveller.

The Lumineth Realm-lords player must use a Lumineth Realm-lords army consisting of 5 units from the following list:
The Traveller’s army has 5 units, each of which must conform to a unit type from the following list:
  • Horde unit: A unit of up to 20 models, each with a Wounds characteristic of 1 and a Save characteristic of 6+ or ‘-’.
  • Regular unit: A unit of up to 10 models, each with a Wounds characteristic of 1 and a Save characteristic of 3+, 4+ or 5+.
  • Elite unit: A unit of up to 5 models, each with a Wounds characteristic of 2 or 3.
  • Guard unit: A unit of up to 3 models, each with a Wounds characteristic of 4 or 5.
  • Linebreaker unit: A unit of 1 model with a Wounds characteristic of 6 to 9 that is not a HERO.
  • Champion: A HERO that is not a MONSTER.
THE BATTLEFIELD
The Lumineth Realm-lords player must set up 1 terrain feature as shown on the map. That terrain feature is referred to as the Temple in the rules that follow. Set up any further terrain as described in the core rules.

SET-UP
The players alternate setting up units one at a time, starting with the Lumineth Realm-lords player. Players must set up units wholly within their own territory, more than 12" from enemy territory. The territories are shown on the map.

Any Alarith Spirit of the Mountain, Vanari Dawnriders, Vanari Auralan Sentinels or Vanari Auralan Wardens units in the Lumineth Realm-lords player’s army start the battle in reserve and will arrive as described below.

Continue to set up units until both players have set up their armies. If one player finishes first, their opponent must set up the rest of the units in their army, one after another.

FIRST TURN
The Traveller takes the first turn in the first battle round.

HELP AT HAND
When one Lumineth force is beset, another is usually close at hand.
At the end of their movement phase, the Lumineth Realm-lords player can set up 1 or more reserve units wholly within 6" of the battlefield edge and more than 9" from any enemy units. At the start of the fourth battle round, any models that are still in reserve are slain.

NO QUARTER
The Lumineth will not forsake this site; neither will the enemy retreat.
Do not take battleshock tests for units while they are wholly within 18" of the Temple.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
At the end of the battle, the player with the most models within 3" of the Temple controls it. If there are no models within 3" of the Temple or the number of models is tied, the Lumineth Realm-lords player controls it.

The player controlling the Temple wins a major victory if there are no enemy models within 9" of the Temple and a minor victory if there are 1 or more enemy models within 9" of the Temple.


Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.

Lumineth Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
CHAMPION TABLE
ChampionFollowers
Alarith Stonemage4 units
Scinari Cathallar4 units
LUMINETH AVATAR FOLLOWERS TABLE (uses 4 rolls, or 1 roll and 3 Glory Points)
D6Followers
1-6Alarith Spirit of the Mountain
MIGHTY HERO FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6Followers
1-3Alarith Stonemage
4-6Scinari Cathallar

Retinue Followers Rewards Table

D6REWARD
1

Gleaming Brightness

The sheer concentration of aetherquartz that these warriors have fashioned into their raiment of war flaunts their wealth for all to see.

This unit starts the battle with 2 aetherquartz reserves instead of 1.

2

Lambent Mystics

These followers are exceptionally gifted in the arcane arts. It is said that the power of magic runs through their veins.

Add 1 to the first casting, dispelling or unbinding roll you make for this unit in each hero phase.

3

Soul-bond

These followers are soul-bonded twins, none of whom will desert their siblings either in life or in death.

Add 2 to the Bravery characteristic of this unit.

4

Shield of Light

When these warriors stand together, they radiate a dazzling light that protects them from their foes.

You can re-roll save rolls of 1 for attacks that target this unit while this unit has 5 or more models.

5

Shafts of Light

These followers radiate blinding shafts of light that befuddle and disorientate, leaving the foe horribly vulnerable to attack.

You can re-roll hit rolls of 1 for attacks made with melee weapons by this unit while this unit has 5 or more models.

6

Blessing of Teclis

Teclis has blessed this unit with a shield of magical energy for its protection.

Roll a dice each time you allocate a wound or mortal wound to this unit. On a 6, that wound or mortal wound is negated.


Champion and Hero Followers Rewards Table

(Lumineth Avatar followers cannot receive rewards)

2D6REWARD
2

Twin Commanders

This champion has a soulbonded twin. They act in unison as if one mind were in two bodies.

Pick 1 other friendly model in your warband to be this model’s twin. In your hero phase, if both of these models are on the battlefield, you receive 1 extra command point.

3

Goading Arrogance

This champion uses an appearance of arrogance and superiority as a feint, goading the enemy into foolhardy attacks.

At the start of the combat phase, you can pick 1 enemy HERO within 3" of this model. That enemy HERO can only target this model in that phase. In addition, you can add 1 to hit rolls for attacks that target that enemy HERO in that phase.

4

Swordmaster

This champion has studied the art of the blade for centuries.

You can re-roll hit rolls for attacks made with melee weapons by this model.

5

Enduring

This champion’s stamina is legendary.

Add 2 to this model’s Wounds characteristic.

6

Warmaster

This champion has mastered advanced strategies and tactics of battle.

If this model is part of your army and on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.

7

Majestic

Few can look upon this champion and not be awed by their luminous majesty.

Add 1 to the Bravery characteristic of friendly LUMINETH REALM-LORDS units while they are wholly within 12" of this model. In addition, subtract 1 from the Bravery characteristic of enemy units they are within 18" of this model.

8

Loremaster

Few can rival this champion’s knowledge of aelven magic.

This model knows 1 spell from the Lore of Hysh.

9

Mystic

This champion is exceptionally gifted in the arcane arts. It is said that the power of magic runs through their veins.

Add 1 to casting, dispelling and unbinding rolls for this model.

10

Mighty

The blows made by this champion land with shattering might.

Add 1 to wound rolls for attacks made with melee weapons by this model.

11

Thirst for Knowledge

This champion is endlessly fascinated by any form of magic, studying it intently in order to unravel its secrets.

Add 1 to unbinding rolls for this model if the spell they are attempting to unbind has been successfully cast and not unbound at least once before in the battle. Add 2 to unbinding rolls for this model instead of 1 if the spell they are attempting to unbind has been successfully cast and not unbound at least 3 times before in the battle.

12

Artefact of Power

An ancient artefact of power has come into this champion’s possession.

Randomly generate 1 artefact of power for this model from the appropriate Artefacts of Power table (Scinari Artefacts of Power or Alarith Artefacts of Power).

Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.

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

None
Battleline

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

None
Battleline
Leader
Leader, Behemoth
Behemoth

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

Leader
Leader, Behemoth
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

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

Leader, Behemoth
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.

The LUMINETH REALM-LORDS and WIZARD keywords are used in following Lumineth Realm-lords warscrolls:

Leader
Leader, Behemoth
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.

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

Leader

The LUMINETH REALM-LORDS keyword is used in following Lumineth Realm-lords warscrolls:

None
Battleline
Leader
Leader, Behemoth
Behemoth
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.

The LUMINETH REALM-LORDS and HERO keywords are used in following Lumineth Realm-lords warscrolls:

Leader
Leader, Behemoth
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

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

None
Leader
Leader, Behemoth
Behemoth

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

Leader
Leader, Behemoth

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

Leader
Leader, Behemoth
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.

The TECLIS and WIZARD keywords are used in following Lumineth Realm-lords warscrolls:

Leader, Behemoth

The ALARITH and WIZARD keywords are used in following Lumineth Realm-lords warscrolls:

Leader
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.

The YMETRICA and ALARITH keywords are used in following Lumineth Realm-lords warscrolls:

None
Leader
Leader, Behemoth
Behemoth

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

Leader
Leader, Behemoth

The ILIATHA and VANARI keywords are used in following Lumineth Realm-lords warscrolls:

None
Battleline

The ILIATHA and AELEMENTIRI keywords are used in following Lumineth Realm-lords warscrolls:

None
Leader

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

Leader
Leader, Behemoth

The ZAITREC and WIZARD keywords are used in following Lumineth Realm-lords warscrolls:

Leader
Leader, Behemoth

The ZAITREC, WIZARD and HERO keywords are used in following Lumineth Realm-lords warscrolls:

Leader
Leader, Behemoth

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

Leader
Leader, Behemoth
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.
© Vyacheslav Maltsev 2013-2020