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.
|Lumineth Realm-lords||Battletome||2||1.0||August 2020|
|General’s Handbook ’2020|
|General’s Handbook ’2020||Expansion||2||1.0||August 2020|
|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?|
|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?|
|Q:||If a friendly SYAR unit that is wholly within 18" of a friendly SYAR HERO uses the ‘Deplete Reserves’ command 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?|
|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?|
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?|
|Q:||If the answer to the previous question is ‘No’, how do effects that allow a WIZARD to cast additional spells work with TECLIS?|
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?|
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?|
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.
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.
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.
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.
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.
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.
|CATHALLAR generals only.|
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 ‘-’.
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.
|ALARITH generals only.|
|ALARITH HEROES only.|
Lore of HyshTECLIS, CATHALLARS and VANARI WIZARDS only.
Lore of the High PeaksTECLIS and ALARITH WIZARDS only.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
The Lumineth Realm-lords player takes the first turn in the first battle round.
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.
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+.
The battle lasts until the Baleful Realmgate in the centre of the battlefield is destroyed or for 5 battle rounds, whichever happens first.
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.
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.
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 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.
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.
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.
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.
The battle lasts for 5 battle rounds.
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 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.
Retinue Followers Rewards Table
Champion and Hero Followers Rewards Table(Lumineth Avatar followers cannot receive rewards)
The VANARI keyword is used in following Lumineth Realm-lords warscrolls:
The SYAR keyword is used in following Lumineth Realm-lords warscrolls:
The SYAR and HERO keywords are used in following Lumineth Realm-lords warscrolls:
The TECLIS keyword is used in following Lumineth Realm-lords warscrolls:
The LUMINETH REALM-LORDS and WIZARD keywords are used in following Lumineth Realm-lords warscrolls:
The CATHALLAR keyword is used in following Lumineth Realm-lords warscrolls:
The LUMINETH REALM-LORDS keyword is used in following Lumineth Realm-lords warscrolls:
The LUMINETH REALM-LORDS and HERO keywords are used in following Lumineth Realm-lords warscrolls:
The ALARITH keyword is used in following Lumineth Realm-lords warscrolls:
The WIZARD keyword is used in following Lumineth Realm-lords warscrolls:
The ALARITH and HERO keywords are used in following Lumineth Realm-lords warscrolls:
The TECLIS and WIZARD keywords are used in following Lumineth Realm-lords warscrolls:
The ALARITH and WIZARD keywords are used in following Lumineth Realm-lords warscrolls:
The YMETRICA and ALARITH keywords are used in following Lumineth Realm-lords warscrolls:
The YMETRICA and HERO keywords are used in following Lumineth Realm-lords warscrolls:
The ILIATHA and VANARI keywords are used in following Lumineth Realm-lords warscrolls:
The ILIATHA and AELEMENTIRI keywords are used in following Lumineth Realm-lords warscrolls:
The ILIATHA and HERO keywords are used in following Lumineth Realm-lords warscrolls:
The ZAITREC and HERO keywords are used in following Lumineth Realm-lords warscrolls: