Lumineth Realm-lordsVanari Auralan Wardens

Vanari Auralan Wardens

The Auralan Wardens fight in close formation, using long pikes that they set to receive the charge of the foe. The Wardens guide their sunmetal tips into the enemy’s chests at the last moment; those pierced by them are slain in a heartbeat.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Champion’s Blade
Champion’s Blade1"23+4+-11
Warden’s Pike
Warden’s Pike3"23+4+-1

Unit Size: 10 - 30      Points: 120
Battlefield Role: Battleline
Notes: For each Vanari Auralan Wardens unit included in your army, you can take 1 Vanari Auralan Sentinels unit or 1 Vanari Dawnriders unit as a battleline unit.


A unit of Vanari Auralan Wardens has any number of models, each armed with a Warden’s Pike.

HIGH WARDEN: 1 model in this unit can be a High Warden. A High Warden is armed with a Champion’s Blade instead of a Warden’s Pike.


Moonfire Flask: The High Warden carries a Moonfire Flask in one hand; when the enemy draws close, the Warden hurls the fragile flask into its ranks so that it bursts and scatters burning silvery liquid all around.
Once per battle, at the start of the combat phase, you can pick 1 enemy unit within 3" of this unit’s High Warden and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

Sunmetal Weapons: The pikes used by Auralan Wardens are tipped with pure sunmetal that can burn a victim from the inside out.
If the unmodified hit roll for an attack made with a Warden’s Pike is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

Wall of Blades: When Auralan Wardens stand shoulder to shoulder, they present a bristling wall of pikes towards the foe.
If the target unit made a charge move in the same turn, add 1 to wound rolls for attacks made with this unit’s Warden’s Pikes and improve the Rend characteristic of that weapon by 1.


The High Warden of this unit is a WIZARD while this unit has 5 or more models. They can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. They know the Power of Hysh spell.

Power of Hysh: Lumineth wizards can use their arcane arts to empower sunmetal, making it burn with an even greater intensity.
Power of Hysh has a casting value of 6. If successfully cast, until your next hero phase, the Sunmetal Weapons ability for the caster and/or the unit they are part of causes mortal wounds to be inflicted on an unmodified hit roll of 5+ instead of 6.

Any number of LUMINETH REALM-LORDS WIZARDS can attempt to cast Power of Hysh in the same hero phase.

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.
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.
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.
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, Behemoth

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

Leader, Behemoth

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

Leader, Behemoth

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

Leader, Behemoth

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

© Vyacheslav Maltsev 2013-2020